babylon.module.d.ts 5.5 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. * Checks if the navigator object exists
  284. * @returns true if the navigator object exists
  285. */
  286. static IsNavigatorAvailable(): boolean;
  287. /**
  288. * Extracts text content from a DOM element hierarchy
  289. * @param element defines the root element
  290. * @returns a string
  291. */
  292. static GetDOMTextContent(element: HTMLElement): string;
  293. }
  294. }
  295. declare module "babylonjs/Misc/logger" {
  296. /**
  297. * Logger used througouht the application to allow configuration of
  298. * the log level required for the messages.
  299. */
  300. export class Logger {
  301. /**
  302. * No log
  303. */
  304. static readonly NoneLogLevel: number;
  305. /**
  306. * Only message logs
  307. */
  308. static readonly MessageLogLevel: number;
  309. /**
  310. * Only warning logs
  311. */
  312. static readonly WarningLogLevel: number;
  313. /**
  314. * Only error logs
  315. */
  316. static readonly ErrorLogLevel: number;
  317. /**
  318. * All logs
  319. */
  320. static readonly AllLogLevel: number;
  321. private static _LogCache;
  322. /**
  323. * Gets a value indicating the number of loading errors
  324. * @ignorenaming
  325. */
  326. static errorsCount: number;
  327. /**
  328. * Callback called when a new log is added
  329. */
  330. static OnNewCacheEntry: (entry: string) => void;
  331. private static _AddLogEntry;
  332. private static _FormatMessage;
  333. private static _LogDisabled;
  334. private static _LogEnabled;
  335. private static _WarnDisabled;
  336. private static _WarnEnabled;
  337. private static _ErrorDisabled;
  338. private static _ErrorEnabled;
  339. /**
  340. * Log a message to the console
  341. */
  342. static Log: (message: string) => void;
  343. /**
  344. * Write a warning message to the console
  345. */
  346. static Warn: (message: string) => void;
  347. /**
  348. * Write an error message to the console
  349. */
  350. static Error: (message: string) => void;
  351. /**
  352. * Gets current log cache (list of logs)
  353. */
  354. static readonly LogCache: string;
  355. /**
  356. * Clears the log cache
  357. */
  358. static ClearLogCache(): void;
  359. /**
  360. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  361. */
  362. static LogLevels: number;
  363. }
  364. }
  365. declare module "babylonjs/Misc/typeStore" {
  366. /** @hidden */
  367. export class _TypeStore {
  368. /** @hidden */
  369. static RegisteredTypes: {
  370. [key: string]: Object;
  371. };
  372. /** @hidden */
  373. static GetClass(fqdn: string): any;
  374. }
  375. }
  376. declare module "babylonjs/Misc/deepCopier" {
  377. /**
  378. * Class containing a set of static utilities functions for deep copy.
  379. */
  380. export class DeepCopier {
  381. /**
  382. * Tries to copy an object by duplicating every property
  383. * @param source defines the source object
  384. * @param destination defines the target object
  385. * @param doNotCopyList defines a list of properties to avoid
  386. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  387. */
  388. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  389. }
  390. }
  391. declare module "babylonjs/Misc/precisionDate" {
  392. /**
  393. * Class containing a set of static utilities functions for precision date
  394. */
  395. export class PrecisionDate {
  396. /**
  397. * Gets either window.performance.now() if supported or Date.now() else
  398. */
  399. static readonly Now: number;
  400. }
  401. }
  402. declare module "babylonjs/Misc/devTools" {
  403. /** @hidden */
  404. export class _DevTools {
  405. static WarnImport(name: string): string;
  406. }
  407. }
  408. declare module "babylonjs/Misc/webRequest" {
  409. /**
  410. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  411. */
  412. export class WebRequest {
  413. private _xhr;
  414. /**
  415. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  416. * i.e. when loading files, where the server/service expects an Authorization header
  417. */
  418. static CustomRequestHeaders: {
  419. [key: string]: string;
  420. };
  421. /**
  422. * Add callback functions in this array to update all the requests before they get sent to the network
  423. */
  424. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  425. private _injectCustomRequestHeaders;
  426. /**
  427. * Gets or sets a function to be called when loading progress changes
  428. */
  429. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  430. /**
  431. * Returns client's state
  432. */
  433. readonly readyState: number;
  434. /**
  435. * Returns client's status
  436. */
  437. readonly status: number;
  438. /**
  439. * Returns client's status as a text
  440. */
  441. readonly statusText: string;
  442. /**
  443. * Returns client's response
  444. */
  445. readonly response: any;
  446. /**
  447. * Returns client's response url
  448. */
  449. readonly responseURL: string;
  450. /**
  451. * Returns client's response as text
  452. */
  453. readonly responseText: string;
  454. /**
  455. * Gets or sets the expected response type
  456. */
  457. responseType: XMLHttpRequestResponseType;
  458. /** @hidden */
  459. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  460. /** @hidden */
  461. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  462. /**
  463. * Cancels any network activity
  464. */
  465. abort(): void;
  466. /**
  467. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  468. * @param body defines an optional request body
  469. */
  470. send(body?: Document | BodyInit | null): void;
  471. /**
  472. * Sets the request method, request URL
  473. * @param method defines the method to use (GET, POST, etc..)
  474. * @param url defines the url to connect with
  475. */
  476. open(method: string, url: string): void;
  477. }
  478. }
  479. declare module "babylonjs/Misc/fileRequest" {
  480. import { Observable } from "babylonjs/Misc/observable";
  481. /**
  482. * File request interface
  483. */
  484. export interface IFileRequest {
  485. /**
  486. * Raised when the request is complete (success or error).
  487. */
  488. onCompleteObservable: Observable<IFileRequest>;
  489. /**
  490. * Aborts the request for a file.
  491. */
  492. abort: () => void;
  493. }
  494. }
  495. declare module "babylonjs/Misc/performanceMonitor" {
  496. /**
  497. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  498. */
  499. export class PerformanceMonitor {
  500. private _enabled;
  501. private _rollingFrameTime;
  502. private _lastFrameTimeMs;
  503. /**
  504. * constructor
  505. * @param frameSampleSize The number of samples required to saturate the sliding window
  506. */
  507. constructor(frameSampleSize?: number);
  508. /**
  509. * Samples current frame
  510. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  511. */
  512. sampleFrame(timeMs?: number): void;
  513. /**
  514. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  515. */
  516. readonly averageFrameTime: number;
  517. /**
  518. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  519. */
  520. readonly averageFrameTimeVariance: number;
  521. /**
  522. * Returns the frame time of the most recent frame
  523. */
  524. readonly instantaneousFrameTime: number;
  525. /**
  526. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  527. */
  528. readonly averageFPS: number;
  529. /**
  530. * Returns the average framerate in frames per second using the most recent frame time
  531. */
  532. readonly instantaneousFPS: number;
  533. /**
  534. * Returns true if enough samples have been taken to completely fill the sliding window
  535. */
  536. readonly isSaturated: boolean;
  537. /**
  538. * Enables contributions to the sliding window sample set
  539. */
  540. enable(): void;
  541. /**
  542. * Disables contributions to the sliding window sample set
  543. * Samples will not be interpolated over the disabled period
  544. */
  545. disable(): void;
  546. /**
  547. * Returns true if sampling is enabled
  548. */
  549. readonly isEnabled: boolean;
  550. /**
  551. * Resets performance monitor
  552. */
  553. reset(): void;
  554. }
  555. /**
  556. * RollingAverage
  557. *
  558. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  559. */
  560. export class RollingAverage {
  561. /**
  562. * Current average
  563. */
  564. average: number;
  565. /**
  566. * Current variance
  567. */
  568. variance: number;
  569. protected _samples: Array<number>;
  570. protected _sampleCount: number;
  571. protected _pos: number;
  572. protected _m2: number;
  573. /**
  574. * constructor
  575. * @param length The number of samples required to saturate the sliding window
  576. */
  577. constructor(length: number);
  578. /**
  579. * Adds a sample to the sample set
  580. * @param v The sample value
  581. */
  582. add(v: number): void;
  583. /**
  584. * Returns previously added values or null if outside of history or outside the sliding window domain
  585. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  586. * @return Value previously recorded with add() or null if outside of range
  587. */
  588. history(i: number): number;
  589. /**
  590. * Returns true if enough samples have been taken to completely fill the sliding window
  591. * @return true if sample-set saturated
  592. */
  593. isSaturated(): boolean;
  594. /**
  595. * Resets the rolling average (equivalent to 0 samples taken so far)
  596. */
  597. reset(): void;
  598. /**
  599. * Wraps a value around the sample range boundaries
  600. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  601. * @return Wrapped position in sample range
  602. */
  603. protected _wrapPosition(i: number): number;
  604. }
  605. }
  606. declare module "babylonjs/Misc/stringDictionary" {
  607. import { Nullable } from "babylonjs/types";
  608. /**
  609. * This class implement a typical dictionary using a string as key and the generic type T as value.
  610. * The underlying implementation relies on an associative array to ensure the best performances.
  611. * The value can be anything including 'null' but except 'undefined'
  612. */
  613. export class StringDictionary<T> {
  614. /**
  615. * This will clear this dictionary and copy the content from the 'source' one.
  616. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  617. * @param source the dictionary to take the content from and copy to this dictionary
  618. */
  619. copyFrom(source: StringDictionary<T>): void;
  620. /**
  621. * Get a value based from its key
  622. * @param key the given key to get the matching value from
  623. * @return the value if found, otherwise undefined is returned
  624. */
  625. get(key: string): T | undefined;
  626. /**
  627. * Get a value from its key or add it if it doesn't exist.
  628. * This method will ensure you that a given key/data will be present in the dictionary.
  629. * @param key the given key to get the matching value from
  630. * @param factory the factory that will create the value if the key is not present in the dictionary.
  631. * The factory will only be invoked if there's no data for the given key.
  632. * @return the value corresponding to the key.
  633. */
  634. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  635. /**
  636. * Get a value from its key if present in the dictionary otherwise add it
  637. * @param key the key to get the value from
  638. * @param val if there's no such key/value pair in the dictionary add it with this value
  639. * @return the value corresponding to the key
  640. */
  641. getOrAdd(key: string, val: T): T;
  642. /**
  643. * Check if there's a given key in the dictionary
  644. * @param key the key to check for
  645. * @return true if the key is present, false otherwise
  646. */
  647. contains(key: string): boolean;
  648. /**
  649. * Add a new key and its corresponding value
  650. * @param key the key to add
  651. * @param value the value corresponding to the key
  652. * @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
  653. */
  654. add(key: string, value: T): boolean;
  655. /**
  656. * Update a specific value associated to a key
  657. * @param key defines the key to use
  658. * @param value defines the value to store
  659. * @returns true if the value was updated (or false if the key was not found)
  660. */
  661. set(key: string, value: T): boolean;
  662. /**
  663. * Get the element of the given key and remove it from the dictionary
  664. * @param key defines the key to search
  665. * @returns the value associated with the key or null if not found
  666. */
  667. getAndRemove(key: string): Nullable<T>;
  668. /**
  669. * Remove a key/value from the dictionary.
  670. * @param key the key to remove
  671. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  672. */
  673. remove(key: string): boolean;
  674. /**
  675. * Clear the whole content of the dictionary
  676. */
  677. clear(): void;
  678. /**
  679. * Gets the current count
  680. */
  681. readonly count: number;
  682. /**
  683. * Execute a callback on each key/val of the dictionary.
  684. * Note that you can remove any element in this dictionary in the callback implementation
  685. * @param callback the callback to execute on a given key/value pair
  686. */
  687. forEach(callback: (key: string, val: T) => void): void;
  688. /**
  689. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  690. * If the callback returns null or undefined the method will iterate to the next key/value pair
  691. * Note that you can remove any element in this dictionary in the callback implementation
  692. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  693. * @returns the first item
  694. */
  695. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  696. private _count;
  697. private _data;
  698. }
  699. }
  700. declare module "babylonjs/Meshes/dataBuffer" {
  701. /**
  702. * Class used to store gfx data (like WebGLBuffer)
  703. */
  704. export class DataBuffer {
  705. /**
  706. * Gets or sets the number of objects referencing this buffer
  707. */
  708. references: number;
  709. /** Gets or sets the size of the underlying buffer */
  710. capacity: number;
  711. /**
  712. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  713. */
  714. is32Bits: boolean;
  715. /**
  716. * Gets the underlying buffer
  717. */
  718. readonly underlyingResource: any;
  719. }
  720. }
  721. declare module "babylonjs/Meshes/buffer" {
  722. import { Nullable, DataArray } from "babylonjs/types";
  723. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  724. /**
  725. * Class used to store data that will be store in GPU memory
  726. */
  727. export class Buffer {
  728. private _engine;
  729. private _buffer;
  730. /** @hidden */
  731. _data: Nullable<DataArray>;
  732. private _updatable;
  733. private _instanced;
  734. /**
  735. * Gets the byte stride.
  736. */
  737. readonly byteStride: number;
  738. /**
  739. * Constructor
  740. * @param engine the engine
  741. * @param data the data to use for this buffer
  742. * @param updatable whether the data is updatable
  743. * @param stride the stride (optional)
  744. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  745. * @param instanced whether the buffer is instanced (optional)
  746. * @param useBytes set to true if the stride in in bytes (optional)
  747. */
  748. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  749. /**
  750. * Create a new VertexBuffer based on the current buffer
  751. * @param kind defines the vertex buffer kind (position, normal, etc.)
  752. * @param offset defines offset in the buffer (0 by default)
  753. * @param size defines the size in floats of attributes (position is 3 for instance)
  754. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  755. * @param instanced defines if the vertex buffer contains indexed data
  756. * @param useBytes defines if the offset and stride are in bytes
  757. * @returns the new vertex buffer
  758. */
  759. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  760. /**
  761. * Gets a boolean indicating if the Buffer is updatable?
  762. * @returns true if the buffer is updatable
  763. */
  764. isUpdatable(): boolean;
  765. /**
  766. * Gets current buffer's data
  767. * @returns a DataArray or null
  768. */
  769. getData(): Nullable<DataArray>;
  770. /**
  771. * Gets underlying native buffer
  772. * @returns underlying native buffer
  773. */
  774. getBuffer(): Nullable<DataBuffer>;
  775. /**
  776. * Gets the stride in float32 units (i.e. byte stride / 4).
  777. * May not be an integer if the byte stride is not divisible by 4.
  778. * DEPRECATED. Use byteStride instead.
  779. * @returns the stride in float32 units
  780. */
  781. getStrideSize(): number;
  782. /**
  783. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  784. * @param data defines the data to store
  785. */
  786. create(data?: Nullable<DataArray>): void;
  787. /** @hidden */
  788. _rebuild(): void;
  789. /**
  790. * Update current buffer data
  791. * @param data defines the data to store
  792. */
  793. update(data: DataArray): void;
  794. /**
  795. * Updates the data directly.
  796. * @param data the new data
  797. * @param offset the new offset
  798. * @param vertexCount the vertex count (optional)
  799. * @param useBytes set to true if the offset is in bytes
  800. */
  801. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  802. /**
  803. * Release all resources
  804. */
  805. dispose(): void;
  806. }
  807. /**
  808. * Specialized buffer used to store vertex data
  809. */
  810. export class VertexBuffer {
  811. /** @hidden */
  812. _buffer: Buffer;
  813. private _kind;
  814. private _size;
  815. private _ownsBuffer;
  816. private _instanced;
  817. private _instanceDivisor;
  818. /**
  819. * The byte type.
  820. */
  821. static readonly BYTE: number;
  822. /**
  823. * The unsigned byte type.
  824. */
  825. static readonly UNSIGNED_BYTE: number;
  826. /**
  827. * The short type.
  828. */
  829. static readonly SHORT: number;
  830. /**
  831. * The unsigned short type.
  832. */
  833. static readonly UNSIGNED_SHORT: number;
  834. /**
  835. * The integer type.
  836. */
  837. static readonly INT: number;
  838. /**
  839. * The unsigned integer type.
  840. */
  841. static readonly UNSIGNED_INT: number;
  842. /**
  843. * The float type.
  844. */
  845. static readonly FLOAT: number;
  846. /**
  847. * Gets or sets the instance divisor when in instanced mode
  848. */
  849. instanceDivisor: number;
  850. /**
  851. * Gets the byte stride.
  852. */
  853. readonly byteStride: number;
  854. /**
  855. * Gets the byte offset.
  856. */
  857. readonly byteOffset: number;
  858. /**
  859. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  860. */
  861. readonly normalized: boolean;
  862. /**
  863. * Gets the data type of each component in the array.
  864. */
  865. readonly type: number;
  866. /**
  867. * Constructor
  868. * @param engine the engine
  869. * @param data the data to use for this vertex buffer
  870. * @param kind the vertex buffer kind
  871. * @param updatable whether the data is updatable
  872. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  873. * @param stride the stride (optional)
  874. * @param instanced whether the buffer is instanced (optional)
  875. * @param offset the offset of the data (optional)
  876. * @param size the number of components (optional)
  877. * @param type the type of the component (optional)
  878. * @param normalized whether the data contains normalized data (optional)
  879. * @param useBytes set to true if stride and offset are in bytes (optional)
  880. */
  881. 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);
  882. /** @hidden */
  883. _rebuild(): void;
  884. /**
  885. * Returns the kind of the VertexBuffer (string)
  886. * @returns a string
  887. */
  888. getKind(): string;
  889. /**
  890. * Gets a boolean indicating if the VertexBuffer is updatable?
  891. * @returns true if the buffer is updatable
  892. */
  893. isUpdatable(): boolean;
  894. /**
  895. * Gets current buffer's data
  896. * @returns a DataArray or null
  897. */
  898. getData(): Nullable<DataArray>;
  899. /**
  900. * Gets underlying native buffer
  901. * @returns underlying native buffer
  902. */
  903. getBuffer(): Nullable<DataBuffer>;
  904. /**
  905. * Gets the stride in float32 units (i.e. byte stride / 4).
  906. * May not be an integer if the byte stride is not divisible by 4.
  907. * DEPRECATED. Use byteStride instead.
  908. * @returns the stride in float32 units
  909. */
  910. getStrideSize(): number;
  911. /**
  912. * Returns the offset as a multiple of the type byte length.
  913. * DEPRECATED. Use byteOffset instead.
  914. * @returns the offset in bytes
  915. */
  916. getOffset(): number;
  917. /**
  918. * Returns the number of components per vertex attribute (integer)
  919. * @returns the size in float
  920. */
  921. getSize(): number;
  922. /**
  923. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  924. * @returns true if this buffer is instanced
  925. */
  926. getIsInstanced(): boolean;
  927. /**
  928. * Returns the instancing divisor, zero for non-instanced (integer).
  929. * @returns a number
  930. */
  931. getInstanceDivisor(): number;
  932. /**
  933. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  934. * @param data defines the data to store
  935. */
  936. create(data?: DataArray): void;
  937. /**
  938. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  939. * This function will create a new buffer if the current one is not updatable
  940. * @param data defines the data to store
  941. */
  942. update(data: DataArray): void;
  943. /**
  944. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  945. * Returns the directly updated WebGLBuffer.
  946. * @param data the new data
  947. * @param offset the new offset
  948. * @param useBytes set to true if the offset is in bytes
  949. */
  950. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  951. /**
  952. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  953. */
  954. dispose(): void;
  955. /**
  956. * Enumerates each value of this vertex buffer as numbers.
  957. * @param count the number of values to enumerate
  958. * @param callback the callback function called for each value
  959. */
  960. forEach(count: number, callback: (value: number, index: number) => void): void;
  961. /**
  962. * Positions
  963. */
  964. static readonly PositionKind: string;
  965. /**
  966. * Normals
  967. */
  968. static readonly NormalKind: string;
  969. /**
  970. * Tangents
  971. */
  972. static readonly TangentKind: string;
  973. /**
  974. * Texture coordinates
  975. */
  976. static readonly UVKind: string;
  977. /**
  978. * Texture coordinates 2
  979. */
  980. static readonly UV2Kind: string;
  981. /**
  982. * Texture coordinates 3
  983. */
  984. static readonly UV3Kind: string;
  985. /**
  986. * Texture coordinates 4
  987. */
  988. static readonly UV4Kind: string;
  989. /**
  990. * Texture coordinates 5
  991. */
  992. static readonly UV5Kind: string;
  993. /**
  994. * Texture coordinates 6
  995. */
  996. static readonly UV6Kind: string;
  997. /**
  998. * Colors
  999. */
  1000. static readonly ColorKind: string;
  1001. /**
  1002. * Matrix indices (for bones)
  1003. */
  1004. static readonly MatricesIndicesKind: string;
  1005. /**
  1006. * Matrix weights (for bones)
  1007. */
  1008. static readonly MatricesWeightsKind: string;
  1009. /**
  1010. * Additional matrix indices (for bones)
  1011. */
  1012. static readonly MatricesIndicesExtraKind: string;
  1013. /**
  1014. * Additional matrix weights (for bones)
  1015. */
  1016. static readonly MatricesWeightsExtraKind: string;
  1017. /**
  1018. * Deduces the stride given a kind.
  1019. * @param kind The kind string to deduce
  1020. * @returns The deduced stride
  1021. */
  1022. static DeduceStride(kind: string): number;
  1023. /**
  1024. * Gets the byte length of the given type.
  1025. * @param type the type
  1026. * @returns the number of bytes
  1027. */
  1028. static GetTypeByteLength(type: number): number;
  1029. /**
  1030. * Enumerates each value of the given parameters as numbers.
  1031. * @param data the data to enumerate
  1032. * @param byteOffset the byte offset of the data
  1033. * @param byteStride the byte stride of the data
  1034. * @param componentCount the number of components per element
  1035. * @param componentType the type of the component
  1036. * @param count the number of values to enumerate
  1037. * @param normalized whether the data is normalized
  1038. * @param callback the callback function called for each value
  1039. */
  1040. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  1041. private static _GetFloatValue;
  1042. }
  1043. }
  1044. declare module "babylonjs/Maths/math.scalar" {
  1045. /**
  1046. * Scalar computation library
  1047. */
  1048. export class Scalar {
  1049. /**
  1050. * Two pi constants convenient for computation.
  1051. */
  1052. static TwoPi: number;
  1053. /**
  1054. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1055. * @param a number
  1056. * @param b number
  1057. * @param epsilon (default = 1.401298E-45)
  1058. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1059. */
  1060. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1061. /**
  1062. * Returns a string : the upper case translation of the number i to hexadecimal.
  1063. * @param i number
  1064. * @returns the upper case translation of the number i to hexadecimal.
  1065. */
  1066. static ToHex(i: number): string;
  1067. /**
  1068. * Returns -1 if value is negative and +1 is value is positive.
  1069. * @param value the value
  1070. * @returns the value itself if it's equal to zero.
  1071. */
  1072. static Sign(value: number): number;
  1073. /**
  1074. * Returns the value itself if it's between min and max.
  1075. * Returns min if the value is lower than min.
  1076. * Returns max if the value is greater than max.
  1077. * @param value the value to clmap
  1078. * @param min the min value to clamp to (default: 0)
  1079. * @param max the max value to clamp to (default: 1)
  1080. * @returns the clamped value
  1081. */
  1082. static Clamp(value: number, min?: number, max?: number): number;
  1083. /**
  1084. * the log2 of value.
  1085. * @param value the value to compute log2 of
  1086. * @returns the log2 of value.
  1087. */
  1088. static Log2(value: number): number;
  1089. /**
  1090. * Loops the value, so that it is never larger than length and never smaller than 0.
  1091. *
  1092. * This is similar to the modulo operator but it works with floating point numbers.
  1093. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1094. * With t = 5 and length = 2.5, the result would be 0.0.
  1095. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1096. * @param value the value
  1097. * @param length the length
  1098. * @returns the looped value
  1099. */
  1100. static Repeat(value: number, length: number): number;
  1101. /**
  1102. * Normalize the value between 0.0 and 1.0 using min and max values
  1103. * @param value value to normalize
  1104. * @param min max to normalize between
  1105. * @param max min to normalize between
  1106. * @returns the normalized value
  1107. */
  1108. static Normalize(value: number, min: number, max: number): number;
  1109. /**
  1110. * Denormalize the value from 0.0 and 1.0 using min and max values
  1111. * @param normalized value to denormalize
  1112. * @param min max to denormalize between
  1113. * @param max min to denormalize between
  1114. * @returns the denormalized value
  1115. */
  1116. static Denormalize(normalized: number, min: number, max: number): number;
  1117. /**
  1118. * Calculates the shortest difference between two given angles given in degrees.
  1119. * @param current current angle in degrees
  1120. * @param target target angle in degrees
  1121. * @returns the delta
  1122. */
  1123. static DeltaAngle(current: number, target: number): number;
  1124. /**
  1125. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1126. * @param tx value
  1127. * @param length length
  1128. * @returns The returned value will move back and forth between 0 and length
  1129. */
  1130. static PingPong(tx: number, length: number): number;
  1131. /**
  1132. * Interpolates between min and max with smoothing at the limits.
  1133. *
  1134. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1135. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1136. * @param from from
  1137. * @param to to
  1138. * @param tx value
  1139. * @returns the smooth stepped value
  1140. */
  1141. static SmoothStep(from: number, to: number, tx: number): number;
  1142. /**
  1143. * Moves a value current towards target.
  1144. *
  1145. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1146. * Negative values of maxDelta pushes the value away from target.
  1147. * @param current current value
  1148. * @param target target value
  1149. * @param maxDelta max distance to move
  1150. * @returns resulting value
  1151. */
  1152. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1153. /**
  1154. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1155. *
  1156. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1157. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1158. * @param current current value
  1159. * @param target target value
  1160. * @param maxDelta max distance to move
  1161. * @returns resulting angle
  1162. */
  1163. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1164. /**
  1165. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1166. * @param start start value
  1167. * @param end target value
  1168. * @param amount amount to lerp between
  1169. * @returns the lerped value
  1170. */
  1171. static Lerp(start: number, end: number, amount: number): number;
  1172. /**
  1173. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1174. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1175. * @param start start value
  1176. * @param end target value
  1177. * @param amount amount to lerp between
  1178. * @returns the lerped value
  1179. */
  1180. static LerpAngle(start: number, end: number, amount: number): number;
  1181. /**
  1182. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1183. * @param a start value
  1184. * @param b target value
  1185. * @param value value between a and b
  1186. * @returns the inverseLerp value
  1187. */
  1188. static InverseLerp(a: number, b: number, value: number): number;
  1189. /**
  1190. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1191. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1192. * @param value1 spline value
  1193. * @param tangent1 spline value
  1194. * @param value2 spline value
  1195. * @param tangent2 spline value
  1196. * @param amount input value
  1197. * @returns hermite result
  1198. */
  1199. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1200. /**
  1201. * Returns a random float number between and min and max values
  1202. * @param min min value of random
  1203. * @param max max value of random
  1204. * @returns random value
  1205. */
  1206. static RandomRange(min: number, max: number): number;
  1207. /**
  1208. * This function returns percentage of a number in a given range.
  1209. *
  1210. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1211. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1212. * @param number to convert to percentage
  1213. * @param min min range
  1214. * @param max max range
  1215. * @returns the percentage
  1216. */
  1217. static RangeToPercent(number: number, min: number, max: number): number;
  1218. /**
  1219. * This function returns number that corresponds to the percentage in a given range.
  1220. *
  1221. * PercentToRange(0.34,0,100) will return 34.
  1222. * @param percent to convert to number
  1223. * @param min min range
  1224. * @param max max range
  1225. * @returns the number
  1226. */
  1227. static PercentToRange(percent: number, min: number, max: number): number;
  1228. /**
  1229. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1230. * @param angle The angle to normalize in radian.
  1231. * @return The converted angle.
  1232. */
  1233. static NormalizeRadians(angle: number): number;
  1234. }
  1235. }
  1236. declare module "babylonjs/Maths/math.constants" {
  1237. /**
  1238. * Constant used to convert a value to gamma space
  1239. * @ignorenaming
  1240. */
  1241. export const ToGammaSpace: number;
  1242. /**
  1243. * Constant used to convert a value to linear space
  1244. * @ignorenaming
  1245. */
  1246. export const ToLinearSpace = 2.2;
  1247. /**
  1248. * Constant used to define the minimal number value in Babylon.js
  1249. * @ignorenaming
  1250. */
  1251. let Epsilon: number;
  1252. export { Epsilon };
  1253. }
  1254. declare module "babylonjs/Maths/math.viewport" {
  1255. /**
  1256. * Class used to represent a viewport on screen
  1257. */
  1258. export class Viewport {
  1259. /** viewport left coordinate */
  1260. x: number;
  1261. /** viewport top coordinate */
  1262. y: number;
  1263. /**viewport width */
  1264. width: number;
  1265. /** viewport height */
  1266. height: number;
  1267. /**
  1268. * Creates a Viewport object located at (x, y) and sized (width, height)
  1269. * @param x defines viewport left coordinate
  1270. * @param y defines viewport top coordinate
  1271. * @param width defines the viewport width
  1272. * @param height defines the viewport height
  1273. */
  1274. constructor(
  1275. /** viewport left coordinate */
  1276. x: number,
  1277. /** viewport top coordinate */
  1278. y: number,
  1279. /**viewport width */
  1280. width: number,
  1281. /** viewport height */
  1282. height: number);
  1283. /**
  1284. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1285. * @param renderWidth defines the rendering width
  1286. * @param renderHeight defines the rendering height
  1287. * @returns a new Viewport
  1288. */
  1289. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1290. /**
  1291. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1292. * @param renderWidth defines the rendering width
  1293. * @param renderHeight defines the rendering height
  1294. * @param ref defines the target viewport
  1295. * @returns the current viewport
  1296. */
  1297. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1298. /**
  1299. * Returns a new Viewport copied from the current one
  1300. * @returns a new Viewport
  1301. */
  1302. clone(): Viewport;
  1303. }
  1304. }
  1305. declare module "babylonjs/Misc/arrayTools" {
  1306. /**
  1307. * Class containing a set of static utilities functions for arrays.
  1308. */
  1309. export class ArrayTools {
  1310. /**
  1311. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1312. * @param size the number of element to construct and put in the array
  1313. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1314. * @returns a new array filled with new objects
  1315. */
  1316. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1317. }
  1318. }
  1319. declare module "babylonjs/Maths/math.like" {
  1320. import { float, int, DeepImmutable } from "babylonjs/types";
  1321. /**
  1322. * @hidden
  1323. */
  1324. export interface IColor4Like {
  1325. r: float;
  1326. g: float;
  1327. b: float;
  1328. a: float;
  1329. }
  1330. /**
  1331. * @hidden
  1332. */
  1333. export interface IColor3Like {
  1334. r: float;
  1335. g: float;
  1336. b: float;
  1337. }
  1338. /**
  1339. * @hidden
  1340. */
  1341. export interface IVector4Like {
  1342. x: float;
  1343. y: float;
  1344. z: float;
  1345. w: float;
  1346. }
  1347. /**
  1348. * @hidden
  1349. */
  1350. export interface IVector3Like {
  1351. x: float;
  1352. y: float;
  1353. z: float;
  1354. }
  1355. /**
  1356. * @hidden
  1357. */
  1358. export interface IVector2Like {
  1359. x: float;
  1360. y: float;
  1361. }
  1362. /**
  1363. * @hidden
  1364. */
  1365. export interface IMatrixLike {
  1366. toArray(): DeepImmutable<Float32Array>;
  1367. updateFlag: int;
  1368. }
  1369. /**
  1370. * @hidden
  1371. */
  1372. export interface IViewportLike {
  1373. x: float;
  1374. y: float;
  1375. width: float;
  1376. height: float;
  1377. }
  1378. /**
  1379. * @hidden
  1380. */
  1381. export interface IPlaneLike {
  1382. normal: IVector3Like;
  1383. d: float;
  1384. normalize(): void;
  1385. }
  1386. }
  1387. declare module "babylonjs/Maths/math.vector" {
  1388. import { Viewport } from "babylonjs/Maths/math.viewport";
  1389. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1390. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1391. /**
  1392. * Class representing a vector containing 2 coordinates
  1393. */
  1394. export class Vector2 {
  1395. /** defines the first coordinate */
  1396. x: number;
  1397. /** defines the second coordinate */
  1398. y: number;
  1399. /**
  1400. * Creates a new Vector2 from the given x and y coordinates
  1401. * @param x defines the first coordinate
  1402. * @param y defines the second coordinate
  1403. */
  1404. constructor(
  1405. /** defines the first coordinate */
  1406. x?: number,
  1407. /** defines the second coordinate */
  1408. y?: number);
  1409. /**
  1410. * Gets a string with the Vector2 coordinates
  1411. * @returns a string with the Vector2 coordinates
  1412. */
  1413. toString(): string;
  1414. /**
  1415. * Gets class name
  1416. * @returns the string "Vector2"
  1417. */
  1418. getClassName(): string;
  1419. /**
  1420. * Gets current vector hash code
  1421. * @returns the Vector2 hash code as a number
  1422. */
  1423. getHashCode(): number;
  1424. /**
  1425. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1426. * @param array defines the source array
  1427. * @param index defines the offset in source array
  1428. * @returns the current Vector2
  1429. */
  1430. toArray(array: FloatArray, index?: number): Vector2;
  1431. /**
  1432. * Copy the current vector to an array
  1433. * @returns a new array with 2 elements: the Vector2 coordinates.
  1434. */
  1435. asArray(): number[];
  1436. /**
  1437. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1438. * @param source defines the source Vector2
  1439. * @returns the current updated Vector2
  1440. */
  1441. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1442. /**
  1443. * Sets the Vector2 coordinates with the given floats
  1444. * @param x defines the first coordinate
  1445. * @param y defines the second coordinate
  1446. * @returns the current updated Vector2
  1447. */
  1448. copyFromFloats(x: number, y: number): Vector2;
  1449. /**
  1450. * Sets the Vector2 coordinates with the given floats
  1451. * @param x defines the first coordinate
  1452. * @param y defines the second coordinate
  1453. * @returns the current updated Vector2
  1454. */
  1455. set(x: number, y: number): Vector2;
  1456. /**
  1457. * Add another vector with the current one
  1458. * @param otherVector defines the other vector
  1459. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1460. */
  1461. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1462. /**
  1463. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  1464. * @param otherVector defines the other vector
  1465. * @param result defines the target vector
  1466. * @returns the unmodified current Vector2
  1467. */
  1468. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1469. /**
  1470. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  1471. * @param otherVector defines the other vector
  1472. * @returns the current updated Vector2
  1473. */
  1474. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1475. /**
  1476. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  1477. * @param otherVector defines the other vector
  1478. * @returns a new Vector2
  1479. */
  1480. addVector3(otherVector: Vector3): Vector2;
  1481. /**
  1482. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  1483. * @param otherVector defines the other vector
  1484. * @returns a new Vector2
  1485. */
  1486. subtract(otherVector: Vector2): Vector2;
  1487. /**
  1488. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  1489. * @param otherVector defines the other vector
  1490. * @param result defines the target vector
  1491. * @returns the unmodified current Vector2
  1492. */
  1493. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1494. /**
  1495. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  1496. * @param otherVector defines the other vector
  1497. * @returns the current updated Vector2
  1498. */
  1499. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1500. /**
  1501. * Multiplies in place the current Vector2 coordinates by the given ones
  1502. * @param otherVector defines the other vector
  1503. * @returns the current updated Vector2
  1504. */
  1505. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1506. /**
  1507. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  1508. * @param otherVector defines the other vector
  1509. * @returns a new Vector2
  1510. */
  1511. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  1512. /**
  1513. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  1514. * @param otherVector defines the other vector
  1515. * @param result defines the target vector
  1516. * @returns the unmodified current Vector2
  1517. */
  1518. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1519. /**
  1520. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  1521. * @param x defines the first coordinate
  1522. * @param y defines the second coordinate
  1523. * @returns a new Vector2
  1524. */
  1525. multiplyByFloats(x: number, y: number): Vector2;
  1526. /**
  1527. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  1528. * @param otherVector defines the other vector
  1529. * @returns a new Vector2
  1530. */
  1531. divide(otherVector: Vector2): Vector2;
  1532. /**
  1533. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  1534. * @param otherVector defines the other vector
  1535. * @param result defines the target vector
  1536. * @returns the unmodified current Vector2
  1537. */
  1538. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1539. /**
  1540. * Divides the current Vector2 coordinates by the given ones
  1541. * @param otherVector defines the other vector
  1542. * @returns the current updated Vector2
  1543. */
  1544. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1545. /**
  1546. * Gets a new Vector2 with current Vector2 negated coordinates
  1547. * @returns a new Vector2
  1548. */
  1549. negate(): Vector2;
  1550. /**
  1551. * Multiply the Vector2 coordinates by scale
  1552. * @param scale defines the scaling factor
  1553. * @returns the current updated Vector2
  1554. */
  1555. scaleInPlace(scale: number): Vector2;
  1556. /**
  1557. * Returns a new Vector2 scaled by "scale" from the current Vector2
  1558. * @param scale defines the scaling factor
  1559. * @returns a new Vector2
  1560. */
  1561. scale(scale: number): Vector2;
  1562. /**
  1563. * Scale the current Vector2 values by a factor to a given Vector2
  1564. * @param scale defines the scale factor
  1565. * @param result defines the Vector2 object where to store the result
  1566. * @returns the unmodified current Vector2
  1567. */
  1568. scaleToRef(scale: number, result: Vector2): Vector2;
  1569. /**
  1570. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  1571. * @param scale defines the scale factor
  1572. * @param result defines the Vector2 object where to store the result
  1573. * @returns the unmodified current Vector2
  1574. */
  1575. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  1576. /**
  1577. * Gets a boolean if two vectors are equals
  1578. * @param otherVector defines the other vector
  1579. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  1580. */
  1581. equals(otherVector: DeepImmutable<Vector2>): boolean;
  1582. /**
  1583. * Gets a boolean if two vectors are equals (using an epsilon value)
  1584. * @param otherVector defines the other vector
  1585. * @param epsilon defines the minimal distance to consider equality
  1586. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  1587. */
  1588. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  1589. /**
  1590. * Gets a new Vector2 from current Vector2 floored values
  1591. * @returns a new Vector2
  1592. */
  1593. floor(): Vector2;
  1594. /**
  1595. * Gets a new Vector2 from current Vector2 floored values
  1596. * @returns a new Vector2
  1597. */
  1598. fract(): Vector2;
  1599. /**
  1600. * Gets the length of the vector
  1601. * @returns the vector length (float)
  1602. */
  1603. length(): number;
  1604. /**
  1605. * Gets the vector squared length
  1606. * @returns the vector squared length (float)
  1607. */
  1608. lengthSquared(): number;
  1609. /**
  1610. * Normalize the vector
  1611. * @returns the current updated Vector2
  1612. */
  1613. normalize(): Vector2;
  1614. /**
  1615. * Gets a new Vector2 copied from the Vector2
  1616. * @returns a new Vector2
  1617. */
  1618. clone(): Vector2;
  1619. /**
  1620. * Gets a new Vector2(0, 0)
  1621. * @returns a new Vector2
  1622. */
  1623. static Zero(): Vector2;
  1624. /**
  1625. * Gets a new Vector2(1, 1)
  1626. * @returns a new Vector2
  1627. */
  1628. static One(): Vector2;
  1629. /**
  1630. * Gets a new Vector2 set from the given index element of the given array
  1631. * @param array defines the data source
  1632. * @param offset defines the offset in the data source
  1633. * @returns a new Vector2
  1634. */
  1635. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  1636. /**
  1637. * Sets "result" from the given index element of the given array
  1638. * @param array defines the data source
  1639. * @param offset defines the offset in the data source
  1640. * @param result defines the target vector
  1641. */
  1642. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  1643. /**
  1644. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  1645. * @param value1 defines 1st point of control
  1646. * @param value2 defines 2nd point of control
  1647. * @param value3 defines 3rd point of control
  1648. * @param value4 defines 4th point of control
  1649. * @param amount defines the interpolation factor
  1650. * @returns a new Vector2
  1651. */
  1652. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  1653. /**
  1654. * 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".
  1655. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  1656. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  1657. * @param value defines the value to clamp
  1658. * @param min defines the lower limit
  1659. * @param max defines the upper limit
  1660. * @returns a new Vector2
  1661. */
  1662. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  1663. /**
  1664. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  1665. * @param value1 defines the 1st control point
  1666. * @param tangent1 defines the outgoing tangent
  1667. * @param value2 defines the 2nd control point
  1668. * @param tangent2 defines the incoming tangent
  1669. * @param amount defines the interpolation factor
  1670. * @returns a new Vector2
  1671. */
  1672. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  1673. /**
  1674. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  1675. * @param start defines the start vector
  1676. * @param end defines the end vector
  1677. * @param amount defines the interpolation factor
  1678. * @returns a new Vector2
  1679. */
  1680. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  1681. /**
  1682. * Gets the dot product of the vector "left" and the vector "right"
  1683. * @param left defines first vector
  1684. * @param right defines second vector
  1685. * @returns the dot product (float)
  1686. */
  1687. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  1688. /**
  1689. * Returns a new Vector2 equal to the normalized given vector
  1690. * @param vector defines the vector to normalize
  1691. * @returns a new Vector2
  1692. */
  1693. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  1694. /**
  1695. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  1696. * @param left defines 1st vector
  1697. * @param right defines 2nd vector
  1698. * @returns a new Vector2
  1699. */
  1700. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1701. /**
  1702. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  1703. * @param left defines 1st vector
  1704. * @param right defines 2nd vector
  1705. * @returns a new Vector2
  1706. */
  1707. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1708. /**
  1709. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  1710. * @param vector defines the vector to transform
  1711. * @param transformation defines the matrix to apply
  1712. * @returns a new Vector2
  1713. */
  1714. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  1715. /**
  1716. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  1717. * @param vector defines the vector to transform
  1718. * @param transformation defines the matrix to apply
  1719. * @param result defines the target vector
  1720. */
  1721. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  1722. /**
  1723. * Determines if a given vector is included in a triangle
  1724. * @param p defines the vector to test
  1725. * @param p0 defines 1st triangle point
  1726. * @param p1 defines 2nd triangle point
  1727. * @param p2 defines 3rd triangle point
  1728. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  1729. */
  1730. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  1731. /**
  1732. * Gets the distance between the vectors "value1" and "value2"
  1733. * @param value1 defines first vector
  1734. * @param value2 defines second vector
  1735. * @returns the distance between vectors
  1736. */
  1737. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1738. /**
  1739. * Returns the squared distance between the vectors "value1" and "value2"
  1740. * @param value1 defines first vector
  1741. * @param value2 defines second vector
  1742. * @returns the squared distance between vectors
  1743. */
  1744. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1745. /**
  1746. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  1747. * @param value1 defines first vector
  1748. * @param value2 defines second vector
  1749. * @returns a new Vector2
  1750. */
  1751. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  1752. /**
  1753. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  1754. * @param p defines the middle point
  1755. * @param segA defines one point of the segment
  1756. * @param segB defines the other point of the segment
  1757. * @returns the shortest distance
  1758. */
  1759. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  1760. }
  1761. /**
  1762. * Classed used to store (x,y,z) vector representation
  1763. * A Vector3 is the main object used in 3D geometry
  1764. * It can represent etiher the coordinates of a point the space, either a direction
  1765. * Reminder: js uses a left handed forward facing system
  1766. */
  1767. export class Vector3 {
  1768. /**
  1769. * Defines the first coordinates (on X axis)
  1770. */
  1771. x: number;
  1772. /**
  1773. * Defines the second coordinates (on Y axis)
  1774. */
  1775. y: number;
  1776. /**
  1777. * Defines the third coordinates (on Z axis)
  1778. */
  1779. z: number;
  1780. private static _UpReadOnly;
  1781. private static _ZeroReadOnly;
  1782. /**
  1783. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  1784. * @param x defines the first coordinates (on X axis)
  1785. * @param y defines the second coordinates (on Y axis)
  1786. * @param z defines the third coordinates (on Z axis)
  1787. */
  1788. constructor(
  1789. /**
  1790. * Defines the first coordinates (on X axis)
  1791. */
  1792. x?: number,
  1793. /**
  1794. * Defines the second coordinates (on Y axis)
  1795. */
  1796. y?: number,
  1797. /**
  1798. * Defines the third coordinates (on Z axis)
  1799. */
  1800. z?: number);
  1801. /**
  1802. * Creates a string representation of the Vector3
  1803. * @returns a string with the Vector3 coordinates.
  1804. */
  1805. toString(): string;
  1806. /**
  1807. * Gets the class name
  1808. * @returns the string "Vector3"
  1809. */
  1810. getClassName(): string;
  1811. /**
  1812. * Creates the Vector3 hash code
  1813. * @returns a number which tends to be unique between Vector3 instances
  1814. */
  1815. getHashCode(): number;
  1816. /**
  1817. * Creates an array containing three elements : the coordinates of the Vector3
  1818. * @returns a new array of numbers
  1819. */
  1820. asArray(): number[];
  1821. /**
  1822. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  1823. * @param array defines the destination array
  1824. * @param index defines the offset in the destination array
  1825. * @returns the current Vector3
  1826. */
  1827. toArray(array: FloatArray, index?: number): Vector3;
  1828. /**
  1829. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  1830. * @returns a new Quaternion object, computed from the Vector3 coordinates
  1831. */
  1832. toQuaternion(): Quaternion;
  1833. /**
  1834. * Adds the given vector to the current Vector3
  1835. * @param otherVector defines the second operand
  1836. * @returns the current updated Vector3
  1837. */
  1838. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1839. /**
  1840. * Adds the given coordinates to the current Vector3
  1841. * @param x defines the x coordinate of the operand
  1842. * @param y defines the y coordinate of the operand
  1843. * @param z defines the z coordinate of the operand
  1844. * @returns the current updated Vector3
  1845. */
  1846. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  1847. /**
  1848. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  1849. * @param otherVector defines the second operand
  1850. * @returns the resulting Vector3
  1851. */
  1852. add(otherVector: DeepImmutable<Vector3>): Vector3;
  1853. /**
  1854. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  1855. * @param otherVector defines the second operand
  1856. * @param result defines the Vector3 object where to store the result
  1857. * @returns the current Vector3
  1858. */
  1859. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1860. /**
  1861. * Subtract the given vector from the current Vector3
  1862. * @param otherVector defines the second operand
  1863. * @returns the current updated Vector3
  1864. */
  1865. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1866. /**
  1867. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  1868. * @param otherVector defines the second operand
  1869. * @returns the resulting Vector3
  1870. */
  1871. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  1872. /**
  1873. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  1874. * @param otherVector defines the second operand
  1875. * @param result defines the Vector3 object where to store the result
  1876. * @returns the current Vector3
  1877. */
  1878. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1879. /**
  1880. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  1881. * @param x defines the x coordinate of the operand
  1882. * @param y defines the y coordinate of the operand
  1883. * @param z defines the z coordinate of the operand
  1884. * @returns the resulting Vector3
  1885. */
  1886. subtractFromFloats(x: number, y: number, z: number): Vector3;
  1887. /**
  1888. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  1889. * @param x defines the x coordinate of the operand
  1890. * @param y defines the y coordinate of the operand
  1891. * @param z defines the z coordinate of the operand
  1892. * @param result defines the Vector3 object where to store the result
  1893. * @returns the current Vector3
  1894. */
  1895. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  1896. /**
  1897. * Gets a new Vector3 set with the current Vector3 negated coordinates
  1898. * @returns a new Vector3
  1899. */
  1900. negate(): Vector3;
  1901. /**
  1902. * Multiplies the Vector3 coordinates by the float "scale"
  1903. * @param scale defines the multiplier factor
  1904. * @returns the current updated Vector3
  1905. */
  1906. scaleInPlace(scale: number): Vector3;
  1907. /**
  1908. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  1909. * @param scale defines the multiplier factor
  1910. * @returns a new Vector3
  1911. */
  1912. scale(scale: number): Vector3;
  1913. /**
  1914. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  1915. * @param scale defines the multiplier factor
  1916. * @param result defines the Vector3 object where to store the result
  1917. * @returns the current Vector3
  1918. */
  1919. scaleToRef(scale: number, result: Vector3): Vector3;
  1920. /**
  1921. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  1922. * @param scale defines the scale factor
  1923. * @param result defines the Vector3 object where to store the result
  1924. * @returns the unmodified current Vector3
  1925. */
  1926. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  1927. /**
  1928. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  1929. * @param otherVector defines the second operand
  1930. * @returns true if both vectors are equals
  1931. */
  1932. equals(otherVector: DeepImmutable<Vector3>): boolean;
  1933. /**
  1934. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  1935. * @param otherVector defines the second operand
  1936. * @param epsilon defines the minimal distance to define values as equals
  1937. * @returns true if both vectors are distant less than epsilon
  1938. */
  1939. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  1940. /**
  1941. * Returns true if the current Vector3 coordinates equals the given floats
  1942. * @param x defines the x coordinate of the operand
  1943. * @param y defines the y coordinate of the operand
  1944. * @param z defines the z coordinate of the operand
  1945. * @returns true if both vectors are equals
  1946. */
  1947. equalsToFloats(x: number, y: number, z: number): boolean;
  1948. /**
  1949. * Multiplies the current Vector3 coordinates by the given ones
  1950. * @param otherVector defines the second operand
  1951. * @returns the current updated Vector3
  1952. */
  1953. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1954. /**
  1955. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  1956. * @param otherVector defines the second operand
  1957. * @returns the new Vector3
  1958. */
  1959. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  1960. /**
  1961. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  1962. * @param otherVector defines the second operand
  1963. * @param result defines the Vector3 object where to store the result
  1964. * @returns the current Vector3
  1965. */
  1966. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1967. /**
  1968. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  1969. * @param x defines the x coordinate of the operand
  1970. * @param y defines the y coordinate of the operand
  1971. * @param z defines the z coordinate of the operand
  1972. * @returns the new Vector3
  1973. */
  1974. multiplyByFloats(x: number, y: number, z: number): Vector3;
  1975. /**
  1976. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  1977. * @param otherVector defines the second operand
  1978. * @returns the new Vector3
  1979. */
  1980. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  1981. /**
  1982. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  1983. * @param otherVector defines the second operand
  1984. * @param result defines the Vector3 object where to store the result
  1985. * @returns the current Vector3
  1986. */
  1987. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1988. /**
  1989. * Divides the current Vector3 coordinates by the given ones.
  1990. * @param otherVector defines the second operand
  1991. * @returns the current updated Vector3
  1992. */
  1993. divideInPlace(otherVector: Vector3): Vector3;
  1994. /**
  1995. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  1996. * @param other defines the second operand
  1997. * @returns the current updated Vector3
  1998. */
  1999. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2000. /**
  2001. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  2002. * @param other defines the second operand
  2003. * @returns the current updated Vector3
  2004. */
  2005. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2006. /**
  2007. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2008. * @param x defines the x coordinate of the operand
  2009. * @param y defines the y coordinate of the operand
  2010. * @param z defines the z coordinate of the operand
  2011. * @returns the current updated Vector3
  2012. */
  2013. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2014. /**
  2015. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2016. * @param x defines the x coordinate of the operand
  2017. * @param y defines the y coordinate of the operand
  2018. * @param z defines the z coordinate of the operand
  2019. * @returns the current updated Vector3
  2020. */
  2021. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2022. /**
  2023. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2024. * Check if is non uniform within a certain amount of decimal places to account for this
  2025. * @param epsilon the amount the values can differ
  2026. * @returns if the the vector is non uniform to a certain number of decimal places
  2027. */
  2028. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2029. /**
  2030. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2031. */
  2032. readonly isNonUniform: boolean;
  2033. /**
  2034. * Gets a new Vector3 from current Vector3 floored values
  2035. * @returns a new Vector3
  2036. */
  2037. floor(): Vector3;
  2038. /**
  2039. * Gets a new Vector3 from current Vector3 floored values
  2040. * @returns a new Vector3
  2041. */
  2042. fract(): Vector3;
  2043. /**
  2044. * Gets the length of the Vector3
  2045. * @returns the length of the Vector3
  2046. */
  2047. length(): number;
  2048. /**
  2049. * Gets the squared length of the Vector3
  2050. * @returns squared length of the Vector3
  2051. */
  2052. lengthSquared(): number;
  2053. /**
  2054. * Normalize the current Vector3.
  2055. * Please note that this is an in place operation.
  2056. * @returns the current updated Vector3
  2057. */
  2058. normalize(): Vector3;
  2059. /**
  2060. * Reorders the x y z properties of the vector in place
  2061. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2062. * @returns the current updated vector
  2063. */
  2064. reorderInPlace(order: string): this;
  2065. /**
  2066. * Rotates the vector around 0,0,0 by a quaternion
  2067. * @param quaternion the rotation quaternion
  2068. * @param result vector to store the result
  2069. * @returns the resulting vector
  2070. */
  2071. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2072. /**
  2073. * Rotates a vector around a given point
  2074. * @param quaternion the rotation quaternion
  2075. * @param point the point to rotate around
  2076. * @param result vector to store the result
  2077. * @returns the resulting vector
  2078. */
  2079. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2080. /**
  2081. * Normalize the current Vector3 with the given input length.
  2082. * Please note that this is an in place operation.
  2083. * @param len the length of the vector
  2084. * @returns the current updated Vector3
  2085. */
  2086. normalizeFromLength(len: number): Vector3;
  2087. /**
  2088. * Normalize the current Vector3 to a new vector
  2089. * @returns the new Vector3
  2090. */
  2091. normalizeToNew(): Vector3;
  2092. /**
  2093. * Normalize the current Vector3 to the reference
  2094. * @param reference define the Vector3 to update
  2095. * @returns the updated Vector3
  2096. */
  2097. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2098. /**
  2099. * Creates a new Vector3 copied from the current Vector3
  2100. * @returns the new Vector3
  2101. */
  2102. clone(): Vector3;
  2103. /**
  2104. * Copies the given vector coordinates to the current Vector3 ones
  2105. * @param source defines the source Vector3
  2106. * @returns the current updated Vector3
  2107. */
  2108. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2109. /**
  2110. * Copies the given floats to the current Vector3 coordinates
  2111. * @param x defines the x coordinate of the operand
  2112. * @param y defines the y coordinate of the operand
  2113. * @param z defines the z coordinate of the operand
  2114. * @returns the current updated Vector3
  2115. */
  2116. copyFromFloats(x: number, y: number, z: number): Vector3;
  2117. /**
  2118. * Copies the given floats to the current Vector3 coordinates
  2119. * @param x defines the x coordinate of the operand
  2120. * @param y defines the y coordinate of the operand
  2121. * @param z defines the z coordinate of the operand
  2122. * @returns the current updated Vector3
  2123. */
  2124. set(x: number, y: number, z: number): Vector3;
  2125. /**
  2126. * Copies the given float to the current Vector3 coordinates
  2127. * @param v defines the x, y and z coordinates of the operand
  2128. * @returns the current updated Vector3
  2129. */
  2130. setAll(v: number): Vector3;
  2131. /**
  2132. * Get the clip factor between two vectors
  2133. * @param vector0 defines the first operand
  2134. * @param vector1 defines the second operand
  2135. * @param axis defines the axis to use
  2136. * @param size defines the size along the axis
  2137. * @returns the clip factor
  2138. */
  2139. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2140. /**
  2141. * Get angle between two vectors
  2142. * @param vector0 angle between vector0 and vector1
  2143. * @param vector1 angle between vector0 and vector1
  2144. * @param normal direction of the normal
  2145. * @return the angle between vector0 and vector1
  2146. */
  2147. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2148. /**
  2149. * Returns a new Vector3 set from the index "offset" of the given array
  2150. * @param array defines the source array
  2151. * @param offset defines the offset in the source array
  2152. * @returns the new Vector3
  2153. */
  2154. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2155. /**
  2156. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2157. * This function is deprecated. Use FromArray instead
  2158. * @param array defines the source array
  2159. * @param offset defines the offset in the source array
  2160. * @returns the new Vector3
  2161. */
  2162. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2163. /**
  2164. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2165. * @param array defines the source array
  2166. * @param offset defines the offset in the source array
  2167. * @param result defines the Vector3 where to store the result
  2168. */
  2169. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2170. /**
  2171. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2172. * This function is deprecated. Use FromArrayToRef instead.
  2173. * @param array defines the source array
  2174. * @param offset defines the offset in the source array
  2175. * @param result defines the Vector3 where to store the result
  2176. */
  2177. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2178. /**
  2179. * Sets the given vector "result" with the given floats.
  2180. * @param x defines the x coordinate of the source
  2181. * @param y defines the y coordinate of the source
  2182. * @param z defines the z coordinate of the source
  2183. * @param result defines the Vector3 where to store the result
  2184. */
  2185. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2186. /**
  2187. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2188. * @returns a new empty Vector3
  2189. */
  2190. static Zero(): Vector3;
  2191. /**
  2192. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2193. * @returns a new unit Vector3
  2194. */
  2195. static One(): Vector3;
  2196. /**
  2197. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2198. * @returns a new up Vector3
  2199. */
  2200. static Up(): Vector3;
  2201. /**
  2202. * Gets a up Vector3 that must not be updated
  2203. */
  2204. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2205. /**
  2206. * Gets a zero Vector3 that must not be updated
  2207. */
  2208. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2209. /**
  2210. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2211. * @returns a new down Vector3
  2212. */
  2213. static Down(): Vector3;
  2214. /**
  2215. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2216. * @returns a new forward Vector3
  2217. */
  2218. static Forward(): Vector3;
  2219. /**
  2220. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2221. * @returns a new forward Vector3
  2222. */
  2223. static Backward(): Vector3;
  2224. /**
  2225. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2226. * @returns a new right Vector3
  2227. */
  2228. static Right(): Vector3;
  2229. /**
  2230. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2231. * @returns a new left Vector3
  2232. */
  2233. static Left(): Vector3;
  2234. /**
  2235. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2236. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2237. * @param vector defines the Vector3 to transform
  2238. * @param transformation defines the transformation matrix
  2239. * @returns the transformed Vector3
  2240. */
  2241. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2242. /**
  2243. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2244. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2245. * @param vector defines the Vector3 to transform
  2246. * @param transformation defines the transformation matrix
  2247. * @param result defines the Vector3 where to store the result
  2248. */
  2249. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2250. /**
  2251. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2252. * This method computes tranformed coordinates only, not transformed direction vectors
  2253. * @param x define the x coordinate of the source vector
  2254. * @param y define the y coordinate of the source vector
  2255. * @param z define the z coordinate of the source vector
  2256. * @param transformation defines the transformation matrix
  2257. * @param result defines the Vector3 where to store the result
  2258. */
  2259. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2260. /**
  2261. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2262. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2263. * @param vector defines the Vector3 to transform
  2264. * @param transformation defines the transformation matrix
  2265. * @returns the new Vector3
  2266. */
  2267. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2268. /**
  2269. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2270. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2271. * @param vector defines the Vector3 to transform
  2272. * @param transformation defines the transformation matrix
  2273. * @param result defines the Vector3 where to store the result
  2274. */
  2275. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2276. /**
  2277. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2278. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2279. * @param x define the x coordinate of the source vector
  2280. * @param y define the y coordinate of the source vector
  2281. * @param z define the z coordinate of the source vector
  2282. * @param transformation defines the transformation matrix
  2283. * @param result defines the Vector3 where to store the result
  2284. */
  2285. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2286. /**
  2287. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2288. * @param value1 defines the first control point
  2289. * @param value2 defines the second control point
  2290. * @param value3 defines the third control point
  2291. * @param value4 defines the fourth control point
  2292. * @param amount defines the amount on the spline to use
  2293. * @returns the new Vector3
  2294. */
  2295. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2296. /**
  2297. * 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"
  2298. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2299. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2300. * @param value defines the current value
  2301. * @param min defines the lower range value
  2302. * @param max defines the upper range value
  2303. * @returns the new Vector3
  2304. */
  2305. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2306. /**
  2307. * 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"
  2308. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2309. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2310. * @param value defines the current value
  2311. * @param min defines the lower range value
  2312. * @param max defines the upper range value
  2313. * @param result defines the Vector3 where to store the result
  2314. */
  2315. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2316. /**
  2317. * Checks if a given vector is inside a specific range
  2318. * @param v defines the vector to test
  2319. * @param min defines the minimum range
  2320. * @param max defines the maximum range
  2321. */
  2322. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2323. /**
  2324. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2325. * @param value1 defines the first control point
  2326. * @param tangent1 defines the first tangent vector
  2327. * @param value2 defines the second control point
  2328. * @param tangent2 defines the second tangent vector
  2329. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2330. * @returns the new Vector3
  2331. */
  2332. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2333. /**
  2334. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2335. * @param start defines the start value
  2336. * @param end defines the end value
  2337. * @param amount max defines amount between both (between 0 and 1)
  2338. * @returns the new Vector3
  2339. */
  2340. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2341. /**
  2342. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2343. * @param start defines the start value
  2344. * @param end defines the end value
  2345. * @param amount max defines amount between both (between 0 and 1)
  2346. * @param result defines the Vector3 where to store the result
  2347. */
  2348. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2349. /**
  2350. * Returns the dot product (float) between the vectors "left" and "right"
  2351. * @param left defines the left operand
  2352. * @param right defines the right operand
  2353. * @returns the dot product
  2354. */
  2355. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2356. /**
  2357. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2358. * The cross product is then orthogonal to both "left" and "right"
  2359. * @param left defines the left operand
  2360. * @param right defines the right operand
  2361. * @returns the cross product
  2362. */
  2363. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2364. /**
  2365. * Sets the given vector "result" with the cross product of "left" and "right"
  2366. * The cross product is then orthogonal to both "left" and "right"
  2367. * @param left defines the left operand
  2368. * @param right defines the right operand
  2369. * @param result defines the Vector3 where to store the result
  2370. */
  2371. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2372. /**
  2373. * Returns a new Vector3 as the normalization of the given vector
  2374. * @param vector defines the Vector3 to normalize
  2375. * @returns the new Vector3
  2376. */
  2377. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2378. /**
  2379. * Sets the given vector "result" with the normalization of the given first vector
  2380. * @param vector defines the Vector3 to normalize
  2381. * @param result defines the Vector3 where to store the result
  2382. */
  2383. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2384. /**
  2385. * Project a Vector3 onto screen space
  2386. * @param vector defines the Vector3 to project
  2387. * @param world defines the world matrix to use
  2388. * @param transform defines the transform (view x projection) matrix to use
  2389. * @param viewport defines the screen viewport to use
  2390. * @returns the new Vector3
  2391. */
  2392. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2393. /** @hidden */
  2394. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2395. /**
  2396. * Unproject from screen space to object space
  2397. * @param source defines the screen space Vector3 to use
  2398. * @param viewportWidth defines the current width of the viewport
  2399. * @param viewportHeight defines the current height of the viewport
  2400. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2401. * @param transform defines the transform (view x projection) matrix to use
  2402. * @returns the new Vector3
  2403. */
  2404. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2405. /**
  2406. * Unproject from screen space to object space
  2407. * @param source defines the screen space Vector3 to use
  2408. * @param viewportWidth defines the current width of the viewport
  2409. * @param viewportHeight defines the current height of the viewport
  2410. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2411. * @param view defines the view matrix to use
  2412. * @param projection defines the projection matrix to use
  2413. * @returns the new Vector3
  2414. */
  2415. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2416. /**
  2417. * Unproject from screen space to object space
  2418. * @param source defines the screen space Vector3 to use
  2419. * @param viewportWidth defines the current width of the viewport
  2420. * @param viewportHeight defines the current height of the viewport
  2421. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2422. * @param view defines the view matrix to use
  2423. * @param projection defines the projection matrix to use
  2424. * @param result defines the Vector3 where to store the result
  2425. */
  2426. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2427. /**
  2428. * Unproject from screen space to object space
  2429. * @param sourceX defines the screen space x coordinate to use
  2430. * @param sourceY defines the screen space y coordinate to use
  2431. * @param sourceZ defines the screen space z coordinate to use
  2432. * @param viewportWidth defines the current width of the viewport
  2433. * @param viewportHeight defines the current height of the viewport
  2434. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2435. * @param view defines the view matrix to use
  2436. * @param projection defines the projection matrix to use
  2437. * @param result defines the Vector3 where to store the result
  2438. */
  2439. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2440. /**
  2441. * Gets the minimal coordinate values between two Vector3
  2442. * @param left defines the first operand
  2443. * @param right defines the second operand
  2444. * @returns the new Vector3
  2445. */
  2446. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2447. /**
  2448. * Gets the maximal coordinate values between two Vector3
  2449. * @param left defines the first operand
  2450. * @param right defines the second operand
  2451. * @returns the new Vector3
  2452. */
  2453. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2454. /**
  2455. * Returns the distance between the vectors "value1" and "value2"
  2456. * @param value1 defines the first operand
  2457. * @param value2 defines the second operand
  2458. * @returns the distance
  2459. */
  2460. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2461. /**
  2462. * Returns the squared distance between the vectors "value1" and "value2"
  2463. * @param value1 defines the first operand
  2464. * @param value2 defines the second operand
  2465. * @returns the squared distance
  2466. */
  2467. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2468. /**
  2469. * Returns a new Vector3 located at the center between "value1" and "value2"
  2470. * @param value1 defines the first operand
  2471. * @param value2 defines the second operand
  2472. * @returns the new Vector3
  2473. */
  2474. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  2475. /**
  2476. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  2477. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  2478. * to something in order to rotate it from its local system to the given target system
  2479. * Note: axis1, axis2 and axis3 are normalized during this operation
  2480. * @param axis1 defines the first axis
  2481. * @param axis2 defines the second axis
  2482. * @param axis3 defines the third axis
  2483. * @returns a new Vector3
  2484. */
  2485. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  2486. /**
  2487. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  2488. * @param axis1 defines the first axis
  2489. * @param axis2 defines the second axis
  2490. * @param axis3 defines the third axis
  2491. * @param ref defines the Vector3 where to store the result
  2492. */
  2493. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  2494. }
  2495. /**
  2496. * Vector4 class created for EulerAngle class conversion to Quaternion
  2497. */
  2498. export class Vector4 {
  2499. /** x value of the vector */
  2500. x: number;
  2501. /** y value of the vector */
  2502. y: number;
  2503. /** z value of the vector */
  2504. z: number;
  2505. /** w value of the vector */
  2506. w: number;
  2507. /**
  2508. * Creates a Vector4 object from the given floats.
  2509. * @param x x value of the vector
  2510. * @param y y value of the vector
  2511. * @param z z value of the vector
  2512. * @param w w value of the vector
  2513. */
  2514. constructor(
  2515. /** x value of the vector */
  2516. x: number,
  2517. /** y value of the vector */
  2518. y: number,
  2519. /** z value of the vector */
  2520. z: number,
  2521. /** w value of the vector */
  2522. w: number);
  2523. /**
  2524. * Returns the string with the Vector4 coordinates.
  2525. * @returns a string containing all the vector values
  2526. */
  2527. toString(): string;
  2528. /**
  2529. * Returns the string "Vector4".
  2530. * @returns "Vector4"
  2531. */
  2532. getClassName(): string;
  2533. /**
  2534. * Returns the Vector4 hash code.
  2535. * @returns a unique hash code
  2536. */
  2537. getHashCode(): number;
  2538. /**
  2539. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  2540. * @returns the resulting array
  2541. */
  2542. asArray(): number[];
  2543. /**
  2544. * Populates the given array from the given index with the Vector4 coordinates.
  2545. * @param array array to populate
  2546. * @param index index of the array to start at (default: 0)
  2547. * @returns the Vector4.
  2548. */
  2549. toArray(array: FloatArray, index?: number): Vector4;
  2550. /**
  2551. * Adds the given vector to the current Vector4.
  2552. * @param otherVector the vector to add
  2553. * @returns the updated Vector4.
  2554. */
  2555. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2556. /**
  2557. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  2558. * @param otherVector the vector to add
  2559. * @returns the resulting vector
  2560. */
  2561. add(otherVector: DeepImmutable<Vector4>): Vector4;
  2562. /**
  2563. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  2564. * @param otherVector the vector to add
  2565. * @param result the vector to store the result
  2566. * @returns the current Vector4.
  2567. */
  2568. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2569. /**
  2570. * Subtract in place the given vector from the current Vector4.
  2571. * @param otherVector the vector to subtract
  2572. * @returns the updated Vector4.
  2573. */
  2574. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2575. /**
  2576. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  2577. * @param otherVector the vector to add
  2578. * @returns the new vector with the result
  2579. */
  2580. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  2581. /**
  2582. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  2583. * @param otherVector the vector to subtract
  2584. * @param result the vector to store the result
  2585. * @returns the current Vector4.
  2586. */
  2587. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2588. /**
  2589. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2590. */
  2591. /**
  2592. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2593. * @param x value to subtract
  2594. * @param y value to subtract
  2595. * @param z value to subtract
  2596. * @param w value to subtract
  2597. * @returns new vector containing the result
  2598. */
  2599. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2600. /**
  2601. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2602. * @param x value to subtract
  2603. * @param y value to subtract
  2604. * @param z value to subtract
  2605. * @param w value to subtract
  2606. * @param result the vector to store the result in
  2607. * @returns the current Vector4.
  2608. */
  2609. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  2610. /**
  2611. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  2612. * @returns a new vector with the negated values
  2613. */
  2614. negate(): Vector4;
  2615. /**
  2616. * Multiplies the current Vector4 coordinates by scale (float).
  2617. * @param scale the number to scale with
  2618. * @returns the updated Vector4.
  2619. */
  2620. scaleInPlace(scale: number): Vector4;
  2621. /**
  2622. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  2623. * @param scale the number to scale with
  2624. * @returns a new vector with the result
  2625. */
  2626. scale(scale: number): Vector4;
  2627. /**
  2628. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  2629. * @param scale the number to scale with
  2630. * @param result a vector to store the result in
  2631. * @returns the current Vector4.
  2632. */
  2633. scaleToRef(scale: number, result: Vector4): Vector4;
  2634. /**
  2635. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  2636. * @param scale defines the scale factor
  2637. * @param result defines the Vector4 object where to store the result
  2638. * @returns the unmodified current Vector4
  2639. */
  2640. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  2641. /**
  2642. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  2643. * @param otherVector the vector to compare against
  2644. * @returns true if they are equal
  2645. */
  2646. equals(otherVector: DeepImmutable<Vector4>): boolean;
  2647. /**
  2648. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  2649. * @param otherVector vector to compare against
  2650. * @param epsilon (Default: very small number)
  2651. * @returns true if they are equal
  2652. */
  2653. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  2654. /**
  2655. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  2656. * @param x x value to compare against
  2657. * @param y y value to compare against
  2658. * @param z z value to compare against
  2659. * @param w w value to compare against
  2660. * @returns true if equal
  2661. */
  2662. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2663. /**
  2664. * Multiplies in place the current Vector4 by the given one.
  2665. * @param otherVector vector to multiple with
  2666. * @returns the updated Vector4.
  2667. */
  2668. multiplyInPlace(otherVector: Vector4): Vector4;
  2669. /**
  2670. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  2671. * @param otherVector vector to multiple with
  2672. * @returns resulting new vector
  2673. */
  2674. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  2675. /**
  2676. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  2677. * @param otherVector vector to multiple with
  2678. * @param result vector to store the result
  2679. * @returns the current Vector4.
  2680. */
  2681. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2682. /**
  2683. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  2684. * @param x x value multiply with
  2685. * @param y y value multiply with
  2686. * @param z z value multiply with
  2687. * @param w w value multiply with
  2688. * @returns resulting new vector
  2689. */
  2690. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2691. /**
  2692. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  2693. * @param otherVector vector to devide with
  2694. * @returns resulting new vector
  2695. */
  2696. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  2697. /**
  2698. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  2699. * @param otherVector vector to devide with
  2700. * @param result vector to store the result
  2701. * @returns the current Vector4.
  2702. */
  2703. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2704. /**
  2705. * Divides the current Vector3 coordinates by the given ones.
  2706. * @param otherVector vector to devide with
  2707. * @returns the updated Vector3.
  2708. */
  2709. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2710. /**
  2711. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  2712. * @param other defines the second operand
  2713. * @returns the current updated Vector4
  2714. */
  2715. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2716. /**
  2717. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  2718. * @param other defines the second operand
  2719. * @returns the current updated Vector4
  2720. */
  2721. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2722. /**
  2723. * Gets a new Vector4 from current Vector4 floored values
  2724. * @returns a new Vector4
  2725. */
  2726. floor(): Vector4;
  2727. /**
  2728. * Gets a new Vector4 from current Vector3 floored values
  2729. * @returns a new Vector4
  2730. */
  2731. fract(): Vector4;
  2732. /**
  2733. * Returns the Vector4 length (float).
  2734. * @returns the length
  2735. */
  2736. length(): number;
  2737. /**
  2738. * Returns the Vector4 squared length (float).
  2739. * @returns the length squared
  2740. */
  2741. lengthSquared(): number;
  2742. /**
  2743. * Normalizes in place the Vector4.
  2744. * @returns the updated Vector4.
  2745. */
  2746. normalize(): Vector4;
  2747. /**
  2748. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  2749. * @returns this converted to a new vector3
  2750. */
  2751. toVector3(): Vector3;
  2752. /**
  2753. * Returns a new Vector4 copied from the current one.
  2754. * @returns the new cloned vector
  2755. */
  2756. clone(): Vector4;
  2757. /**
  2758. * Updates the current Vector4 with the given one coordinates.
  2759. * @param source the source vector to copy from
  2760. * @returns the updated Vector4.
  2761. */
  2762. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  2763. /**
  2764. * Updates the current Vector4 coordinates with the given floats.
  2765. * @param x float to copy from
  2766. * @param y float to copy from
  2767. * @param z float to copy from
  2768. * @param w float to copy from
  2769. * @returns the updated Vector4.
  2770. */
  2771. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2772. /**
  2773. * Updates the current Vector4 coordinates with the given floats.
  2774. * @param x float to set from
  2775. * @param y float to set from
  2776. * @param z float to set from
  2777. * @param w float to set from
  2778. * @returns the updated Vector4.
  2779. */
  2780. set(x: number, y: number, z: number, w: number): Vector4;
  2781. /**
  2782. * Copies the given float to the current Vector3 coordinates
  2783. * @param v defines the x, y, z and w coordinates of the operand
  2784. * @returns the current updated Vector3
  2785. */
  2786. setAll(v: number): Vector4;
  2787. /**
  2788. * Returns a new Vector4 set from the starting index of the given array.
  2789. * @param array the array to pull values from
  2790. * @param offset the offset into the array to start at
  2791. * @returns the new vector
  2792. */
  2793. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  2794. /**
  2795. * Updates the given vector "result" from the starting index of the given array.
  2796. * @param array the array to pull values from
  2797. * @param offset the offset into the array to start at
  2798. * @param result the vector to store the result in
  2799. */
  2800. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  2801. /**
  2802. * Updates the given vector "result" from the starting index of the given Float32Array.
  2803. * @param array the array to pull values from
  2804. * @param offset the offset into the array to start at
  2805. * @param result the vector to store the result in
  2806. */
  2807. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  2808. /**
  2809. * Updates the given vector "result" coordinates from the given floats.
  2810. * @param x float to set from
  2811. * @param y float to set from
  2812. * @param z float to set from
  2813. * @param w float to set from
  2814. * @param result the vector to the floats in
  2815. */
  2816. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2817. /**
  2818. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  2819. * @returns the new vector
  2820. */
  2821. static Zero(): Vector4;
  2822. /**
  2823. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  2824. * @returns the new vector
  2825. */
  2826. static One(): Vector4;
  2827. /**
  2828. * Returns a new normalized Vector4 from the given one.
  2829. * @param vector the vector to normalize
  2830. * @returns the vector
  2831. */
  2832. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  2833. /**
  2834. * Updates the given vector "result" from the normalization of the given one.
  2835. * @param vector the vector to normalize
  2836. * @param result the vector to store the result in
  2837. */
  2838. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  2839. /**
  2840. * Returns a vector with the minimum values from the left and right vectors
  2841. * @param left left vector to minimize
  2842. * @param right right vector to minimize
  2843. * @returns a new vector with the minimum of the left and right vector values
  2844. */
  2845. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2846. /**
  2847. * Returns a vector with the maximum values from the left and right vectors
  2848. * @param left left vector to maximize
  2849. * @param right right vector to maximize
  2850. * @returns a new vector with the maximum of the left and right vector values
  2851. */
  2852. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2853. /**
  2854. * Returns the distance (float) between the vectors "value1" and "value2".
  2855. * @param value1 value to calulate the distance between
  2856. * @param value2 value to calulate the distance between
  2857. * @return the distance between the two vectors
  2858. */
  2859. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2860. /**
  2861. * Returns the squared distance (float) between the vectors "value1" and "value2".
  2862. * @param value1 value to calulate the distance between
  2863. * @param value2 value to calulate the distance between
  2864. * @return the distance between the two vectors squared
  2865. */
  2866. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2867. /**
  2868. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  2869. * @param value1 value to calulate the center between
  2870. * @param value2 value to calulate the center between
  2871. * @return the center between the two vectors
  2872. */
  2873. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  2874. /**
  2875. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  2876. * This methods computes transformed normalized direction vectors only.
  2877. * @param vector the vector to transform
  2878. * @param transformation the transformation matrix to apply
  2879. * @returns the new vector
  2880. */
  2881. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  2882. /**
  2883. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  2884. * This methods computes transformed normalized direction vectors only.
  2885. * @param vector the vector to transform
  2886. * @param transformation the transformation matrix to apply
  2887. * @param result the vector to store the result in
  2888. */
  2889. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2890. /**
  2891. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  2892. * This methods computes transformed normalized direction vectors only.
  2893. * @param x value to transform
  2894. * @param y value to transform
  2895. * @param z value to transform
  2896. * @param w value to transform
  2897. * @param transformation the transformation matrix to apply
  2898. * @param result the vector to store the results in
  2899. */
  2900. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2901. /**
  2902. * Creates a new Vector4 from a Vector3
  2903. * @param source defines the source data
  2904. * @param w defines the 4th component (default is 0)
  2905. * @returns a new Vector4
  2906. */
  2907. static FromVector3(source: Vector3, w?: number): Vector4;
  2908. }
  2909. /**
  2910. * Class used to store quaternion data
  2911. * @see https://en.wikipedia.org/wiki/Quaternion
  2912. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  2913. */
  2914. export class Quaternion {
  2915. /** defines the first component (0 by default) */
  2916. x: number;
  2917. /** defines the second component (0 by default) */
  2918. y: number;
  2919. /** defines the third component (0 by default) */
  2920. z: number;
  2921. /** defines the fourth component (1.0 by default) */
  2922. w: number;
  2923. /**
  2924. * Creates a new Quaternion from the given floats
  2925. * @param x defines the first component (0 by default)
  2926. * @param y defines the second component (0 by default)
  2927. * @param z defines the third component (0 by default)
  2928. * @param w defines the fourth component (1.0 by default)
  2929. */
  2930. constructor(
  2931. /** defines the first component (0 by default) */
  2932. x?: number,
  2933. /** defines the second component (0 by default) */
  2934. y?: number,
  2935. /** defines the third component (0 by default) */
  2936. z?: number,
  2937. /** defines the fourth component (1.0 by default) */
  2938. w?: number);
  2939. /**
  2940. * Gets a string representation for the current quaternion
  2941. * @returns a string with the Quaternion coordinates
  2942. */
  2943. toString(): string;
  2944. /**
  2945. * Gets the class name of the quaternion
  2946. * @returns the string "Quaternion"
  2947. */
  2948. getClassName(): string;
  2949. /**
  2950. * Gets a hash code for this quaternion
  2951. * @returns the quaternion hash code
  2952. */
  2953. getHashCode(): number;
  2954. /**
  2955. * Copy the quaternion to an array
  2956. * @returns a new array populated with 4 elements from the quaternion coordinates
  2957. */
  2958. asArray(): number[];
  2959. /**
  2960. * Check if two quaternions are equals
  2961. * @param otherQuaternion defines the second operand
  2962. * @return true if the current quaternion and the given one coordinates are strictly equals
  2963. */
  2964. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  2965. /**
  2966. * Clone the current quaternion
  2967. * @returns a new quaternion copied from the current one
  2968. */
  2969. clone(): Quaternion;
  2970. /**
  2971. * Copy a quaternion to the current one
  2972. * @param other defines the other quaternion
  2973. * @returns the updated current quaternion
  2974. */
  2975. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  2976. /**
  2977. * Updates the current quaternion with the given float coordinates
  2978. * @param x defines the x coordinate
  2979. * @param y defines the y coordinate
  2980. * @param z defines the z coordinate
  2981. * @param w defines the w coordinate
  2982. * @returns the updated current quaternion
  2983. */
  2984. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  2985. /**
  2986. * Updates the current quaternion from the given float coordinates
  2987. * @param x defines the x coordinate
  2988. * @param y defines the y coordinate
  2989. * @param z defines the z coordinate
  2990. * @param w defines the w coordinate
  2991. * @returns the updated current quaternion
  2992. */
  2993. set(x: number, y: number, z: number, w: number): Quaternion;
  2994. /**
  2995. * Adds two quaternions
  2996. * @param other defines the second operand
  2997. * @returns a new quaternion as the addition result of the given one and the current quaternion
  2998. */
  2999. add(other: DeepImmutable<Quaternion>): Quaternion;
  3000. /**
  3001. * Add a quaternion to the current one
  3002. * @param other defines the quaternion to add
  3003. * @returns the current quaternion
  3004. */
  3005. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3006. /**
  3007. * Subtract two quaternions
  3008. * @param other defines the second operand
  3009. * @returns a new quaternion as the subtraction result of the given one from the current one
  3010. */
  3011. subtract(other: Quaternion): Quaternion;
  3012. /**
  3013. * Multiplies the current quaternion by a scale factor
  3014. * @param value defines the scale factor
  3015. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3016. */
  3017. scale(value: number): Quaternion;
  3018. /**
  3019. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3020. * @param scale defines the scale factor
  3021. * @param result defines the Quaternion object where to store the result
  3022. * @returns the unmodified current quaternion
  3023. */
  3024. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3025. /**
  3026. * Multiplies in place the current quaternion by a scale factor
  3027. * @param value defines the scale factor
  3028. * @returns the current modified quaternion
  3029. */
  3030. scaleInPlace(value: number): Quaternion;
  3031. /**
  3032. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3033. * @param scale defines the scale factor
  3034. * @param result defines the Quaternion object where to store the result
  3035. * @returns the unmodified current quaternion
  3036. */
  3037. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3038. /**
  3039. * Multiplies two quaternions
  3040. * @param q1 defines the second operand
  3041. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3042. */
  3043. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3044. /**
  3045. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3046. * @param q1 defines the second operand
  3047. * @param result defines the target quaternion
  3048. * @returns the current quaternion
  3049. */
  3050. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3051. /**
  3052. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3053. * @param q1 defines the second operand
  3054. * @returns the currentupdated quaternion
  3055. */
  3056. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3057. /**
  3058. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3059. * @param ref defines the target quaternion
  3060. * @returns the current quaternion
  3061. */
  3062. conjugateToRef(ref: Quaternion): Quaternion;
  3063. /**
  3064. * Conjugates in place (1-q) the current quaternion
  3065. * @returns the current updated quaternion
  3066. */
  3067. conjugateInPlace(): Quaternion;
  3068. /**
  3069. * Conjugates in place (1-q) the current quaternion
  3070. * @returns a new quaternion
  3071. */
  3072. conjugate(): Quaternion;
  3073. /**
  3074. * Gets length of current quaternion
  3075. * @returns the quaternion length (float)
  3076. */
  3077. length(): number;
  3078. /**
  3079. * Normalize in place the current quaternion
  3080. * @returns the current updated quaternion
  3081. */
  3082. normalize(): Quaternion;
  3083. /**
  3084. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3085. * @param order is a reserved parameter and is ignore for now
  3086. * @returns a new Vector3 containing the Euler angles
  3087. */
  3088. toEulerAngles(order?: string): Vector3;
  3089. /**
  3090. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3091. * @param result defines the vector which will be filled with the Euler angles
  3092. * @param order is a reserved parameter and is ignore for now
  3093. * @returns the current unchanged quaternion
  3094. */
  3095. toEulerAnglesToRef(result: Vector3): Quaternion;
  3096. /**
  3097. * Updates the given rotation matrix with the current quaternion values
  3098. * @param result defines the target matrix
  3099. * @returns the current unchanged quaternion
  3100. */
  3101. toRotationMatrix(result: Matrix): Quaternion;
  3102. /**
  3103. * Updates the current quaternion from the given rotation matrix values
  3104. * @param matrix defines the source matrix
  3105. * @returns the current updated quaternion
  3106. */
  3107. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3108. /**
  3109. * Creates a new quaternion from a rotation matrix
  3110. * @param matrix defines the source matrix
  3111. * @returns a new quaternion created from the given rotation matrix values
  3112. */
  3113. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3114. /**
  3115. * Updates the given quaternion with the given rotation matrix values
  3116. * @param matrix defines the source matrix
  3117. * @param result defines the target quaternion
  3118. */
  3119. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3120. /**
  3121. * Returns the dot product (float) between the quaternions "left" and "right"
  3122. * @param left defines the left operand
  3123. * @param right defines the right operand
  3124. * @returns the dot product
  3125. */
  3126. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3127. /**
  3128. * Checks if the two quaternions are close to each other
  3129. * @param quat0 defines the first quaternion to check
  3130. * @param quat1 defines the second quaternion to check
  3131. * @returns true if the two quaternions are close to each other
  3132. */
  3133. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3134. /**
  3135. * Creates an empty quaternion
  3136. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3137. */
  3138. static Zero(): Quaternion;
  3139. /**
  3140. * Inverse a given quaternion
  3141. * @param q defines the source quaternion
  3142. * @returns a new quaternion as the inverted current quaternion
  3143. */
  3144. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3145. /**
  3146. * Inverse a given quaternion
  3147. * @param q defines the source quaternion
  3148. * @param result the quaternion the result will be stored in
  3149. * @returns the result quaternion
  3150. */
  3151. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3152. /**
  3153. * Creates an identity quaternion
  3154. * @returns the identity quaternion
  3155. */
  3156. static Identity(): Quaternion;
  3157. /**
  3158. * Gets a boolean indicating if the given quaternion is identity
  3159. * @param quaternion defines the quaternion to check
  3160. * @returns true if the quaternion is identity
  3161. */
  3162. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3163. /**
  3164. * Creates a quaternion from a rotation around an axis
  3165. * @param axis defines the axis to use
  3166. * @param angle defines the angle to use
  3167. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3168. */
  3169. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3170. /**
  3171. * Creates a rotation around an axis and stores it into the given quaternion
  3172. * @param axis defines the axis to use
  3173. * @param angle defines the angle to use
  3174. * @param result defines the target quaternion
  3175. * @returns the target quaternion
  3176. */
  3177. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3178. /**
  3179. * Creates a new quaternion from data stored into an array
  3180. * @param array defines the data source
  3181. * @param offset defines the offset in the source array where the data starts
  3182. * @returns a new quaternion
  3183. */
  3184. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3185. /**
  3186. * Create a quaternion from Euler rotation angles
  3187. * @param x Pitch
  3188. * @param y Yaw
  3189. * @param z Roll
  3190. * @returns the new Quaternion
  3191. */
  3192. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3193. /**
  3194. * Updates a quaternion from Euler rotation angles
  3195. * @param x Pitch
  3196. * @param y Yaw
  3197. * @param z Roll
  3198. * @param result the quaternion to store the result
  3199. * @returns the updated quaternion
  3200. */
  3201. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3202. /**
  3203. * Create a quaternion from Euler rotation vector
  3204. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3205. * @returns the new Quaternion
  3206. */
  3207. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3208. /**
  3209. * Updates a quaternion from Euler rotation vector
  3210. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3211. * @param result the quaternion to store the result
  3212. * @returns the updated quaternion
  3213. */
  3214. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3215. /**
  3216. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3217. * @param yaw defines the rotation around Y axis
  3218. * @param pitch defines the rotation around X axis
  3219. * @param roll defines the rotation around Z axis
  3220. * @returns the new quaternion
  3221. */
  3222. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3223. /**
  3224. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3225. * @param yaw defines the rotation around Y axis
  3226. * @param pitch defines the rotation around X axis
  3227. * @param roll defines the rotation around Z axis
  3228. * @param result defines the target quaternion
  3229. */
  3230. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3231. /**
  3232. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3233. * @param alpha defines the rotation around first axis
  3234. * @param beta defines the rotation around second axis
  3235. * @param gamma defines the rotation around third axis
  3236. * @returns the new quaternion
  3237. */
  3238. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3239. /**
  3240. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3241. * @param alpha defines the rotation around first axis
  3242. * @param beta defines the rotation around second axis
  3243. * @param gamma defines the rotation around third axis
  3244. * @param result defines the target quaternion
  3245. */
  3246. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3247. /**
  3248. * 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)
  3249. * @param axis1 defines the first axis
  3250. * @param axis2 defines the second axis
  3251. * @param axis3 defines the third axis
  3252. * @returns the new quaternion
  3253. */
  3254. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3255. /**
  3256. * 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
  3257. * @param axis1 defines the first axis
  3258. * @param axis2 defines the second axis
  3259. * @param axis3 defines the third axis
  3260. * @param ref defines the target quaternion
  3261. */
  3262. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3263. /**
  3264. * Interpolates between two quaternions
  3265. * @param left defines first quaternion
  3266. * @param right defines second quaternion
  3267. * @param amount defines the gradient to use
  3268. * @returns the new interpolated quaternion
  3269. */
  3270. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3271. /**
  3272. * Interpolates between two quaternions and stores it into a target quaternion
  3273. * @param left defines first quaternion
  3274. * @param right defines second quaternion
  3275. * @param amount defines the gradient to use
  3276. * @param result defines the target quaternion
  3277. */
  3278. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3279. /**
  3280. * Interpolate between two quaternions using Hermite interpolation
  3281. * @param value1 defines first quaternion
  3282. * @param tangent1 defines the incoming tangent
  3283. * @param value2 defines second quaternion
  3284. * @param tangent2 defines the outgoing tangent
  3285. * @param amount defines the target quaternion
  3286. * @returns the new interpolated quaternion
  3287. */
  3288. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3289. }
  3290. /**
  3291. * Class used to store matrix data (4x4)
  3292. */
  3293. export class Matrix {
  3294. private static _updateFlagSeed;
  3295. private static _identityReadOnly;
  3296. private _isIdentity;
  3297. private _isIdentityDirty;
  3298. private _isIdentity3x2;
  3299. private _isIdentity3x2Dirty;
  3300. /**
  3301. * Gets the update flag of the matrix which is an unique number for the matrix.
  3302. * It will be incremented every time the matrix data change.
  3303. * You can use it to speed the comparison between two versions of the same matrix.
  3304. */
  3305. updateFlag: number;
  3306. private readonly _m;
  3307. /**
  3308. * Gets the internal data of the matrix
  3309. */
  3310. readonly m: DeepImmutable<Float32Array>;
  3311. /** @hidden */
  3312. _markAsUpdated(): void;
  3313. /** @hidden */
  3314. private _updateIdentityStatus;
  3315. /**
  3316. * Creates an empty matrix (filled with zeros)
  3317. */
  3318. constructor();
  3319. /**
  3320. * Check if the current matrix is identity
  3321. * @returns true is the matrix is the identity matrix
  3322. */
  3323. isIdentity(): boolean;
  3324. /**
  3325. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3326. * @returns true is the matrix is the identity matrix
  3327. */
  3328. isIdentityAs3x2(): boolean;
  3329. /**
  3330. * Gets the determinant of the matrix
  3331. * @returns the matrix determinant
  3332. */
  3333. determinant(): number;
  3334. /**
  3335. * Returns the matrix as a Float32Array
  3336. * @returns the matrix underlying array
  3337. */
  3338. toArray(): DeepImmutable<Float32Array>;
  3339. /**
  3340. * Returns the matrix as a Float32Array
  3341. * @returns the matrix underlying array.
  3342. */
  3343. asArray(): DeepImmutable<Float32Array>;
  3344. /**
  3345. * Inverts the current matrix in place
  3346. * @returns the current inverted matrix
  3347. */
  3348. invert(): Matrix;
  3349. /**
  3350. * Sets all the matrix elements to zero
  3351. * @returns the current matrix
  3352. */
  3353. reset(): Matrix;
  3354. /**
  3355. * Adds the current matrix with a second one
  3356. * @param other defines the matrix to add
  3357. * @returns a new matrix as the addition of the current matrix and the given one
  3358. */
  3359. add(other: DeepImmutable<Matrix>): Matrix;
  3360. /**
  3361. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3362. * @param other defines the matrix to add
  3363. * @param result defines the target matrix
  3364. * @returns the current matrix
  3365. */
  3366. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3367. /**
  3368. * Adds in place the given matrix to the current matrix
  3369. * @param other defines the second operand
  3370. * @returns the current updated matrix
  3371. */
  3372. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3373. /**
  3374. * Sets the given matrix to the current inverted Matrix
  3375. * @param other defines the target matrix
  3376. * @returns the unmodified current matrix
  3377. */
  3378. invertToRef(other: Matrix): Matrix;
  3379. /**
  3380. * add a value at the specified position in the current Matrix
  3381. * @param index the index of the value within the matrix. between 0 and 15.
  3382. * @param value the value to be added
  3383. * @returns the current updated matrix
  3384. */
  3385. addAtIndex(index: number, value: number): Matrix;
  3386. /**
  3387. * mutiply the specified position in the current Matrix by a value
  3388. * @param index the index of the value within the matrix. between 0 and 15.
  3389. * @param value the value to be added
  3390. * @returns the current updated matrix
  3391. */
  3392. multiplyAtIndex(index: number, value: number): Matrix;
  3393. /**
  3394. * Inserts the translation vector (using 3 floats) in the current matrix
  3395. * @param x defines the 1st component of the translation
  3396. * @param y defines the 2nd component of the translation
  3397. * @param z defines the 3rd component of the translation
  3398. * @returns the current updated matrix
  3399. */
  3400. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3401. /**
  3402. * Adds the translation vector (using 3 floats) in the current matrix
  3403. * @param x defines the 1st component of the translation
  3404. * @param y defines the 2nd component of the translation
  3405. * @param z defines the 3rd component of the translation
  3406. * @returns the current updated matrix
  3407. */
  3408. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3409. /**
  3410. * Inserts the translation vector in the current matrix
  3411. * @param vector3 defines the translation to insert
  3412. * @returns the current updated matrix
  3413. */
  3414. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3415. /**
  3416. * Gets the translation value of the current matrix
  3417. * @returns a new Vector3 as the extracted translation from the matrix
  3418. */
  3419. getTranslation(): Vector3;
  3420. /**
  3421. * Fill a Vector3 with the extracted translation from the matrix
  3422. * @param result defines the Vector3 where to store the translation
  3423. * @returns the current matrix
  3424. */
  3425. getTranslationToRef(result: Vector3): Matrix;
  3426. /**
  3427. * Remove rotation and scaling part from the matrix
  3428. * @returns the updated matrix
  3429. */
  3430. removeRotationAndScaling(): Matrix;
  3431. /**
  3432. * Multiply two matrices
  3433. * @param other defines the second operand
  3434. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3435. */
  3436. multiply(other: DeepImmutable<Matrix>): Matrix;
  3437. /**
  3438. * Copy the current matrix from the given one
  3439. * @param other defines the source matrix
  3440. * @returns the current updated matrix
  3441. */
  3442. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3443. /**
  3444. * Populates the given array from the starting index with the current matrix values
  3445. * @param array defines the target array
  3446. * @param offset defines the offset in the target array where to start storing values
  3447. * @returns the current matrix
  3448. */
  3449. copyToArray(array: Float32Array, offset?: number): Matrix;
  3450. /**
  3451. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3452. * @param other defines the second operand
  3453. * @param result defines the matrix where to store the multiplication
  3454. * @returns the current matrix
  3455. */
  3456. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3457. /**
  3458. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  3459. * @param other defines the second operand
  3460. * @param result defines the array where to store the multiplication
  3461. * @param offset defines the offset in the target array where to start storing values
  3462. * @returns the current matrix
  3463. */
  3464. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  3465. /**
  3466. * Check equality between this matrix and a second one
  3467. * @param value defines the second matrix to compare
  3468. * @returns true is the current matrix and the given one values are strictly equal
  3469. */
  3470. equals(value: DeepImmutable<Matrix>): boolean;
  3471. /**
  3472. * Clone the current matrix
  3473. * @returns a new matrix from the current matrix
  3474. */
  3475. clone(): Matrix;
  3476. /**
  3477. * Returns the name of the current matrix class
  3478. * @returns the string "Matrix"
  3479. */
  3480. getClassName(): string;
  3481. /**
  3482. * Gets the hash code of the current matrix
  3483. * @returns the hash code
  3484. */
  3485. getHashCode(): number;
  3486. /**
  3487. * Decomposes the current Matrix into a translation, rotation and scaling components
  3488. * @param scale defines the scale vector3 given as a reference to update
  3489. * @param rotation defines the rotation quaternion given as a reference to update
  3490. * @param translation defines the translation vector3 given as a reference to update
  3491. * @returns true if operation was successful
  3492. */
  3493. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  3494. /**
  3495. * Gets specific row of the matrix
  3496. * @param index defines the number of the row to get
  3497. * @returns the index-th row of the current matrix as a new Vector4
  3498. */
  3499. getRow(index: number): Nullable<Vector4>;
  3500. /**
  3501. * Sets the index-th row of the current matrix to the vector4 values
  3502. * @param index defines the number of the row to set
  3503. * @param row defines the target vector4
  3504. * @returns the updated current matrix
  3505. */
  3506. setRow(index: number, row: Vector4): Matrix;
  3507. /**
  3508. * Compute the transpose of the matrix
  3509. * @returns the new transposed matrix
  3510. */
  3511. transpose(): Matrix;
  3512. /**
  3513. * Compute the transpose of the matrix and store it in a given matrix
  3514. * @param result defines the target matrix
  3515. * @returns the current matrix
  3516. */
  3517. transposeToRef(result: Matrix): Matrix;
  3518. /**
  3519. * Sets the index-th row of the current matrix with the given 4 x float values
  3520. * @param index defines the row index
  3521. * @param x defines the x component to set
  3522. * @param y defines the y component to set
  3523. * @param z defines the z component to set
  3524. * @param w defines the w component to set
  3525. * @returns the updated current matrix
  3526. */
  3527. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  3528. /**
  3529. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  3530. * @param scale defines the scale factor
  3531. * @returns a new matrix
  3532. */
  3533. scale(scale: number): Matrix;
  3534. /**
  3535. * Scale the current matrix values by a factor to a given result matrix
  3536. * @param scale defines the scale factor
  3537. * @param result defines the matrix to store the result
  3538. * @returns the current matrix
  3539. */
  3540. scaleToRef(scale: number, result: Matrix): Matrix;
  3541. /**
  3542. * Scale the current matrix values by a factor and add the result to a given matrix
  3543. * @param scale defines the scale factor
  3544. * @param result defines the Matrix to store the result
  3545. * @returns the current matrix
  3546. */
  3547. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  3548. /**
  3549. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  3550. * @param ref matrix to store the result
  3551. */
  3552. toNormalMatrix(ref: Matrix): void;
  3553. /**
  3554. * Gets only rotation part of the current matrix
  3555. * @returns a new matrix sets to the extracted rotation matrix from the current one
  3556. */
  3557. getRotationMatrix(): Matrix;
  3558. /**
  3559. * Extracts the rotation matrix from the current one and sets it as the given "result"
  3560. * @param result defines the target matrix to store data to
  3561. * @returns the current matrix
  3562. */
  3563. getRotationMatrixToRef(result: Matrix): Matrix;
  3564. /**
  3565. * Toggles model matrix from being right handed to left handed in place and vice versa
  3566. */
  3567. toggleModelMatrixHandInPlace(): void;
  3568. /**
  3569. * Toggles projection matrix from being right handed to left handed in place and vice versa
  3570. */
  3571. toggleProjectionMatrixHandInPlace(): void;
  3572. /**
  3573. * Creates a matrix from an array
  3574. * @param array defines the source array
  3575. * @param offset defines an offset in the source array
  3576. * @returns a new Matrix set from the starting index of the given array
  3577. */
  3578. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  3579. /**
  3580. * Copy the content of an array into a given matrix
  3581. * @param array defines the source array
  3582. * @param offset defines an offset in the source array
  3583. * @param result defines the target matrix
  3584. */
  3585. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  3586. /**
  3587. * Stores an array into a matrix after having multiplied each component by a given factor
  3588. * @param array defines the source array
  3589. * @param offset defines the offset in the source array
  3590. * @param scale defines the scaling factor
  3591. * @param result defines the target matrix
  3592. */
  3593. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  3594. /**
  3595. * Gets an identity matrix that must not be updated
  3596. */
  3597. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  3598. /**
  3599. * Stores a list of values (16) inside a given matrix
  3600. * @param initialM11 defines 1st value of 1st row
  3601. * @param initialM12 defines 2nd value of 1st row
  3602. * @param initialM13 defines 3rd value of 1st row
  3603. * @param initialM14 defines 4th value of 1st row
  3604. * @param initialM21 defines 1st value of 2nd row
  3605. * @param initialM22 defines 2nd value of 2nd row
  3606. * @param initialM23 defines 3rd value of 2nd row
  3607. * @param initialM24 defines 4th value of 2nd row
  3608. * @param initialM31 defines 1st value of 3rd row
  3609. * @param initialM32 defines 2nd value of 3rd row
  3610. * @param initialM33 defines 3rd value of 3rd row
  3611. * @param initialM34 defines 4th value of 3rd row
  3612. * @param initialM41 defines 1st value of 4th row
  3613. * @param initialM42 defines 2nd value of 4th row
  3614. * @param initialM43 defines 3rd value of 4th row
  3615. * @param initialM44 defines 4th value of 4th row
  3616. * @param result defines the target matrix
  3617. */
  3618. 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;
  3619. /**
  3620. * Creates new matrix from a list of values (16)
  3621. * @param initialM11 defines 1st value of 1st row
  3622. * @param initialM12 defines 2nd value of 1st row
  3623. * @param initialM13 defines 3rd value of 1st row
  3624. * @param initialM14 defines 4th value of 1st row
  3625. * @param initialM21 defines 1st value of 2nd row
  3626. * @param initialM22 defines 2nd value of 2nd row
  3627. * @param initialM23 defines 3rd value of 2nd row
  3628. * @param initialM24 defines 4th value of 2nd row
  3629. * @param initialM31 defines 1st value of 3rd row
  3630. * @param initialM32 defines 2nd value of 3rd row
  3631. * @param initialM33 defines 3rd value of 3rd row
  3632. * @param initialM34 defines 4th value of 3rd row
  3633. * @param initialM41 defines 1st value of 4th row
  3634. * @param initialM42 defines 2nd value of 4th row
  3635. * @param initialM43 defines 3rd value of 4th row
  3636. * @param initialM44 defines 4th value of 4th row
  3637. * @returns the new matrix
  3638. */
  3639. 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;
  3640. /**
  3641. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3642. * @param scale defines the scale vector3
  3643. * @param rotation defines the rotation quaternion
  3644. * @param translation defines the translation vector3
  3645. * @returns a new matrix
  3646. */
  3647. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  3648. /**
  3649. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3650. * @param scale defines the scale vector3
  3651. * @param rotation defines the rotation quaternion
  3652. * @param translation defines the translation vector3
  3653. * @param result defines the target matrix
  3654. */
  3655. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  3656. /**
  3657. * Creates a new identity matrix
  3658. * @returns a new identity matrix
  3659. */
  3660. static Identity(): Matrix;
  3661. /**
  3662. * Creates a new identity matrix and stores the result in a given matrix
  3663. * @param result defines the target matrix
  3664. */
  3665. static IdentityToRef(result: Matrix): void;
  3666. /**
  3667. * Creates a new zero matrix
  3668. * @returns a new zero matrix
  3669. */
  3670. static Zero(): Matrix;
  3671. /**
  3672. * Creates a new rotation matrix for "angle" radians around the X axis
  3673. * @param angle defines the angle (in radians) to use
  3674. * @return the new matrix
  3675. */
  3676. static RotationX(angle: number): Matrix;
  3677. /**
  3678. * Creates a new matrix as the invert of a given matrix
  3679. * @param source defines the source matrix
  3680. * @returns the new matrix
  3681. */
  3682. static Invert(source: DeepImmutable<Matrix>): Matrix;
  3683. /**
  3684. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  3685. * @param angle defines the angle (in radians) to use
  3686. * @param result defines the target matrix
  3687. */
  3688. static RotationXToRef(angle: number, result: Matrix): void;
  3689. /**
  3690. * Creates a new rotation matrix for "angle" radians around the Y axis
  3691. * @param angle defines the angle (in radians) to use
  3692. * @return the new matrix
  3693. */
  3694. static RotationY(angle: number): Matrix;
  3695. /**
  3696. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  3697. * @param angle defines the angle (in radians) to use
  3698. * @param result defines the target matrix
  3699. */
  3700. static RotationYToRef(angle: number, result: Matrix): void;
  3701. /**
  3702. * Creates a new rotation matrix for "angle" radians around the Z axis
  3703. * @param angle defines the angle (in radians) to use
  3704. * @return the new matrix
  3705. */
  3706. static RotationZ(angle: number): Matrix;
  3707. /**
  3708. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  3709. * @param angle defines the angle (in radians) to use
  3710. * @param result defines the target matrix
  3711. */
  3712. static RotationZToRef(angle: number, result: Matrix): void;
  3713. /**
  3714. * Creates a new rotation matrix for "angle" radians around the given axis
  3715. * @param axis defines the axis to use
  3716. * @param angle defines the angle (in radians) to use
  3717. * @return the new matrix
  3718. */
  3719. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  3720. /**
  3721. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  3722. * @param axis defines the axis to use
  3723. * @param angle defines the angle (in radians) to use
  3724. * @param result defines the target matrix
  3725. */
  3726. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  3727. /**
  3728. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  3729. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  3730. * @param from defines the vector to align
  3731. * @param to defines the vector to align to
  3732. * @param result defines the target matrix
  3733. */
  3734. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  3735. /**
  3736. * Creates a rotation matrix
  3737. * @param yaw defines the yaw angle in radians (Y axis)
  3738. * @param pitch defines the pitch angle in radians (X axis)
  3739. * @param roll defines the roll angle in radians (X axis)
  3740. * @returns the new rotation matrix
  3741. */
  3742. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  3743. /**
  3744. * Creates a rotation matrix and stores it in a given matrix
  3745. * @param yaw defines the yaw angle in radians (Y axis)
  3746. * @param pitch defines the pitch angle in radians (X axis)
  3747. * @param roll defines the roll angle in radians (X axis)
  3748. * @param result defines the target matrix
  3749. */
  3750. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  3751. /**
  3752. * Creates a scaling matrix
  3753. * @param x defines the scale factor on X axis
  3754. * @param y defines the scale factor on Y axis
  3755. * @param z defines the scale factor on Z axis
  3756. * @returns the new matrix
  3757. */
  3758. static Scaling(x: number, y: number, z: number): Matrix;
  3759. /**
  3760. * Creates a scaling matrix and stores it in a given matrix
  3761. * @param x defines the scale factor on X axis
  3762. * @param y defines the scale factor on Y axis
  3763. * @param z defines the scale factor on Z axis
  3764. * @param result defines the target matrix
  3765. */
  3766. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  3767. /**
  3768. * Creates a translation matrix
  3769. * @param x defines the translation on X axis
  3770. * @param y defines the translation on Y axis
  3771. * @param z defines the translationon Z axis
  3772. * @returns the new matrix
  3773. */
  3774. static Translation(x: number, y: number, z: number): Matrix;
  3775. /**
  3776. * Creates a translation matrix and stores it in a given matrix
  3777. * @param x defines the translation on X axis
  3778. * @param y defines the translation on Y axis
  3779. * @param z defines the translationon Z axis
  3780. * @param result defines the target matrix
  3781. */
  3782. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  3783. /**
  3784. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3785. * @param startValue defines the start value
  3786. * @param endValue defines the end value
  3787. * @param gradient defines the gradient factor
  3788. * @returns the new matrix
  3789. */
  3790. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3791. /**
  3792. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3793. * @param startValue defines the start value
  3794. * @param endValue defines the end value
  3795. * @param gradient defines the gradient factor
  3796. * @param result defines the Matrix object where to store data
  3797. */
  3798. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3799. /**
  3800. * Builds a new matrix whose values are computed by:
  3801. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3802. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3803. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3804. * @param startValue defines the first matrix
  3805. * @param endValue defines the second matrix
  3806. * @param gradient defines the gradient between the two matrices
  3807. * @returns the new matrix
  3808. */
  3809. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3810. /**
  3811. * Update a matrix to values which are computed by:
  3812. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3813. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3814. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3815. * @param startValue defines the first matrix
  3816. * @param endValue defines the second matrix
  3817. * @param gradient defines the gradient between the two matrices
  3818. * @param result defines the target matrix
  3819. */
  3820. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3821. /**
  3822. * 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"
  3823. * This function works in left handed mode
  3824. * @param eye defines the final position of the entity
  3825. * @param target defines where the entity should look at
  3826. * @param up defines the up vector for the entity
  3827. * @returns the new matrix
  3828. */
  3829. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3830. /**
  3831. * 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".
  3832. * This function works in left handed mode
  3833. * @param eye defines the final position of the entity
  3834. * @param target defines where the entity should look at
  3835. * @param up defines the up vector for the entity
  3836. * @param result defines the target matrix
  3837. */
  3838. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3839. /**
  3840. * 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"
  3841. * This function works in right handed mode
  3842. * @param eye defines the final position of the entity
  3843. * @param target defines where the entity should look at
  3844. * @param up defines the up vector for the entity
  3845. * @returns the new matrix
  3846. */
  3847. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3848. /**
  3849. * 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".
  3850. * This function works in right handed mode
  3851. * @param eye defines the final position of the entity
  3852. * @param target defines where the entity should look at
  3853. * @param up defines the up vector for the entity
  3854. * @param result defines the target matrix
  3855. */
  3856. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3857. /**
  3858. * Create a left-handed orthographic projection matrix
  3859. * @param width defines the viewport width
  3860. * @param height defines the viewport height
  3861. * @param znear defines the near clip plane
  3862. * @param zfar defines the far clip plane
  3863. * @returns a new matrix as a left-handed orthographic projection matrix
  3864. */
  3865. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3866. /**
  3867. * Store a left-handed orthographic projection to a given matrix
  3868. * @param width defines the viewport width
  3869. * @param height defines the viewport height
  3870. * @param znear defines the near clip plane
  3871. * @param zfar defines the far clip plane
  3872. * @param result defines the target matrix
  3873. */
  3874. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  3875. /**
  3876. * Create a left-handed orthographic projection matrix
  3877. * @param left defines the viewport left coordinate
  3878. * @param right defines the viewport right coordinate
  3879. * @param bottom defines the viewport bottom coordinate
  3880. * @param top defines the viewport top coordinate
  3881. * @param znear defines the near clip plane
  3882. * @param zfar defines the far clip plane
  3883. * @returns a new matrix as a left-handed orthographic projection matrix
  3884. */
  3885. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3886. /**
  3887. * Stores a left-handed orthographic projection into a given matrix
  3888. * @param left defines the viewport left coordinate
  3889. * @param right defines the viewport right coordinate
  3890. * @param bottom defines the viewport bottom coordinate
  3891. * @param top defines the viewport top coordinate
  3892. * @param znear defines the near clip plane
  3893. * @param zfar defines the far clip plane
  3894. * @param result defines the target matrix
  3895. */
  3896. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3897. /**
  3898. * Creates a right-handed orthographic projection matrix
  3899. * @param left defines the viewport left coordinate
  3900. * @param right defines the viewport right coordinate
  3901. * @param bottom defines the viewport bottom coordinate
  3902. * @param top defines the viewport top coordinate
  3903. * @param znear defines the near clip plane
  3904. * @param zfar defines the far clip plane
  3905. * @returns a new matrix as a right-handed orthographic projection matrix
  3906. */
  3907. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3908. /**
  3909. * Stores a right-handed orthographic projection into a given matrix
  3910. * @param left defines the viewport left coordinate
  3911. * @param right defines the viewport right coordinate
  3912. * @param bottom defines the viewport bottom coordinate
  3913. * @param top defines the viewport top coordinate
  3914. * @param znear defines the near clip plane
  3915. * @param zfar defines the far clip plane
  3916. * @param result defines the target matrix
  3917. */
  3918. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3919. /**
  3920. * Creates a left-handed perspective projection matrix
  3921. * @param width defines the viewport width
  3922. * @param height defines the viewport height
  3923. * @param znear defines the near clip plane
  3924. * @param zfar defines the far clip plane
  3925. * @returns a new matrix as a left-handed perspective projection matrix
  3926. */
  3927. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3928. /**
  3929. * Creates a left-handed perspective projection matrix
  3930. * @param fov defines the horizontal field of view
  3931. * @param aspect defines the aspect ratio
  3932. * @param znear defines the near clip plane
  3933. * @param zfar defines the far clip plane
  3934. * @returns a new matrix as a left-handed perspective projection matrix
  3935. */
  3936. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3937. /**
  3938. * Stores a left-handed perspective projection into a given matrix
  3939. * @param fov defines the horizontal field of view
  3940. * @param aspect defines the aspect ratio
  3941. * @param znear defines the near clip plane
  3942. * @param zfar defines the far clip plane
  3943. * @param result defines the target matrix
  3944. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3945. */
  3946. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3947. /**
  3948. * Creates a right-handed perspective projection matrix
  3949. * @param fov defines the horizontal field of view
  3950. * @param aspect defines the aspect ratio
  3951. * @param znear defines the near clip plane
  3952. * @param zfar defines the far clip plane
  3953. * @returns a new matrix as a right-handed perspective projection matrix
  3954. */
  3955. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3956. /**
  3957. * Stores a right-handed perspective projection into a given matrix
  3958. * @param fov defines the horizontal field of view
  3959. * @param aspect defines the aspect ratio
  3960. * @param znear defines the near clip plane
  3961. * @param zfar defines the far clip plane
  3962. * @param result defines the target matrix
  3963. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3964. */
  3965. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3966. /**
  3967. * Stores a perspective projection for WebVR info a given matrix
  3968. * @param fov defines the field of view
  3969. * @param znear defines the near clip plane
  3970. * @param zfar defines the far clip plane
  3971. * @param result defines the target matrix
  3972. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  3973. */
  3974. static PerspectiveFovWebVRToRef(fov: {
  3975. upDegrees: number;
  3976. downDegrees: number;
  3977. leftDegrees: number;
  3978. rightDegrees: number;
  3979. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  3980. /**
  3981. * Computes a complete transformation matrix
  3982. * @param viewport defines the viewport to use
  3983. * @param world defines the world matrix
  3984. * @param view defines the view matrix
  3985. * @param projection defines the projection matrix
  3986. * @param zmin defines the near clip plane
  3987. * @param zmax defines the far clip plane
  3988. * @returns the transformation matrix
  3989. */
  3990. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  3991. /**
  3992. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  3993. * @param matrix defines the matrix to use
  3994. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  3995. */
  3996. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  3997. /**
  3998. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  3999. * @param matrix defines the matrix to use
  4000. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  4001. */
  4002. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  4003. /**
  4004. * Compute the transpose of a given matrix
  4005. * @param matrix defines the matrix to transpose
  4006. * @returns the new matrix
  4007. */
  4008. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4009. /**
  4010. * Compute the transpose of a matrix and store it in a target matrix
  4011. * @param matrix defines the matrix to transpose
  4012. * @param result defines the target matrix
  4013. */
  4014. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4015. /**
  4016. * Computes a reflection matrix from a plane
  4017. * @param plane defines the reflection plane
  4018. * @returns a new matrix
  4019. */
  4020. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4021. /**
  4022. * Computes a reflection matrix from a plane
  4023. * @param plane defines the reflection plane
  4024. * @param result defines the target matrix
  4025. */
  4026. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4027. /**
  4028. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4029. * @param xaxis defines the value of the 1st axis
  4030. * @param yaxis defines the value of the 2nd axis
  4031. * @param zaxis defines the value of the 3rd axis
  4032. * @param result defines the target matrix
  4033. */
  4034. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4035. /**
  4036. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4037. * @param quat defines the quaternion to use
  4038. * @param result defines the target matrix
  4039. */
  4040. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4041. }
  4042. /**
  4043. * @hidden
  4044. */
  4045. export class TmpVectors {
  4046. static Vector2: Vector2[];
  4047. static Vector3: Vector3[];
  4048. static Vector4: Vector4[];
  4049. static Quaternion: Quaternion[];
  4050. static Matrix: Matrix[];
  4051. }
  4052. }
  4053. declare module "babylonjs/Engines/constants" {
  4054. /** Defines the cross module used constants to avoid circular dependncies */
  4055. export class Constants {
  4056. /** Defines that alpha blending is disabled */
  4057. static readonly ALPHA_DISABLE: number;
  4058. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  4059. static readonly ALPHA_ADD: number;
  4060. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  4061. static readonly ALPHA_COMBINE: number;
  4062. /** Defines that alpha blending to DEST - SRC * DEST */
  4063. static readonly ALPHA_SUBTRACT: number;
  4064. /** Defines that alpha blending to SRC * DEST */
  4065. static readonly ALPHA_MULTIPLY: number;
  4066. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  4067. static readonly ALPHA_MAXIMIZED: number;
  4068. /** Defines that alpha blending to SRC + DEST */
  4069. static readonly ALPHA_ONEONE: number;
  4070. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  4071. static readonly ALPHA_PREMULTIPLIED: number;
  4072. /**
  4073. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  4074. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  4075. */
  4076. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  4077. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  4078. static readonly ALPHA_INTERPOLATE: number;
  4079. /**
  4080. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  4081. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  4082. */
  4083. static readonly ALPHA_SCREENMODE: number;
  4084. /** Defines that the ressource is not delayed*/
  4085. static readonly DELAYLOADSTATE_NONE: number;
  4086. /** Defines that the ressource was successfully delay loaded */
  4087. static readonly DELAYLOADSTATE_LOADED: number;
  4088. /** Defines that the ressource is currently delay loading */
  4089. static readonly DELAYLOADSTATE_LOADING: number;
  4090. /** Defines that the ressource is delayed and has not started loading */
  4091. static readonly DELAYLOADSTATE_NOTLOADED: number;
  4092. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  4093. static readonly NEVER: number;
  4094. /** 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 */
  4095. static readonly ALWAYS: number;
  4096. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  4097. static readonly LESS: number;
  4098. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  4099. static readonly EQUAL: number;
  4100. /** 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 */
  4101. static readonly LEQUAL: number;
  4102. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  4103. static readonly GREATER: number;
  4104. /** 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 */
  4105. static readonly GEQUAL: number;
  4106. /** 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 */
  4107. static readonly NOTEQUAL: number;
  4108. /** Passed to stencilOperation to specify that stencil value must be kept */
  4109. static readonly KEEP: number;
  4110. /** Passed to stencilOperation to specify that stencil value must be replaced */
  4111. static readonly REPLACE: number;
  4112. /** Passed to stencilOperation to specify that stencil value must be incremented */
  4113. static readonly INCR: number;
  4114. /** Passed to stencilOperation to specify that stencil value must be decremented */
  4115. static readonly DECR: number;
  4116. /** Passed to stencilOperation to specify that stencil value must be inverted */
  4117. static readonly INVERT: number;
  4118. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  4119. static readonly INCR_WRAP: number;
  4120. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  4121. static readonly DECR_WRAP: number;
  4122. /** Texture is not repeating outside of 0..1 UVs */
  4123. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  4124. /** Texture is repeating outside of 0..1 UVs */
  4125. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  4126. /** Texture is repeating and mirrored */
  4127. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  4128. /** ALPHA */
  4129. static readonly TEXTUREFORMAT_ALPHA: number;
  4130. /** LUMINANCE */
  4131. static readonly TEXTUREFORMAT_LUMINANCE: number;
  4132. /** LUMINANCE_ALPHA */
  4133. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  4134. /** RGB */
  4135. static readonly TEXTUREFORMAT_RGB: number;
  4136. /** RGBA */
  4137. static readonly TEXTUREFORMAT_RGBA: number;
  4138. /** RED */
  4139. static readonly TEXTUREFORMAT_RED: number;
  4140. /** RED (2nd reference) */
  4141. static readonly TEXTUREFORMAT_R: number;
  4142. /** RG */
  4143. static readonly TEXTUREFORMAT_RG: number;
  4144. /** RED_INTEGER */
  4145. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  4146. /** RED_INTEGER (2nd reference) */
  4147. static readonly TEXTUREFORMAT_R_INTEGER: number;
  4148. /** RG_INTEGER */
  4149. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  4150. /** RGB_INTEGER */
  4151. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  4152. /** RGBA_INTEGER */
  4153. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  4154. /** UNSIGNED_BYTE */
  4155. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  4156. /** UNSIGNED_BYTE (2nd reference) */
  4157. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  4158. /** FLOAT */
  4159. static readonly TEXTURETYPE_FLOAT: number;
  4160. /** HALF_FLOAT */
  4161. static readonly TEXTURETYPE_HALF_FLOAT: number;
  4162. /** BYTE */
  4163. static readonly TEXTURETYPE_BYTE: number;
  4164. /** SHORT */
  4165. static readonly TEXTURETYPE_SHORT: number;
  4166. /** UNSIGNED_SHORT */
  4167. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  4168. /** INT */
  4169. static readonly TEXTURETYPE_INT: number;
  4170. /** UNSIGNED_INT */
  4171. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  4172. /** UNSIGNED_SHORT_4_4_4_4 */
  4173. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  4174. /** UNSIGNED_SHORT_5_5_5_1 */
  4175. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  4176. /** UNSIGNED_SHORT_5_6_5 */
  4177. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  4178. /** UNSIGNED_INT_2_10_10_10_REV */
  4179. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  4180. /** UNSIGNED_INT_24_8 */
  4181. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  4182. /** UNSIGNED_INT_10F_11F_11F_REV */
  4183. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  4184. /** UNSIGNED_INT_5_9_9_9_REV */
  4185. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  4186. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  4187. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  4188. /** nearest is mag = nearest and min = nearest and mip = linear */
  4189. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  4190. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4191. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  4192. /** Trilinear is mag = linear and min = linear and mip = linear */
  4193. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  4194. /** nearest is mag = nearest and min = nearest and mip = linear */
  4195. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  4196. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4197. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  4198. /** Trilinear is mag = linear and min = linear and mip = linear */
  4199. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  4200. /** mag = nearest and min = nearest and mip = nearest */
  4201. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  4202. /** mag = nearest and min = linear and mip = nearest */
  4203. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  4204. /** mag = nearest and min = linear and mip = linear */
  4205. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  4206. /** mag = nearest and min = linear and mip = none */
  4207. static readonly TEXTURE_NEAREST_LINEAR: number;
  4208. /** mag = nearest and min = nearest and mip = none */
  4209. static readonly TEXTURE_NEAREST_NEAREST: number;
  4210. /** mag = linear and min = nearest and mip = nearest */
  4211. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  4212. /** mag = linear and min = nearest and mip = linear */
  4213. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  4214. /** mag = linear and min = linear and mip = none */
  4215. static readonly TEXTURE_LINEAR_LINEAR: number;
  4216. /** mag = linear and min = nearest and mip = none */
  4217. static readonly TEXTURE_LINEAR_NEAREST: number;
  4218. /** Explicit coordinates mode */
  4219. static readonly TEXTURE_EXPLICIT_MODE: number;
  4220. /** Spherical coordinates mode */
  4221. static readonly TEXTURE_SPHERICAL_MODE: number;
  4222. /** Planar coordinates mode */
  4223. static readonly TEXTURE_PLANAR_MODE: number;
  4224. /** Cubic coordinates mode */
  4225. static readonly TEXTURE_CUBIC_MODE: number;
  4226. /** Projection coordinates mode */
  4227. static readonly TEXTURE_PROJECTION_MODE: number;
  4228. /** Skybox coordinates mode */
  4229. static readonly TEXTURE_SKYBOX_MODE: number;
  4230. /** Inverse Cubic coordinates mode */
  4231. static readonly TEXTURE_INVCUBIC_MODE: number;
  4232. /** Equirectangular coordinates mode */
  4233. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  4234. /** Equirectangular Fixed coordinates mode */
  4235. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  4236. /** Equirectangular Fixed Mirrored coordinates mode */
  4237. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  4238. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  4239. static readonly SCALEMODE_FLOOR: number;
  4240. /** Defines that texture rescaling will look for the nearest power of 2 size */
  4241. static readonly SCALEMODE_NEAREST: number;
  4242. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  4243. static readonly SCALEMODE_CEILING: number;
  4244. /**
  4245. * The dirty texture flag value
  4246. */
  4247. static readonly MATERIAL_TextureDirtyFlag: number;
  4248. /**
  4249. * The dirty light flag value
  4250. */
  4251. static readonly MATERIAL_LightDirtyFlag: number;
  4252. /**
  4253. * The dirty fresnel flag value
  4254. */
  4255. static readonly MATERIAL_FresnelDirtyFlag: number;
  4256. /**
  4257. * The dirty attribute flag value
  4258. */
  4259. static readonly MATERIAL_AttributesDirtyFlag: number;
  4260. /**
  4261. * The dirty misc flag value
  4262. */
  4263. static readonly MATERIAL_MiscDirtyFlag: number;
  4264. /**
  4265. * The all dirty flag value
  4266. */
  4267. static readonly MATERIAL_AllDirtyFlag: number;
  4268. /**
  4269. * Returns the triangle fill mode
  4270. */
  4271. static readonly MATERIAL_TriangleFillMode: number;
  4272. /**
  4273. * Returns the wireframe mode
  4274. */
  4275. static readonly MATERIAL_WireFrameFillMode: number;
  4276. /**
  4277. * Returns the point fill mode
  4278. */
  4279. static readonly MATERIAL_PointFillMode: number;
  4280. /**
  4281. * Returns the point list draw mode
  4282. */
  4283. static readonly MATERIAL_PointListDrawMode: number;
  4284. /**
  4285. * Returns the line list draw mode
  4286. */
  4287. static readonly MATERIAL_LineListDrawMode: number;
  4288. /**
  4289. * Returns the line loop draw mode
  4290. */
  4291. static readonly MATERIAL_LineLoopDrawMode: number;
  4292. /**
  4293. * Returns the line strip draw mode
  4294. */
  4295. static readonly MATERIAL_LineStripDrawMode: number;
  4296. /**
  4297. * Returns the triangle strip draw mode
  4298. */
  4299. static readonly MATERIAL_TriangleStripDrawMode: number;
  4300. /**
  4301. * Returns the triangle fan draw mode
  4302. */
  4303. static readonly MATERIAL_TriangleFanDrawMode: number;
  4304. /**
  4305. * Stores the clock-wise side orientation
  4306. */
  4307. static readonly MATERIAL_ClockWiseSideOrientation: number;
  4308. /**
  4309. * Stores the counter clock-wise side orientation
  4310. */
  4311. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  4312. /**
  4313. * Nothing
  4314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4315. */
  4316. static readonly ACTION_NothingTrigger: number;
  4317. /**
  4318. * On pick
  4319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4320. */
  4321. static readonly ACTION_OnPickTrigger: number;
  4322. /**
  4323. * On left pick
  4324. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4325. */
  4326. static readonly ACTION_OnLeftPickTrigger: number;
  4327. /**
  4328. * On right pick
  4329. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4330. */
  4331. static readonly ACTION_OnRightPickTrigger: number;
  4332. /**
  4333. * On center pick
  4334. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4335. */
  4336. static readonly ACTION_OnCenterPickTrigger: number;
  4337. /**
  4338. * On pick down
  4339. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4340. */
  4341. static readonly ACTION_OnPickDownTrigger: number;
  4342. /**
  4343. * On double pick
  4344. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4345. */
  4346. static readonly ACTION_OnDoublePickTrigger: number;
  4347. /**
  4348. * On pick up
  4349. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4350. */
  4351. static readonly ACTION_OnPickUpTrigger: number;
  4352. /**
  4353. * On pick out.
  4354. * This trigger will only be raised if you also declared a OnPickDown
  4355. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4356. */
  4357. static readonly ACTION_OnPickOutTrigger: number;
  4358. /**
  4359. * On long press
  4360. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4361. */
  4362. static readonly ACTION_OnLongPressTrigger: number;
  4363. /**
  4364. * On pointer over
  4365. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4366. */
  4367. static readonly ACTION_OnPointerOverTrigger: number;
  4368. /**
  4369. * On pointer out
  4370. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4371. */
  4372. static readonly ACTION_OnPointerOutTrigger: number;
  4373. /**
  4374. * On every frame
  4375. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4376. */
  4377. static readonly ACTION_OnEveryFrameTrigger: number;
  4378. /**
  4379. * On intersection enter
  4380. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4381. */
  4382. static readonly ACTION_OnIntersectionEnterTrigger: number;
  4383. /**
  4384. * On intersection exit
  4385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4386. */
  4387. static readonly ACTION_OnIntersectionExitTrigger: number;
  4388. /**
  4389. * On key down
  4390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4391. */
  4392. static readonly ACTION_OnKeyDownTrigger: number;
  4393. /**
  4394. * On key up
  4395. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4396. */
  4397. static readonly ACTION_OnKeyUpTrigger: number;
  4398. /**
  4399. * Billboard mode will only apply to Y axis
  4400. */
  4401. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  4402. /**
  4403. * Billboard mode will apply to all axes
  4404. */
  4405. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  4406. /**
  4407. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  4408. */
  4409. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  4410. /**
  4411. * Gets or sets base Assets URL
  4412. */
  4413. static PARTICLES_BaseAssetsUrl: string;
  4414. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  4415. * Test order :
  4416. * Is the bounding sphere outside the frustum ?
  4417. * If not, are the bounding box vertices outside the frustum ?
  4418. * It not, then the cullable object is in the frustum.
  4419. */
  4420. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  4421. /** Culling strategy : Bounding Sphere Only.
  4422. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  4423. * It's also less accurate than the standard because some not visible objects can still be selected.
  4424. * Test : is the bounding sphere outside the frustum ?
  4425. * If not, then the cullable object is in the frustum.
  4426. */
  4427. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  4428. /** Culling strategy : Optimistic Inclusion.
  4429. * This in an inclusion test first, then the standard exclusion test.
  4430. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  4431. * 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.
  4432. * Anyway, it's as accurate as the standard strategy.
  4433. * Test :
  4434. * Is the cullable object bounding sphere center in the frustum ?
  4435. * If not, apply the default culling strategy.
  4436. */
  4437. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  4438. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  4439. * This in an inclusion test first, then the bounding sphere only exclusion test.
  4440. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  4441. * 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.
  4442. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  4443. * Test :
  4444. * Is the cullable object bounding sphere center in the frustum ?
  4445. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  4446. */
  4447. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  4448. /**
  4449. * No logging while loading
  4450. */
  4451. static readonly SCENELOADER_NO_LOGGING: number;
  4452. /**
  4453. * Minimal logging while loading
  4454. */
  4455. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  4456. /**
  4457. * Summary logging while loading
  4458. */
  4459. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  4460. /**
  4461. * Detailled logging while loading
  4462. */
  4463. static readonly SCENELOADER_DETAILED_LOGGING: number;
  4464. }
  4465. }
  4466. declare module "babylonjs/Engines/IPipelineContext" {
  4467. /**
  4468. * Class used to store and describe the pipeline context associated with an effect
  4469. */
  4470. export interface IPipelineContext {
  4471. /**
  4472. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  4473. */
  4474. isAsync: boolean;
  4475. /**
  4476. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  4477. */
  4478. isReady: boolean;
  4479. /** @hidden */
  4480. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  4481. }
  4482. }
  4483. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  4484. /** @hidden */
  4485. export interface IShaderProcessor {
  4486. attributeProcessor?: (attribute: string) => string;
  4487. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  4488. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  4489. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  4490. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  4491. lineProcessor?: (line: string, isFragment: boolean) => string;
  4492. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4493. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4494. }
  4495. }
  4496. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  4497. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  4498. /** @hidden */
  4499. export interface ProcessingOptions {
  4500. defines: string[];
  4501. indexParameters: any;
  4502. isFragment: boolean;
  4503. shouldUseHighPrecisionShader: boolean;
  4504. supportsUniformBuffers: boolean;
  4505. shadersRepository: string;
  4506. includesShadersStore: {
  4507. [key: string]: string;
  4508. };
  4509. processor?: IShaderProcessor;
  4510. version: string;
  4511. platformName: string;
  4512. lookForClosingBracketForUniformBuffer?: boolean;
  4513. }
  4514. }
  4515. declare module "babylonjs/Misc/stringTools" {
  4516. /**
  4517. * Helper to manipulate strings
  4518. */
  4519. export class StringTools {
  4520. /**
  4521. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  4522. * @param str Source string
  4523. * @param suffix Suffix to search for in the source string
  4524. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4525. */
  4526. static EndsWith(str: string, suffix: string): boolean;
  4527. /**
  4528. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  4529. * @param str Source string
  4530. * @param suffix Suffix to search for in the source string
  4531. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4532. */
  4533. static StartsWith(str: string, suffix: string): boolean;
  4534. }
  4535. }
  4536. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  4537. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4538. /** @hidden */
  4539. export class ShaderCodeNode {
  4540. line: string;
  4541. children: ShaderCodeNode[];
  4542. additionalDefineKey?: string;
  4543. additionalDefineValue?: string;
  4544. isValid(preprocessors: {
  4545. [key: string]: string;
  4546. }): boolean;
  4547. process(preprocessors: {
  4548. [key: string]: string;
  4549. }, options: ProcessingOptions): string;
  4550. }
  4551. }
  4552. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  4553. /** @hidden */
  4554. export class ShaderCodeCursor {
  4555. private _lines;
  4556. lineIndex: number;
  4557. readonly currentLine: string;
  4558. readonly canRead: boolean;
  4559. lines: string[];
  4560. }
  4561. }
  4562. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  4563. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4564. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4565. /** @hidden */
  4566. export class ShaderCodeConditionNode extends ShaderCodeNode {
  4567. process(preprocessors: {
  4568. [key: string]: string;
  4569. }, options: ProcessingOptions): string;
  4570. }
  4571. }
  4572. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  4573. /** @hidden */
  4574. export class ShaderDefineExpression {
  4575. isTrue(preprocessors: {
  4576. [key: string]: string;
  4577. }): boolean;
  4578. }
  4579. }
  4580. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  4581. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4582. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4583. /** @hidden */
  4584. export class ShaderCodeTestNode extends ShaderCodeNode {
  4585. testExpression: ShaderDefineExpression;
  4586. isValid(preprocessors: {
  4587. [key: string]: string;
  4588. }): boolean;
  4589. }
  4590. }
  4591. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  4592. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4593. /** @hidden */
  4594. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  4595. define: string;
  4596. not: boolean;
  4597. constructor(define: string, not?: boolean);
  4598. isTrue(preprocessors: {
  4599. [key: string]: string;
  4600. }): boolean;
  4601. }
  4602. }
  4603. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  4604. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4605. /** @hidden */
  4606. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  4607. leftOperand: ShaderDefineExpression;
  4608. rightOperand: ShaderDefineExpression;
  4609. isTrue(preprocessors: {
  4610. [key: string]: string;
  4611. }): boolean;
  4612. }
  4613. }
  4614. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  4615. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4616. /** @hidden */
  4617. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  4618. leftOperand: ShaderDefineExpression;
  4619. rightOperand: ShaderDefineExpression;
  4620. isTrue(preprocessors: {
  4621. [key: string]: string;
  4622. }): boolean;
  4623. }
  4624. }
  4625. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  4626. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4627. /** @hidden */
  4628. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  4629. define: string;
  4630. operand: string;
  4631. testValue: string;
  4632. constructor(define: string, operand: string, testValue: string);
  4633. isTrue(preprocessors: {
  4634. [key: string]: string;
  4635. }): boolean;
  4636. }
  4637. }
  4638. declare module "babylonjs/Misc/loadFileError" {
  4639. import { WebRequest } from "babylonjs/Misc/webRequest";
  4640. /**
  4641. * @ignore
  4642. * Application error to support additional information when loading a file
  4643. */
  4644. export class LoadFileError extends Error {
  4645. /** defines the optional web request */
  4646. request?: WebRequest | undefined;
  4647. private static _setPrototypeOf;
  4648. /**
  4649. * Creates a new LoadFileError
  4650. * @param message defines the message of the error
  4651. * @param request defines the optional web request
  4652. */
  4653. constructor(message: string,
  4654. /** defines the optional web request */
  4655. request?: WebRequest | undefined);
  4656. }
  4657. }
  4658. declare module "babylonjs/Offline/IOfflineProvider" {
  4659. /**
  4660. * Class used to enable access to offline support
  4661. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  4662. */
  4663. export interface IOfflineProvider {
  4664. /**
  4665. * Gets a boolean indicating if scene must be saved in the database
  4666. */
  4667. enableSceneOffline: boolean;
  4668. /**
  4669. * Gets a boolean indicating if textures must be saved in the database
  4670. */
  4671. enableTexturesOffline: boolean;
  4672. /**
  4673. * Open the offline support and make it available
  4674. * @param successCallback defines the callback to call on success
  4675. * @param errorCallback defines the callback to call on error
  4676. */
  4677. open(successCallback: () => void, errorCallback: () => void): void;
  4678. /**
  4679. * Loads an image from the offline support
  4680. * @param url defines the url to load from
  4681. * @param image defines the target DOM image
  4682. */
  4683. loadImage(url: string, image: HTMLImageElement): void;
  4684. /**
  4685. * Loads a file from offline support
  4686. * @param url defines the URL to load from
  4687. * @param sceneLoaded defines a callback to call on success
  4688. * @param progressCallBack defines a callback to call when progress changed
  4689. * @param errorCallback defines a callback to call on error
  4690. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  4691. */
  4692. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  4693. }
  4694. }
  4695. declare module "babylonjs/Misc/filesInputStore" {
  4696. /**
  4697. * Class used to help managing file picking and drag'n'drop
  4698. * File Storage
  4699. */
  4700. export class FilesInputStore {
  4701. /**
  4702. * List of files ready to be loaded
  4703. */
  4704. static FilesToLoad: {
  4705. [key: string]: File;
  4706. };
  4707. }
  4708. }
  4709. declare module "babylonjs/Misc/retryStrategy" {
  4710. import { WebRequest } from "babylonjs/Misc/webRequest";
  4711. /**
  4712. * Class used to define a retry strategy when error happens while loading assets
  4713. */
  4714. export class RetryStrategy {
  4715. /**
  4716. * Function used to defines an exponential back off strategy
  4717. * @param maxRetries defines the maximum number of retries (3 by default)
  4718. * @param baseInterval defines the interval between retries
  4719. * @returns the strategy function to use
  4720. */
  4721. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  4722. }
  4723. }
  4724. declare module "babylonjs/Misc/fileTools" {
  4725. import { WebRequest } from "babylonjs/Misc/webRequest";
  4726. import { Nullable } from "babylonjs/types";
  4727. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  4728. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  4729. /**
  4730. * @hidden
  4731. */
  4732. export class FileTools {
  4733. /**
  4734. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  4735. */
  4736. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  4737. /**
  4738. * Gets or sets the base URL to use to load assets
  4739. */
  4740. static BaseUrl: string;
  4741. /**
  4742. * Default behaviour for cors in the application.
  4743. * It can be a string if the expected behavior is identical in the entire app.
  4744. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  4745. */
  4746. static CorsBehavior: string | ((url: string | string[]) => string);
  4747. /**
  4748. * Gets or sets a function used to pre-process url before using them to load assets
  4749. */
  4750. static PreprocessUrl: (url: string) => string;
  4751. /**
  4752. * Removes unwanted characters from an url
  4753. * @param url defines the url to clean
  4754. * @returns the cleaned url
  4755. */
  4756. private static _CleanUrl;
  4757. /**
  4758. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  4759. * @param url define the url we are trying
  4760. * @param element define the dom element where to configure the cors policy
  4761. */
  4762. static SetCorsBehavior(url: string | string[], element: {
  4763. crossOrigin: string | null;
  4764. }): void;
  4765. /**
  4766. * Loads an image as an HTMLImageElement.
  4767. * @param input url string, ArrayBuffer, or Blob to load
  4768. * @param onLoad callback called when the image successfully loads
  4769. * @param onError callback called when the image fails to load
  4770. * @param offlineProvider offline provider for caching
  4771. * @returns the HTMLImageElement of the loaded image
  4772. */
  4773. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  4774. /**
  4775. * Loads a file
  4776. * @param fileToLoad defines the file to load
  4777. * @param callback defines the callback to call when data is loaded
  4778. * @param progressCallBack defines the callback to call during loading process
  4779. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  4780. * @returns a file request object
  4781. */
  4782. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  4783. /**
  4784. * Loads a file
  4785. * @param url url string, ArrayBuffer, or Blob to load
  4786. * @param onSuccess callback called when the file successfully loads
  4787. * @param onProgress callback called while file is loading (if the server supports this mode)
  4788. * @param offlineProvider defines the offline provider for caching
  4789. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  4790. * @param onError callback called when the file fails to load
  4791. * @returns a file request object
  4792. */
  4793. 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;
  4794. /**
  4795. * Checks if the loaded document was accessed via `file:`-Protocol.
  4796. * @returns boolean
  4797. */
  4798. static IsFileURL(): boolean;
  4799. }
  4800. }
  4801. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  4802. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4803. /** @hidden */
  4804. export class ShaderProcessor {
  4805. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  4806. private static _ProcessPrecision;
  4807. private static _ExtractOperation;
  4808. private static _BuildSubExpression;
  4809. private static _BuildExpression;
  4810. private static _MoveCursorWithinIf;
  4811. private static _MoveCursor;
  4812. private static _EvaluatePreProcessors;
  4813. private static _PreparePreProcessors;
  4814. private static _ProcessShaderConversion;
  4815. private static _ProcessIncludes;
  4816. }
  4817. }
  4818. declare module "babylonjs/Maths/math.color" {
  4819. import { DeepImmutable, FloatArray } from "babylonjs/types";
  4820. /**
  4821. * Class used to hold a RBG color
  4822. */
  4823. export class Color3 {
  4824. /**
  4825. * Defines the red component (between 0 and 1, default is 0)
  4826. */
  4827. r: number;
  4828. /**
  4829. * Defines the green component (between 0 and 1, default is 0)
  4830. */
  4831. g: number;
  4832. /**
  4833. * Defines the blue component (between 0 and 1, default is 0)
  4834. */
  4835. b: number;
  4836. /**
  4837. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  4838. * @param r defines the red component (between 0 and 1, default is 0)
  4839. * @param g defines the green component (between 0 and 1, default is 0)
  4840. * @param b defines the blue component (between 0 and 1, default is 0)
  4841. */
  4842. constructor(
  4843. /**
  4844. * Defines the red component (between 0 and 1, default is 0)
  4845. */
  4846. r?: number,
  4847. /**
  4848. * Defines the green component (between 0 and 1, default is 0)
  4849. */
  4850. g?: number,
  4851. /**
  4852. * Defines the blue component (between 0 and 1, default is 0)
  4853. */
  4854. b?: number);
  4855. /**
  4856. * Creates a string with the Color3 current values
  4857. * @returns the string representation of the Color3 object
  4858. */
  4859. toString(): string;
  4860. /**
  4861. * Returns the string "Color3"
  4862. * @returns "Color3"
  4863. */
  4864. getClassName(): string;
  4865. /**
  4866. * Compute the Color3 hash code
  4867. * @returns an unique number that can be used to hash Color3 objects
  4868. */
  4869. getHashCode(): number;
  4870. /**
  4871. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  4872. * @param array defines the array where to store the r,g,b components
  4873. * @param index defines an optional index in the target array to define where to start storing values
  4874. * @returns the current Color3 object
  4875. */
  4876. toArray(array: FloatArray, index?: number): Color3;
  4877. /**
  4878. * Returns a new Color4 object from the current Color3 and the given alpha
  4879. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  4880. * @returns a new Color4 object
  4881. */
  4882. toColor4(alpha?: number): Color4;
  4883. /**
  4884. * Returns a new array populated with 3 numeric elements : red, green and blue values
  4885. * @returns the new array
  4886. */
  4887. asArray(): number[];
  4888. /**
  4889. * Returns the luminance value
  4890. * @returns a float value
  4891. */
  4892. toLuminance(): number;
  4893. /**
  4894. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  4895. * @param otherColor defines the second operand
  4896. * @returns the new Color3 object
  4897. */
  4898. multiply(otherColor: DeepImmutable<Color3>): Color3;
  4899. /**
  4900. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  4901. * @param otherColor defines the second operand
  4902. * @param result defines the Color3 object where to store the result
  4903. * @returns the current Color3
  4904. */
  4905. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4906. /**
  4907. * Determines equality between Color3 objects
  4908. * @param otherColor defines the second operand
  4909. * @returns true if the rgb values are equal to the given ones
  4910. */
  4911. equals(otherColor: DeepImmutable<Color3>): boolean;
  4912. /**
  4913. * Determines equality between the current Color3 object and a set of r,b,g values
  4914. * @param r defines the red component to check
  4915. * @param g defines the green component to check
  4916. * @param b defines the blue component to check
  4917. * @returns true if the rgb values are equal to the given ones
  4918. */
  4919. equalsFloats(r: number, g: number, b: number): boolean;
  4920. /**
  4921. * Multiplies in place each rgb value by scale
  4922. * @param scale defines the scaling factor
  4923. * @returns the updated Color3
  4924. */
  4925. scale(scale: number): Color3;
  4926. /**
  4927. * Multiplies the rgb values by scale and stores the result into "result"
  4928. * @param scale defines the scaling factor
  4929. * @param result defines the Color3 object where to store the result
  4930. * @returns the unmodified current Color3
  4931. */
  4932. scaleToRef(scale: number, result: Color3): Color3;
  4933. /**
  4934. * Scale the current Color3 values by a factor and add the result to a given Color3
  4935. * @param scale defines the scale factor
  4936. * @param result defines color to store the result into
  4937. * @returns the unmodified current Color3
  4938. */
  4939. scaleAndAddToRef(scale: number, result: Color3): Color3;
  4940. /**
  4941. * Clamps the rgb values by the min and max values and stores the result into "result"
  4942. * @param min defines minimum clamping value (default is 0)
  4943. * @param max defines maximum clamping value (default is 1)
  4944. * @param result defines color to store the result into
  4945. * @returns the original Color3
  4946. */
  4947. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  4948. /**
  4949. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  4950. * @param otherColor defines the second operand
  4951. * @returns the new Color3
  4952. */
  4953. add(otherColor: DeepImmutable<Color3>): Color3;
  4954. /**
  4955. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  4956. * @param otherColor defines the second operand
  4957. * @param result defines Color3 object to store the result into
  4958. * @returns the unmodified current Color3
  4959. */
  4960. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4961. /**
  4962. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  4963. * @param otherColor defines the second operand
  4964. * @returns the new Color3
  4965. */
  4966. subtract(otherColor: DeepImmutable<Color3>): Color3;
  4967. /**
  4968. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  4969. * @param otherColor defines the second operand
  4970. * @param result defines Color3 object to store the result into
  4971. * @returns the unmodified current Color3
  4972. */
  4973. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4974. /**
  4975. * Copy the current object
  4976. * @returns a new Color3 copied the current one
  4977. */
  4978. clone(): Color3;
  4979. /**
  4980. * Copies the rgb values from the source in the current Color3
  4981. * @param source defines the source Color3 object
  4982. * @returns the updated Color3 object
  4983. */
  4984. copyFrom(source: DeepImmutable<Color3>): Color3;
  4985. /**
  4986. * Updates the Color3 rgb values from the given floats
  4987. * @param r defines the red component to read from
  4988. * @param g defines the green component to read from
  4989. * @param b defines the blue component to read from
  4990. * @returns the current Color3 object
  4991. */
  4992. copyFromFloats(r: number, g: number, b: number): Color3;
  4993. /**
  4994. * Updates the Color3 rgb values from the given floats
  4995. * @param r defines the red component to read from
  4996. * @param g defines the green component to read from
  4997. * @param b defines the blue component to read from
  4998. * @returns the current Color3 object
  4999. */
  5000. set(r: number, g: number, b: number): Color3;
  5001. /**
  5002. * Compute the Color3 hexadecimal code as a string
  5003. * @returns a string containing the hexadecimal representation of the Color3 object
  5004. */
  5005. toHexString(): string;
  5006. /**
  5007. * Computes a new Color3 converted from the current one to linear space
  5008. * @returns a new Color3 object
  5009. */
  5010. toLinearSpace(): Color3;
  5011. /**
  5012. * Converts current color in rgb space to HSV values
  5013. * @returns a new color3 representing the HSV values
  5014. */
  5015. toHSV(): Color3;
  5016. /**
  5017. * Converts current color in rgb space to HSV values
  5018. * @param result defines the Color3 where to store the HSV values
  5019. */
  5020. toHSVToRef(result: Color3): void;
  5021. /**
  5022. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5023. * @param convertedColor defines the Color3 object where to store the linear space version
  5024. * @returns the unmodified Color3
  5025. */
  5026. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5027. /**
  5028. * Computes a new Color3 converted from the current one to gamma space
  5029. * @returns a new Color3 object
  5030. */
  5031. toGammaSpace(): Color3;
  5032. /**
  5033. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5034. * @param convertedColor defines the Color3 object where to store the gamma space version
  5035. * @returns the unmodified Color3
  5036. */
  5037. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5038. private static _BlackReadOnly;
  5039. /**
  5040. * Convert Hue, saturation and value to a Color3 (RGB)
  5041. * @param hue defines the hue
  5042. * @param saturation defines the saturation
  5043. * @param value defines the value
  5044. * @param result defines the Color3 where to store the RGB values
  5045. */
  5046. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5047. /**
  5048. * Creates a new Color3 from the string containing valid hexadecimal values
  5049. * @param hex defines a string containing valid hexadecimal values
  5050. * @returns a new Color3 object
  5051. */
  5052. static FromHexString(hex: string): Color3;
  5053. /**
  5054. * Creates a new Color3 from the starting index of the given array
  5055. * @param array defines the source array
  5056. * @param offset defines an offset in the source array
  5057. * @returns a new Color3 object
  5058. */
  5059. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5060. /**
  5061. * Creates a new Color3 from integer values (< 256)
  5062. * @param r defines the red component to read from (value between 0 and 255)
  5063. * @param g defines the green component to read from (value between 0 and 255)
  5064. * @param b defines the blue component to read from (value between 0 and 255)
  5065. * @returns a new Color3 object
  5066. */
  5067. static FromInts(r: number, g: number, b: number): Color3;
  5068. /**
  5069. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5070. * @param start defines the start Color3 value
  5071. * @param end defines the end Color3 value
  5072. * @param amount defines the gradient value between start and end
  5073. * @returns a new Color3 object
  5074. */
  5075. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5076. /**
  5077. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5078. * @param left defines the start value
  5079. * @param right defines the end value
  5080. * @param amount defines the gradient factor
  5081. * @param result defines the Color3 object where to store the result
  5082. */
  5083. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5084. /**
  5085. * Returns a Color3 value containing a red color
  5086. * @returns a new Color3 object
  5087. */
  5088. static Red(): Color3;
  5089. /**
  5090. * Returns a Color3 value containing a green color
  5091. * @returns a new Color3 object
  5092. */
  5093. static Green(): Color3;
  5094. /**
  5095. * Returns a Color3 value containing a blue color
  5096. * @returns a new Color3 object
  5097. */
  5098. static Blue(): Color3;
  5099. /**
  5100. * Returns a Color3 value containing a black color
  5101. * @returns a new Color3 object
  5102. */
  5103. static Black(): Color3;
  5104. /**
  5105. * Gets a Color3 value containing a black color that must not be updated
  5106. */
  5107. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5108. /**
  5109. * Returns a Color3 value containing a white color
  5110. * @returns a new Color3 object
  5111. */
  5112. static White(): Color3;
  5113. /**
  5114. * Returns a Color3 value containing a purple color
  5115. * @returns a new Color3 object
  5116. */
  5117. static Purple(): Color3;
  5118. /**
  5119. * Returns a Color3 value containing a magenta color
  5120. * @returns a new Color3 object
  5121. */
  5122. static Magenta(): Color3;
  5123. /**
  5124. * Returns a Color3 value containing a yellow color
  5125. * @returns a new Color3 object
  5126. */
  5127. static Yellow(): Color3;
  5128. /**
  5129. * Returns a Color3 value containing a gray color
  5130. * @returns a new Color3 object
  5131. */
  5132. static Gray(): Color3;
  5133. /**
  5134. * Returns a Color3 value containing a teal color
  5135. * @returns a new Color3 object
  5136. */
  5137. static Teal(): Color3;
  5138. /**
  5139. * Returns a Color3 value containing a random color
  5140. * @returns a new Color3 object
  5141. */
  5142. static Random(): Color3;
  5143. }
  5144. /**
  5145. * Class used to hold a RBGA color
  5146. */
  5147. export class Color4 {
  5148. /**
  5149. * Defines the red component (between 0 and 1, default is 0)
  5150. */
  5151. r: number;
  5152. /**
  5153. * Defines the green component (between 0 and 1, default is 0)
  5154. */
  5155. g: number;
  5156. /**
  5157. * Defines the blue component (between 0 and 1, default is 0)
  5158. */
  5159. b: number;
  5160. /**
  5161. * Defines the alpha component (between 0 and 1, default is 1)
  5162. */
  5163. a: number;
  5164. /**
  5165. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5166. * @param r defines the red component (between 0 and 1, default is 0)
  5167. * @param g defines the green component (between 0 and 1, default is 0)
  5168. * @param b defines the blue component (between 0 and 1, default is 0)
  5169. * @param a defines the alpha component (between 0 and 1, default is 1)
  5170. */
  5171. constructor(
  5172. /**
  5173. * Defines the red component (between 0 and 1, default is 0)
  5174. */
  5175. r?: number,
  5176. /**
  5177. * Defines the green component (between 0 and 1, default is 0)
  5178. */
  5179. g?: number,
  5180. /**
  5181. * Defines the blue component (between 0 and 1, default is 0)
  5182. */
  5183. b?: number,
  5184. /**
  5185. * Defines the alpha component (between 0 and 1, default is 1)
  5186. */
  5187. a?: number);
  5188. /**
  5189. * Adds in place the given Color4 values to the current Color4 object
  5190. * @param right defines the second operand
  5191. * @returns the current updated Color4 object
  5192. */
  5193. addInPlace(right: DeepImmutable<Color4>): Color4;
  5194. /**
  5195. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5196. * @returns the new array
  5197. */
  5198. asArray(): number[];
  5199. /**
  5200. * Stores from the starting index in the given array the Color4 successive values
  5201. * @param array defines the array where to store the r,g,b components
  5202. * @param index defines an optional index in the target array to define where to start storing values
  5203. * @returns the current Color4 object
  5204. */
  5205. toArray(array: number[], index?: number): Color4;
  5206. /**
  5207. * Determines equality between Color4 objects
  5208. * @param otherColor defines the second operand
  5209. * @returns true if the rgba values are equal to the given ones
  5210. */
  5211. equals(otherColor: DeepImmutable<Color4>): boolean;
  5212. /**
  5213. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5214. * @param right defines the second operand
  5215. * @returns a new Color4 object
  5216. */
  5217. add(right: DeepImmutable<Color4>): Color4;
  5218. /**
  5219. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5220. * @param right defines the second operand
  5221. * @returns a new Color4 object
  5222. */
  5223. subtract(right: DeepImmutable<Color4>): Color4;
  5224. /**
  5225. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5226. * @param right defines the second operand
  5227. * @param result defines the Color4 object where to store the result
  5228. * @returns the current Color4 object
  5229. */
  5230. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5231. /**
  5232. * Creates a new Color4 with the current Color4 values multiplied by scale
  5233. * @param scale defines the scaling factor to apply
  5234. * @returns a new Color4 object
  5235. */
  5236. scale(scale: number): Color4;
  5237. /**
  5238. * Multiplies the current Color4 values by scale and stores the result in "result"
  5239. * @param scale defines the scaling factor to apply
  5240. * @param result defines the Color4 object where to store the result
  5241. * @returns the current unmodified Color4
  5242. */
  5243. scaleToRef(scale: number, result: Color4): Color4;
  5244. /**
  5245. * Scale the current Color4 values by a factor and add the result to a given Color4
  5246. * @param scale defines the scale factor
  5247. * @param result defines the Color4 object where to store the result
  5248. * @returns the unmodified current Color4
  5249. */
  5250. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5251. /**
  5252. * Clamps the rgb values by the min and max values and stores the result into "result"
  5253. * @param min defines minimum clamping value (default is 0)
  5254. * @param max defines maximum clamping value (default is 1)
  5255. * @param result defines color to store the result into.
  5256. * @returns the cuurent Color4
  5257. */
  5258. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5259. /**
  5260. * Multipy an Color4 value by another and return a new Color4 object
  5261. * @param color defines the Color4 value to multiply by
  5262. * @returns a new Color4 object
  5263. */
  5264. multiply(color: Color4): Color4;
  5265. /**
  5266. * Multipy a Color4 value by another and push the result in a reference value
  5267. * @param color defines the Color4 value to multiply by
  5268. * @param result defines the Color4 to fill the result in
  5269. * @returns the result Color4
  5270. */
  5271. multiplyToRef(color: Color4, result: Color4): Color4;
  5272. /**
  5273. * Creates a string with the Color4 current values
  5274. * @returns the string representation of the Color4 object
  5275. */
  5276. toString(): string;
  5277. /**
  5278. * Returns the string "Color4"
  5279. * @returns "Color4"
  5280. */
  5281. getClassName(): string;
  5282. /**
  5283. * Compute the Color4 hash code
  5284. * @returns an unique number that can be used to hash Color4 objects
  5285. */
  5286. getHashCode(): number;
  5287. /**
  5288. * Creates a new Color4 copied from the current one
  5289. * @returns a new Color4 object
  5290. */
  5291. clone(): Color4;
  5292. /**
  5293. * Copies the given Color4 values into the current one
  5294. * @param source defines the source Color4 object
  5295. * @returns the current updated Color4 object
  5296. */
  5297. copyFrom(source: Color4): Color4;
  5298. /**
  5299. * Copies the given float values into the current one
  5300. * @param r defines the red component to read from
  5301. * @param g defines the green component to read from
  5302. * @param b defines the blue component to read from
  5303. * @param a defines the alpha component to read from
  5304. * @returns the current updated Color4 object
  5305. */
  5306. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5307. /**
  5308. * Copies the given float values into the current one
  5309. * @param r defines the red component to read from
  5310. * @param g defines the green component to read from
  5311. * @param b defines the blue component to read from
  5312. * @param a defines the alpha component to read from
  5313. * @returns the current updated Color4 object
  5314. */
  5315. set(r: number, g: number, b: number, a: number): Color4;
  5316. /**
  5317. * Compute the Color4 hexadecimal code as a string
  5318. * @returns a string containing the hexadecimal representation of the Color4 object
  5319. */
  5320. toHexString(): string;
  5321. /**
  5322. * Computes a new Color4 converted from the current one to linear space
  5323. * @returns a new Color4 object
  5324. */
  5325. toLinearSpace(): Color4;
  5326. /**
  5327. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5328. * @param convertedColor defines the Color4 object where to store the linear space version
  5329. * @returns the unmodified Color4
  5330. */
  5331. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5332. /**
  5333. * Computes a new Color4 converted from the current one to gamma space
  5334. * @returns a new Color4 object
  5335. */
  5336. toGammaSpace(): Color4;
  5337. /**
  5338. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5339. * @param convertedColor defines the Color4 object where to store the gamma space version
  5340. * @returns the unmodified Color4
  5341. */
  5342. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5343. /**
  5344. * Creates a new Color4 from the string containing valid hexadecimal values
  5345. * @param hex defines a string containing valid hexadecimal values
  5346. * @returns a new Color4 object
  5347. */
  5348. static FromHexString(hex: string): Color4;
  5349. /**
  5350. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5351. * @param left defines the start value
  5352. * @param right defines the end value
  5353. * @param amount defines the gradient factor
  5354. * @returns a new Color4 object
  5355. */
  5356. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5357. /**
  5358. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5359. * @param left defines the start value
  5360. * @param right defines the end value
  5361. * @param amount defines the gradient factor
  5362. * @param result defines the Color4 object where to store data
  5363. */
  5364. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5365. /**
  5366. * Creates a new Color4 from a Color3 and an alpha value
  5367. * @param color3 defines the source Color3 to read from
  5368. * @param alpha defines the alpha component (1.0 by default)
  5369. * @returns a new Color4 object
  5370. */
  5371. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5372. /**
  5373. * Creates a new Color4 from the starting index element of the given array
  5374. * @param array defines the source array to read from
  5375. * @param offset defines the offset in the source array
  5376. * @returns a new Color4 object
  5377. */
  5378. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5379. /**
  5380. * Creates a new Color3 from integer values (< 256)
  5381. * @param r defines the red component to read from (value between 0 and 255)
  5382. * @param g defines the green component to read from (value between 0 and 255)
  5383. * @param b defines the blue component to read from (value between 0 and 255)
  5384. * @param a defines the alpha component to read from (value between 0 and 255)
  5385. * @returns a new Color3 object
  5386. */
  5387. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5388. /**
  5389. * Check the content of a given array and convert it to an array containing RGBA data
  5390. * If the original array was already containing count * 4 values then it is returned directly
  5391. * @param colors defines the array to check
  5392. * @param count defines the number of RGBA data to expect
  5393. * @returns an array containing count * 4 values (RGBA)
  5394. */
  5395. static CheckColors4(colors: number[], count: number): number[];
  5396. }
  5397. /**
  5398. * @hidden
  5399. */
  5400. export class TmpColors {
  5401. static Color3: Color3[];
  5402. static Color4: Color4[];
  5403. }
  5404. }
  5405. declare module "babylonjs/Maths/sphericalPolynomial" {
  5406. import { Vector3 } from "babylonjs/Maths/math.vector";
  5407. import { Color3 } from "babylonjs/Maths/math.color";
  5408. /**
  5409. * Class representing spherical harmonics coefficients to the 3rd degree
  5410. */
  5411. export class SphericalHarmonics {
  5412. /**
  5413. * Defines whether or not the harmonics have been prescaled for rendering.
  5414. */
  5415. preScaled: boolean;
  5416. /**
  5417. * The l0,0 coefficients of the spherical harmonics
  5418. */
  5419. l00: Vector3;
  5420. /**
  5421. * The l1,-1 coefficients of the spherical harmonics
  5422. */
  5423. l1_1: Vector3;
  5424. /**
  5425. * The l1,0 coefficients of the spherical harmonics
  5426. */
  5427. l10: Vector3;
  5428. /**
  5429. * The l1,1 coefficients of the spherical harmonics
  5430. */
  5431. l11: Vector3;
  5432. /**
  5433. * The l2,-2 coefficients of the spherical harmonics
  5434. */
  5435. l2_2: Vector3;
  5436. /**
  5437. * The l2,-1 coefficients of the spherical harmonics
  5438. */
  5439. l2_1: Vector3;
  5440. /**
  5441. * The l2,0 coefficients of the spherical harmonics
  5442. */
  5443. l20: Vector3;
  5444. /**
  5445. * The l2,1 coefficients of the spherical harmonics
  5446. */
  5447. l21: Vector3;
  5448. /**
  5449. * The l2,2 coefficients of the spherical harmonics
  5450. */
  5451. l22: Vector3;
  5452. /**
  5453. * Adds a light to the spherical harmonics
  5454. * @param direction the direction of the light
  5455. * @param color the color of the light
  5456. * @param deltaSolidAngle the delta solid angle of the light
  5457. */
  5458. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  5459. /**
  5460. * Scales the spherical harmonics by the given amount
  5461. * @param scale the amount to scale
  5462. */
  5463. scaleInPlace(scale: number): void;
  5464. /**
  5465. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  5466. *
  5467. * ```
  5468. * E_lm = A_l * L_lm
  5469. * ```
  5470. *
  5471. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  5472. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  5473. * the scaling factors are given in equation 9.
  5474. */
  5475. convertIncidentRadianceToIrradiance(): void;
  5476. /**
  5477. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  5478. *
  5479. * ```
  5480. * L = (1/pi) * E * rho
  5481. * ```
  5482. *
  5483. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  5484. */
  5485. convertIrradianceToLambertianRadiance(): void;
  5486. /**
  5487. * Integrates the reconstruction coefficients directly in to the SH preventing further
  5488. * required operations at run time.
  5489. *
  5490. * This is simply done by scaling back the SH with Ylm constants parameter.
  5491. * The trigonometric part being applied by the shader at run time.
  5492. */
  5493. preScaleForRendering(): void;
  5494. /**
  5495. * Constructs a spherical harmonics from an array.
  5496. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  5497. * @returns the spherical harmonics
  5498. */
  5499. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  5500. /**
  5501. * Gets the spherical harmonics from polynomial
  5502. * @param polynomial the spherical polynomial
  5503. * @returns the spherical harmonics
  5504. */
  5505. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  5506. }
  5507. /**
  5508. * Class representing spherical polynomial coefficients to the 3rd degree
  5509. */
  5510. export class SphericalPolynomial {
  5511. private _harmonics;
  5512. /**
  5513. * The spherical harmonics used to create the polynomials.
  5514. */
  5515. readonly preScaledHarmonics: SphericalHarmonics;
  5516. /**
  5517. * The x coefficients of the spherical polynomial
  5518. */
  5519. x: Vector3;
  5520. /**
  5521. * The y coefficients of the spherical polynomial
  5522. */
  5523. y: Vector3;
  5524. /**
  5525. * The z coefficients of the spherical polynomial
  5526. */
  5527. z: Vector3;
  5528. /**
  5529. * The xx coefficients of the spherical polynomial
  5530. */
  5531. xx: Vector3;
  5532. /**
  5533. * The yy coefficients of the spherical polynomial
  5534. */
  5535. yy: Vector3;
  5536. /**
  5537. * The zz coefficients of the spherical polynomial
  5538. */
  5539. zz: Vector3;
  5540. /**
  5541. * The xy coefficients of the spherical polynomial
  5542. */
  5543. xy: Vector3;
  5544. /**
  5545. * The yz coefficients of the spherical polynomial
  5546. */
  5547. yz: Vector3;
  5548. /**
  5549. * The zx coefficients of the spherical polynomial
  5550. */
  5551. zx: Vector3;
  5552. /**
  5553. * Adds an ambient color to the spherical polynomial
  5554. * @param color the color to add
  5555. */
  5556. addAmbient(color: Color3): void;
  5557. /**
  5558. * Scales the spherical polynomial by the given amount
  5559. * @param scale the amount to scale
  5560. */
  5561. scaleInPlace(scale: number): void;
  5562. /**
  5563. * Gets the spherical polynomial from harmonics
  5564. * @param harmonics the spherical harmonics
  5565. * @returns the spherical polynomial
  5566. */
  5567. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  5568. /**
  5569. * Constructs a spherical polynomial from an array.
  5570. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  5571. * @returns the spherical polynomial
  5572. */
  5573. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  5574. }
  5575. }
  5576. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  5577. /**
  5578. * Define options used to create a render target texture
  5579. */
  5580. export class RenderTargetCreationOptions {
  5581. /**
  5582. * Specifies is mipmaps must be generated
  5583. */
  5584. generateMipMaps?: boolean;
  5585. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  5586. generateDepthBuffer?: boolean;
  5587. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  5588. generateStencilBuffer?: boolean;
  5589. /** Defines texture type (int by default) */
  5590. type?: number;
  5591. /** Defines sampling mode (trilinear by default) */
  5592. samplingMode?: number;
  5593. /** Defines format (RGBA by default) */
  5594. format?: number;
  5595. }
  5596. }
  5597. declare module "babylonjs/States/alphaCullingState" {
  5598. /**
  5599. * @hidden
  5600. **/
  5601. export class _AlphaState {
  5602. private _isAlphaBlendDirty;
  5603. private _isBlendFunctionParametersDirty;
  5604. private _isBlendEquationParametersDirty;
  5605. private _isBlendConstantsDirty;
  5606. private _alphaBlend;
  5607. private _blendFunctionParameters;
  5608. private _blendEquationParameters;
  5609. private _blendConstants;
  5610. /**
  5611. * Initializes the state.
  5612. */
  5613. constructor();
  5614. readonly isDirty: boolean;
  5615. alphaBlend: boolean;
  5616. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  5617. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  5618. setAlphaEquationParameters(rgb: number, alpha: number): void;
  5619. reset(): void;
  5620. apply(gl: WebGLRenderingContext): void;
  5621. }
  5622. }
  5623. declare module "babylonjs/States/depthCullingState" {
  5624. import { Nullable } from "babylonjs/types";
  5625. /**
  5626. * @hidden
  5627. **/
  5628. export class _DepthCullingState {
  5629. private _isDepthTestDirty;
  5630. private _isDepthMaskDirty;
  5631. private _isDepthFuncDirty;
  5632. private _isCullFaceDirty;
  5633. private _isCullDirty;
  5634. private _isZOffsetDirty;
  5635. private _isFrontFaceDirty;
  5636. private _depthTest;
  5637. private _depthMask;
  5638. private _depthFunc;
  5639. private _cull;
  5640. private _cullFace;
  5641. private _zOffset;
  5642. private _frontFace;
  5643. /**
  5644. * Initializes the state.
  5645. */
  5646. constructor();
  5647. readonly isDirty: boolean;
  5648. zOffset: number;
  5649. cullFace: Nullable<number>;
  5650. cull: Nullable<boolean>;
  5651. depthFunc: Nullable<number>;
  5652. depthMask: boolean;
  5653. depthTest: boolean;
  5654. frontFace: Nullable<number>;
  5655. reset(): void;
  5656. apply(gl: WebGLRenderingContext): void;
  5657. }
  5658. }
  5659. declare module "babylonjs/States/stencilState" {
  5660. /**
  5661. * @hidden
  5662. **/
  5663. export class _StencilState {
  5664. /** 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 */
  5665. static readonly ALWAYS: number;
  5666. /** Passed to stencilOperation to specify that stencil value must be kept */
  5667. static readonly KEEP: number;
  5668. /** Passed to stencilOperation to specify that stencil value must be replaced */
  5669. static readonly REPLACE: number;
  5670. private _isStencilTestDirty;
  5671. private _isStencilMaskDirty;
  5672. private _isStencilFuncDirty;
  5673. private _isStencilOpDirty;
  5674. private _stencilTest;
  5675. private _stencilMask;
  5676. private _stencilFunc;
  5677. private _stencilFuncRef;
  5678. private _stencilFuncMask;
  5679. private _stencilOpStencilFail;
  5680. private _stencilOpDepthFail;
  5681. private _stencilOpStencilDepthPass;
  5682. readonly isDirty: boolean;
  5683. stencilFunc: number;
  5684. stencilFuncRef: number;
  5685. stencilFuncMask: number;
  5686. stencilOpStencilFail: number;
  5687. stencilOpDepthFail: number;
  5688. stencilOpStencilDepthPass: number;
  5689. stencilMask: number;
  5690. stencilTest: boolean;
  5691. constructor();
  5692. reset(): void;
  5693. apply(gl: WebGLRenderingContext): void;
  5694. }
  5695. }
  5696. declare module "babylonjs/States/index" {
  5697. export * from "babylonjs/States/alphaCullingState";
  5698. export * from "babylonjs/States/depthCullingState";
  5699. export * from "babylonjs/States/stencilState";
  5700. }
  5701. declare module "babylonjs/Instrumentation/timeToken" {
  5702. import { Nullable } from "babylonjs/types";
  5703. /**
  5704. * @hidden
  5705. **/
  5706. export class _TimeToken {
  5707. _startTimeQuery: Nullable<WebGLQuery>;
  5708. _endTimeQuery: Nullable<WebGLQuery>;
  5709. _timeElapsedQuery: Nullable<WebGLQuery>;
  5710. _timeElapsedQueryEnded: boolean;
  5711. }
  5712. }
  5713. declare module "babylonjs/Misc/andOrNotEvaluator" {
  5714. /**
  5715. * Class used to evalaute queries containing `and` and `or` operators
  5716. */
  5717. export class AndOrNotEvaluator {
  5718. /**
  5719. * Evaluate a query
  5720. * @param query defines the query to evaluate
  5721. * @param evaluateCallback defines the callback used to filter result
  5722. * @returns true if the query matches
  5723. */
  5724. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  5725. private static _HandleParenthesisContent;
  5726. private static _SimplifyNegation;
  5727. }
  5728. }
  5729. declare module "babylonjs/Misc/tags" {
  5730. /**
  5731. * Class used to store custom tags
  5732. */
  5733. export class Tags {
  5734. /**
  5735. * Adds support for tags on the given object
  5736. * @param obj defines the object to use
  5737. */
  5738. static EnableFor(obj: any): void;
  5739. /**
  5740. * Removes tags support
  5741. * @param obj defines the object to use
  5742. */
  5743. static DisableFor(obj: any): void;
  5744. /**
  5745. * Gets a boolean indicating if the given object has tags
  5746. * @param obj defines the object to use
  5747. * @returns a boolean
  5748. */
  5749. static HasTags(obj: any): boolean;
  5750. /**
  5751. * Gets the tags available on a given object
  5752. * @param obj defines the object to use
  5753. * @param asString defines if the tags must be returned as a string instead of an array of strings
  5754. * @returns the tags
  5755. */
  5756. static GetTags(obj: any, asString?: boolean): any;
  5757. /**
  5758. * Adds tags to an object
  5759. * @param obj defines the object to use
  5760. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  5761. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  5762. */
  5763. static AddTagsTo(obj: any, tagsString: string): void;
  5764. /**
  5765. * @hidden
  5766. */
  5767. static _AddTagTo(obj: any, tag: string): void;
  5768. /**
  5769. * Removes specific tags from a specific object
  5770. * @param obj defines the object to use
  5771. * @param tagsString defines the tags to remove
  5772. */
  5773. static RemoveTagsFrom(obj: any, tagsString: string): void;
  5774. /**
  5775. * @hidden
  5776. */
  5777. static _RemoveTagFrom(obj: any, tag: string): void;
  5778. /**
  5779. * Defines if tags hosted on an object match a given query
  5780. * @param obj defines the object to use
  5781. * @param tagsQuery defines the tag query
  5782. * @returns a boolean
  5783. */
  5784. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  5785. }
  5786. }
  5787. declare module "babylonjs/Maths/math.path" {
  5788. import { DeepImmutable, Nullable } from "babylonjs/types";
  5789. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  5790. /**
  5791. * Defines potential orientation for back face culling
  5792. */
  5793. export enum Orientation {
  5794. /**
  5795. * Clockwise
  5796. */
  5797. CW = 0,
  5798. /** Counter clockwise */
  5799. CCW = 1
  5800. }
  5801. /** Class used to represent a Bezier curve */
  5802. export class BezierCurve {
  5803. /**
  5804. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  5805. * @param t defines the time
  5806. * @param x1 defines the left coordinate on X axis
  5807. * @param y1 defines the left coordinate on Y axis
  5808. * @param x2 defines the right coordinate on X axis
  5809. * @param y2 defines the right coordinate on Y axis
  5810. * @returns the interpolated value
  5811. */
  5812. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  5813. }
  5814. /**
  5815. * Defines angle representation
  5816. */
  5817. export class Angle {
  5818. private _radians;
  5819. /**
  5820. * Creates an Angle object of "radians" radians (float).
  5821. * @param radians the angle in radians
  5822. */
  5823. constructor(radians: number);
  5824. /**
  5825. * Get value in degrees
  5826. * @returns the Angle value in degrees (float)
  5827. */
  5828. degrees(): number;
  5829. /**
  5830. * Get value in radians
  5831. * @returns the Angle value in radians (float)
  5832. */
  5833. radians(): number;
  5834. /**
  5835. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  5836. * @param a defines first vector
  5837. * @param b defines second vector
  5838. * @returns a new Angle
  5839. */
  5840. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  5841. /**
  5842. * Gets a new Angle object from the given float in radians
  5843. * @param radians defines the angle value in radians
  5844. * @returns a new Angle
  5845. */
  5846. static FromRadians(radians: number): Angle;
  5847. /**
  5848. * Gets a new Angle object from the given float in degrees
  5849. * @param degrees defines the angle value in degrees
  5850. * @returns a new Angle
  5851. */
  5852. static FromDegrees(degrees: number): Angle;
  5853. }
  5854. /**
  5855. * This represents an arc in a 2d space.
  5856. */
  5857. export class Arc2 {
  5858. /** Defines the start point of the arc */
  5859. startPoint: Vector2;
  5860. /** Defines the mid point of the arc */
  5861. midPoint: Vector2;
  5862. /** Defines the end point of the arc */
  5863. endPoint: Vector2;
  5864. /**
  5865. * Defines the center point of the arc.
  5866. */
  5867. centerPoint: Vector2;
  5868. /**
  5869. * Defines the radius of the arc.
  5870. */
  5871. radius: number;
  5872. /**
  5873. * Defines the angle of the arc (from mid point to end point).
  5874. */
  5875. angle: Angle;
  5876. /**
  5877. * Defines the start angle of the arc (from start point to middle point).
  5878. */
  5879. startAngle: Angle;
  5880. /**
  5881. * Defines the orientation of the arc (clock wise/counter clock wise).
  5882. */
  5883. orientation: Orientation;
  5884. /**
  5885. * Creates an Arc object from the three given points : start, middle and end.
  5886. * @param startPoint Defines the start point of the arc
  5887. * @param midPoint Defines the midlle point of the arc
  5888. * @param endPoint Defines the end point of the arc
  5889. */
  5890. constructor(
  5891. /** Defines the start point of the arc */
  5892. startPoint: Vector2,
  5893. /** Defines the mid point of the arc */
  5894. midPoint: Vector2,
  5895. /** Defines the end point of the arc */
  5896. endPoint: Vector2);
  5897. }
  5898. /**
  5899. * Represents a 2D path made up of multiple 2D points
  5900. */
  5901. export class Path2 {
  5902. private _points;
  5903. private _length;
  5904. /**
  5905. * If the path start and end point are the same
  5906. */
  5907. closed: boolean;
  5908. /**
  5909. * Creates a Path2 object from the starting 2D coordinates x and y.
  5910. * @param x the starting points x value
  5911. * @param y the starting points y value
  5912. */
  5913. constructor(x: number, y: number);
  5914. /**
  5915. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  5916. * @param x the added points x value
  5917. * @param y the added points y value
  5918. * @returns the updated Path2.
  5919. */
  5920. addLineTo(x: number, y: number): Path2;
  5921. /**
  5922. * 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.
  5923. * @param midX middle point x value
  5924. * @param midY middle point y value
  5925. * @param endX end point x value
  5926. * @param endY end point y value
  5927. * @param numberOfSegments (default: 36)
  5928. * @returns the updated Path2.
  5929. */
  5930. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  5931. /**
  5932. * Closes the Path2.
  5933. * @returns the Path2.
  5934. */
  5935. close(): Path2;
  5936. /**
  5937. * Gets the sum of the distance between each sequential point in the path
  5938. * @returns the Path2 total length (float).
  5939. */
  5940. length(): number;
  5941. /**
  5942. * Gets the points which construct the path
  5943. * @returns the Path2 internal array of points.
  5944. */
  5945. getPoints(): Vector2[];
  5946. /**
  5947. * Retreives the point at the distance aways from the starting point
  5948. * @param normalizedLengthPosition the length along the path to retreive the point from
  5949. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  5950. */
  5951. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  5952. /**
  5953. * Creates a new path starting from an x and y position
  5954. * @param x starting x value
  5955. * @param y starting y value
  5956. * @returns a new Path2 starting at the coordinates (x, y).
  5957. */
  5958. static StartingAt(x: number, y: number): Path2;
  5959. }
  5960. /**
  5961. * Represents a 3D path made up of multiple 3D points
  5962. */
  5963. export class Path3D {
  5964. /**
  5965. * an array of Vector3, the curve axis of the Path3D
  5966. */
  5967. path: Vector3[];
  5968. private _curve;
  5969. private _distances;
  5970. private _tangents;
  5971. private _normals;
  5972. private _binormals;
  5973. private _raw;
  5974. /**
  5975. * new Path3D(path, normal, raw)
  5976. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  5977. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  5978. * @param path an array of Vector3, the curve axis of the Path3D
  5979. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  5980. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  5981. */
  5982. constructor(
  5983. /**
  5984. * an array of Vector3, the curve axis of the Path3D
  5985. */
  5986. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  5987. /**
  5988. * Returns the Path3D array of successive Vector3 designing its curve.
  5989. * @returns the Path3D array of successive Vector3 designing its curve.
  5990. */
  5991. getCurve(): Vector3[];
  5992. /**
  5993. * Returns an array populated with tangent vectors on each Path3D curve point.
  5994. * @returns an array populated with tangent vectors on each Path3D curve point.
  5995. */
  5996. getTangents(): Vector3[];
  5997. /**
  5998. * Returns an array populated with normal vectors on each Path3D curve point.
  5999. * @returns an array populated with normal vectors on each Path3D curve point.
  6000. */
  6001. getNormals(): Vector3[];
  6002. /**
  6003. * Returns an array populated with binormal vectors on each Path3D curve point.
  6004. * @returns an array populated with binormal vectors on each Path3D curve point.
  6005. */
  6006. getBinormals(): Vector3[];
  6007. /**
  6008. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  6009. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  6010. */
  6011. getDistances(): number[];
  6012. /**
  6013. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  6014. * @param path path which all values are copied into the curves points
  6015. * @param firstNormal which should be projected onto the curve
  6016. * @returns the same object updated.
  6017. */
  6018. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  6019. private _compute;
  6020. private _getFirstNonNullVector;
  6021. private _getLastNonNullVector;
  6022. private _normalVector;
  6023. }
  6024. /**
  6025. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6026. * A Curve3 is designed from a series of successive Vector3.
  6027. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  6028. */
  6029. export class Curve3 {
  6030. private _points;
  6031. private _length;
  6032. /**
  6033. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  6034. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  6035. * @param v1 (Vector3) the control point
  6036. * @param v2 (Vector3) the end point of the Quadratic Bezier
  6037. * @param nbPoints (integer) the wanted number of points in the curve
  6038. * @returns the created Curve3
  6039. */
  6040. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6041. /**
  6042. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  6043. * @param v0 (Vector3) the origin point of the Cubic Bezier
  6044. * @param v1 (Vector3) the first control point
  6045. * @param v2 (Vector3) the second control point
  6046. * @param v3 (Vector3) the end point of the Cubic Bezier
  6047. * @param nbPoints (integer) the wanted number of points in the curve
  6048. * @returns the created Curve3
  6049. */
  6050. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6051. /**
  6052. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  6053. * @param p1 (Vector3) the origin point of the Hermite Spline
  6054. * @param t1 (Vector3) the tangent vector at the origin point
  6055. * @param p2 (Vector3) the end point of the Hermite Spline
  6056. * @param t2 (Vector3) the tangent vector at the end point
  6057. * @param nbPoints (integer) the wanted number of points in the curve
  6058. * @returns the created Curve3
  6059. */
  6060. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6061. /**
  6062. * Returns a Curve3 object along a CatmullRom Spline curve :
  6063. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  6064. * @param nbPoints (integer) the wanted number of points between each curve control points
  6065. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  6066. * @returns the created Curve3
  6067. */
  6068. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  6069. /**
  6070. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6071. * A Curve3 is designed from a series of successive Vector3.
  6072. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  6073. * @param points points which make up the curve
  6074. */
  6075. constructor(points: Vector3[]);
  6076. /**
  6077. * @returns the Curve3 stored array of successive Vector3
  6078. */
  6079. getPoints(): Vector3[];
  6080. /**
  6081. * @returns the computed length (float) of the curve.
  6082. */
  6083. length(): number;
  6084. /**
  6085. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  6086. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  6087. * curveA and curveB keep unchanged.
  6088. * @param curve the curve to continue from this curve
  6089. * @returns the newly constructed curve
  6090. */
  6091. continue(curve: DeepImmutable<Curve3>): Curve3;
  6092. private _computeLength;
  6093. }
  6094. }
  6095. declare module "babylonjs/Animations/easing" {
  6096. /**
  6097. * This represents the main contract an easing function should follow.
  6098. * Easing functions are used throughout the animation system.
  6099. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6100. */
  6101. export interface IEasingFunction {
  6102. /**
  6103. * Given an input gradient between 0 and 1, this returns the corrseponding value
  6104. * of the easing function.
  6105. * The link below provides some of the most common examples of easing functions.
  6106. * @see https://easings.net/
  6107. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6108. * @returns the corresponding value on the curve defined by the easing function
  6109. */
  6110. ease(gradient: number): number;
  6111. }
  6112. /**
  6113. * Base class used for every default easing function.
  6114. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6115. */
  6116. export class EasingFunction implements IEasingFunction {
  6117. /**
  6118. * Interpolation follows the mathematical formula associated with the easing function.
  6119. */
  6120. static readonly EASINGMODE_EASEIN: number;
  6121. /**
  6122. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  6123. */
  6124. static readonly EASINGMODE_EASEOUT: number;
  6125. /**
  6126. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  6127. */
  6128. static readonly EASINGMODE_EASEINOUT: number;
  6129. private _easingMode;
  6130. /**
  6131. * Sets the easing mode of the current function.
  6132. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  6133. */
  6134. setEasingMode(easingMode: number): void;
  6135. /**
  6136. * Gets the current easing mode.
  6137. * @returns the easing mode
  6138. */
  6139. getEasingMode(): number;
  6140. /**
  6141. * @hidden
  6142. */
  6143. easeInCore(gradient: number): number;
  6144. /**
  6145. * Given an input gradient between 0 and 1, this returns the corresponding value
  6146. * of the easing function.
  6147. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6148. * @returns the corresponding value on the curve defined by the easing function
  6149. */
  6150. ease(gradient: number): number;
  6151. }
  6152. /**
  6153. * Easing function with a circle shape (see link below).
  6154. * @see https://easings.net/#easeInCirc
  6155. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6156. */
  6157. export class CircleEase extends EasingFunction implements IEasingFunction {
  6158. /** @hidden */
  6159. easeInCore(gradient: number): number;
  6160. }
  6161. /**
  6162. * Easing function with a ease back shape (see link below).
  6163. * @see https://easings.net/#easeInBack
  6164. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6165. */
  6166. export class BackEase extends EasingFunction implements IEasingFunction {
  6167. /** Defines the amplitude of the function */
  6168. amplitude: number;
  6169. /**
  6170. * Instantiates a back ease easing
  6171. * @see https://easings.net/#easeInBack
  6172. * @param amplitude Defines the amplitude of the function
  6173. */
  6174. constructor(
  6175. /** Defines the amplitude of the function */
  6176. amplitude?: number);
  6177. /** @hidden */
  6178. easeInCore(gradient: number): number;
  6179. }
  6180. /**
  6181. * Easing function with a bouncing shape (see link below).
  6182. * @see https://easings.net/#easeInBounce
  6183. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6184. */
  6185. export class BounceEase extends EasingFunction implements IEasingFunction {
  6186. /** Defines the number of bounces */
  6187. bounces: number;
  6188. /** Defines the amplitude of the bounce */
  6189. bounciness: number;
  6190. /**
  6191. * Instantiates a bounce easing
  6192. * @see https://easings.net/#easeInBounce
  6193. * @param bounces Defines the number of bounces
  6194. * @param bounciness Defines the amplitude of the bounce
  6195. */
  6196. constructor(
  6197. /** Defines the number of bounces */
  6198. bounces?: number,
  6199. /** Defines the amplitude of the bounce */
  6200. bounciness?: number);
  6201. /** @hidden */
  6202. easeInCore(gradient: number): number;
  6203. }
  6204. /**
  6205. * Easing function with a power of 3 shape (see link below).
  6206. * @see https://easings.net/#easeInCubic
  6207. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6208. */
  6209. export class CubicEase extends EasingFunction implements IEasingFunction {
  6210. /** @hidden */
  6211. easeInCore(gradient: number): number;
  6212. }
  6213. /**
  6214. * Easing function with an elastic shape (see link below).
  6215. * @see https://easings.net/#easeInElastic
  6216. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6217. */
  6218. export class ElasticEase extends EasingFunction implements IEasingFunction {
  6219. /** Defines the number of oscillations*/
  6220. oscillations: number;
  6221. /** Defines the amplitude of the oscillations*/
  6222. springiness: number;
  6223. /**
  6224. * Instantiates an elastic easing function
  6225. * @see https://easings.net/#easeInElastic
  6226. * @param oscillations Defines the number of oscillations
  6227. * @param springiness Defines the amplitude of the oscillations
  6228. */
  6229. constructor(
  6230. /** Defines the number of oscillations*/
  6231. oscillations?: number,
  6232. /** Defines the amplitude of the oscillations*/
  6233. springiness?: number);
  6234. /** @hidden */
  6235. easeInCore(gradient: number): number;
  6236. }
  6237. /**
  6238. * Easing function with an exponential shape (see link below).
  6239. * @see https://easings.net/#easeInExpo
  6240. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6241. */
  6242. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  6243. /** Defines the exponent of the function */
  6244. exponent: number;
  6245. /**
  6246. * Instantiates an exponential easing function
  6247. * @see https://easings.net/#easeInExpo
  6248. * @param exponent Defines the exponent of the function
  6249. */
  6250. constructor(
  6251. /** Defines the exponent of the function */
  6252. exponent?: number);
  6253. /** @hidden */
  6254. easeInCore(gradient: number): number;
  6255. }
  6256. /**
  6257. * Easing function with a power shape (see link below).
  6258. * @see https://easings.net/#easeInQuad
  6259. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6260. */
  6261. export class PowerEase extends EasingFunction implements IEasingFunction {
  6262. /** Defines the power of the function */
  6263. power: number;
  6264. /**
  6265. * Instantiates an power base easing function
  6266. * @see https://easings.net/#easeInQuad
  6267. * @param power Defines the power of the function
  6268. */
  6269. constructor(
  6270. /** Defines the power of the function */
  6271. power?: number);
  6272. /** @hidden */
  6273. easeInCore(gradient: number): number;
  6274. }
  6275. /**
  6276. * Easing function with a power of 2 shape (see link below).
  6277. * @see https://easings.net/#easeInQuad
  6278. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6279. */
  6280. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  6281. /** @hidden */
  6282. easeInCore(gradient: number): number;
  6283. }
  6284. /**
  6285. * Easing function with a power of 4 shape (see link below).
  6286. * @see https://easings.net/#easeInQuart
  6287. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6288. */
  6289. export class QuarticEase extends EasingFunction implements IEasingFunction {
  6290. /** @hidden */
  6291. easeInCore(gradient: number): number;
  6292. }
  6293. /**
  6294. * Easing function with a power of 5 shape (see link below).
  6295. * @see https://easings.net/#easeInQuint
  6296. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6297. */
  6298. export class QuinticEase extends EasingFunction implements IEasingFunction {
  6299. /** @hidden */
  6300. easeInCore(gradient: number): number;
  6301. }
  6302. /**
  6303. * Easing function with a sin shape (see link below).
  6304. * @see https://easings.net/#easeInSine
  6305. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6306. */
  6307. export class SineEase extends EasingFunction implements IEasingFunction {
  6308. /** @hidden */
  6309. easeInCore(gradient: number): number;
  6310. }
  6311. /**
  6312. * Easing function with a bezier shape (see link below).
  6313. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6314. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6315. */
  6316. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  6317. /** Defines the x component of the start tangent in the bezier curve */
  6318. x1: number;
  6319. /** Defines the y component of the start tangent in the bezier curve */
  6320. y1: number;
  6321. /** Defines the x component of the end tangent in the bezier curve */
  6322. x2: number;
  6323. /** Defines the y component of the end tangent in the bezier curve */
  6324. y2: number;
  6325. /**
  6326. * Instantiates a bezier function
  6327. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6328. * @param x1 Defines the x component of the start tangent in the bezier curve
  6329. * @param y1 Defines the y component of the start tangent in the bezier curve
  6330. * @param x2 Defines the x component of the end tangent in the bezier curve
  6331. * @param y2 Defines the y component of the end tangent in the bezier curve
  6332. */
  6333. constructor(
  6334. /** Defines the x component of the start tangent in the bezier curve */
  6335. x1?: number,
  6336. /** Defines the y component of the start tangent in the bezier curve */
  6337. y1?: number,
  6338. /** Defines the x component of the end tangent in the bezier curve */
  6339. x2?: number,
  6340. /** Defines the y component of the end tangent in the bezier curve */
  6341. y2?: number);
  6342. /** @hidden */
  6343. easeInCore(gradient: number): number;
  6344. }
  6345. }
  6346. declare module "babylonjs/Animations/animationKey" {
  6347. /**
  6348. * Defines an interface which represents an animation key frame
  6349. */
  6350. export interface IAnimationKey {
  6351. /**
  6352. * Frame of the key frame
  6353. */
  6354. frame: number;
  6355. /**
  6356. * Value at the specifies key frame
  6357. */
  6358. value: any;
  6359. /**
  6360. * The input tangent for the cubic hermite spline
  6361. */
  6362. inTangent?: any;
  6363. /**
  6364. * The output tangent for the cubic hermite spline
  6365. */
  6366. outTangent?: any;
  6367. /**
  6368. * The animation interpolation type
  6369. */
  6370. interpolation?: AnimationKeyInterpolation;
  6371. }
  6372. /**
  6373. * Enum for the animation key frame interpolation type
  6374. */
  6375. export enum AnimationKeyInterpolation {
  6376. /**
  6377. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  6378. */
  6379. STEP = 1
  6380. }
  6381. }
  6382. declare module "babylonjs/Animations/animationRange" {
  6383. /**
  6384. * Represents the range of an animation
  6385. */
  6386. export class AnimationRange {
  6387. /**The name of the animation range**/
  6388. name: string;
  6389. /**The starting frame of the animation */
  6390. from: number;
  6391. /**The ending frame of the animation*/
  6392. to: number;
  6393. /**
  6394. * Initializes the range of an animation
  6395. * @param name The name of the animation range
  6396. * @param from The starting frame of the animation
  6397. * @param to The ending frame of the animation
  6398. */
  6399. constructor(
  6400. /**The name of the animation range**/
  6401. name: string,
  6402. /**The starting frame of the animation */
  6403. from: number,
  6404. /**The ending frame of the animation*/
  6405. to: number);
  6406. /**
  6407. * Makes a copy of the animation range
  6408. * @returns A copy of the animation range
  6409. */
  6410. clone(): AnimationRange;
  6411. }
  6412. }
  6413. declare module "babylonjs/Animations/animationEvent" {
  6414. /**
  6415. * Composed of a frame, and an action function
  6416. */
  6417. export class AnimationEvent {
  6418. /** The frame for which the event is triggered **/
  6419. frame: number;
  6420. /** The event to perform when triggered **/
  6421. action: (currentFrame: number) => void;
  6422. /** Specifies if the event should be triggered only once**/
  6423. onlyOnce?: boolean | undefined;
  6424. /**
  6425. * Specifies if the animation event is done
  6426. */
  6427. isDone: boolean;
  6428. /**
  6429. * Initializes the animation event
  6430. * @param frame The frame for which the event is triggered
  6431. * @param action The event to perform when triggered
  6432. * @param onlyOnce Specifies if the event should be triggered only once
  6433. */
  6434. constructor(
  6435. /** The frame for which the event is triggered **/
  6436. frame: number,
  6437. /** The event to perform when triggered **/
  6438. action: (currentFrame: number) => void,
  6439. /** Specifies if the event should be triggered only once**/
  6440. onlyOnce?: boolean | undefined);
  6441. /** @hidden */
  6442. _clone(): AnimationEvent;
  6443. }
  6444. }
  6445. declare module "babylonjs/Behaviors/behavior" {
  6446. import { Nullable } from "babylonjs/types";
  6447. /**
  6448. * Interface used to define a behavior
  6449. */
  6450. export interface Behavior<T> {
  6451. /** gets or sets behavior's name */
  6452. name: string;
  6453. /**
  6454. * Function called when the behavior needs to be initialized (after attaching it to a target)
  6455. */
  6456. init(): void;
  6457. /**
  6458. * Called when the behavior is attached to a target
  6459. * @param target defines the target where the behavior is attached to
  6460. */
  6461. attach(target: T): void;
  6462. /**
  6463. * Called when the behavior is detached from its target
  6464. */
  6465. detach(): void;
  6466. }
  6467. /**
  6468. * Interface implemented by classes supporting behaviors
  6469. */
  6470. export interface IBehaviorAware<T> {
  6471. /**
  6472. * Attach a behavior
  6473. * @param behavior defines the behavior to attach
  6474. * @returns the current host
  6475. */
  6476. addBehavior(behavior: Behavior<T>): T;
  6477. /**
  6478. * Remove a behavior from the current object
  6479. * @param behavior defines the behavior to detach
  6480. * @returns the current host
  6481. */
  6482. removeBehavior(behavior: Behavior<T>): T;
  6483. /**
  6484. * Gets a behavior using its name to search
  6485. * @param name defines the name to search
  6486. * @returns the behavior or null if not found
  6487. */
  6488. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  6489. }
  6490. }
  6491. declare module "babylonjs/Misc/smartArray" {
  6492. /**
  6493. * Defines an array and its length.
  6494. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6495. */
  6496. export interface ISmartArrayLike<T> {
  6497. /**
  6498. * The data of the array.
  6499. */
  6500. data: Array<T>;
  6501. /**
  6502. * The active length of the array.
  6503. */
  6504. length: number;
  6505. }
  6506. /**
  6507. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6508. */
  6509. export class SmartArray<T> implements ISmartArrayLike<T> {
  6510. /**
  6511. * The full set of data from the array.
  6512. */
  6513. data: Array<T>;
  6514. /**
  6515. * The active length of the array.
  6516. */
  6517. length: number;
  6518. protected _id: number;
  6519. /**
  6520. * Instantiates a Smart Array.
  6521. * @param capacity defines the default capacity of the array.
  6522. */
  6523. constructor(capacity: number);
  6524. /**
  6525. * Pushes a value at the end of the active data.
  6526. * @param value defines the object to push in the array.
  6527. */
  6528. push(value: T): void;
  6529. /**
  6530. * Iterates over the active data and apply the lambda to them.
  6531. * @param func defines the action to apply on each value.
  6532. */
  6533. forEach(func: (content: T) => void): void;
  6534. /**
  6535. * Sorts the full sets of data.
  6536. * @param compareFn defines the comparison function to apply.
  6537. */
  6538. sort(compareFn: (a: T, b: T) => number): void;
  6539. /**
  6540. * Resets the active data to an empty array.
  6541. */
  6542. reset(): void;
  6543. /**
  6544. * Releases all the data from the array as well as the array.
  6545. */
  6546. dispose(): void;
  6547. /**
  6548. * Concats the active data with a given array.
  6549. * @param array defines the data to concatenate with.
  6550. */
  6551. concat(array: any): void;
  6552. /**
  6553. * Returns the position of a value in the active data.
  6554. * @param value defines the value to find the index for
  6555. * @returns the index if found in the active data otherwise -1
  6556. */
  6557. indexOf(value: T): number;
  6558. /**
  6559. * Returns whether an element is part of the active data.
  6560. * @param value defines the value to look for
  6561. * @returns true if found in the active data otherwise false
  6562. */
  6563. contains(value: T): boolean;
  6564. private static _GlobalId;
  6565. }
  6566. /**
  6567. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6568. * The data in this array can only be present once
  6569. */
  6570. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6571. private _duplicateId;
  6572. /**
  6573. * Pushes a value at the end of the active data.
  6574. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6575. * @param value defines the object to push in the array.
  6576. */
  6577. push(value: T): void;
  6578. /**
  6579. * Pushes a value at the end of the active data.
  6580. * If the data is already present, it won t be added again
  6581. * @param value defines the object to push in the array.
  6582. * @returns true if added false if it was already present
  6583. */
  6584. pushNoDuplicate(value: T): boolean;
  6585. /**
  6586. * Resets the active data to an empty array.
  6587. */
  6588. reset(): void;
  6589. /**
  6590. * Concats the active data with a given array.
  6591. * This ensures no dupplicate will be present in the result.
  6592. * @param array defines the data to concatenate with.
  6593. */
  6594. concatWithNoDuplicate(array: any): void;
  6595. }
  6596. }
  6597. declare module "babylonjs/Cameras/cameraInputsManager" {
  6598. import { Nullable } from "babylonjs/types";
  6599. import { Camera } from "babylonjs/Cameras/camera";
  6600. /**
  6601. * @ignore
  6602. * This is a list of all the different input types that are available in the application.
  6603. * Fo instance: ArcRotateCameraGamepadInput...
  6604. */
  6605. export var CameraInputTypes: {};
  6606. /**
  6607. * This is the contract to implement in order to create a new input class.
  6608. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6609. */
  6610. export interface ICameraInput<TCamera extends Camera> {
  6611. /**
  6612. * Defines the camera the input is attached to.
  6613. */
  6614. camera: Nullable<TCamera>;
  6615. /**
  6616. * Gets the class name of the current intput.
  6617. * @returns the class name
  6618. */
  6619. getClassName(): string;
  6620. /**
  6621. * Get the friendly name associated with the input class.
  6622. * @returns the input friendly name
  6623. */
  6624. getSimpleName(): string;
  6625. /**
  6626. * Attach the input controls to a specific dom element to get the input from.
  6627. * @param element Defines the element the controls should be listened from
  6628. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6629. */
  6630. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6631. /**
  6632. * Detach the current controls from the specified dom element.
  6633. * @param element Defines the element to stop listening the inputs from
  6634. */
  6635. detachControl(element: Nullable<HTMLElement>): void;
  6636. /**
  6637. * Update the current camera state depending on the inputs that have been used this frame.
  6638. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6639. */
  6640. checkInputs?: () => void;
  6641. }
  6642. /**
  6643. * Represents a map of input types to input instance or input index to input instance.
  6644. */
  6645. export interface CameraInputsMap<TCamera extends Camera> {
  6646. /**
  6647. * Accessor to the input by input type.
  6648. */
  6649. [name: string]: ICameraInput<TCamera>;
  6650. /**
  6651. * Accessor to the input by input index.
  6652. */
  6653. [idx: number]: ICameraInput<TCamera>;
  6654. }
  6655. /**
  6656. * This represents the input manager used within a camera.
  6657. * It helps dealing with all the different kind of input attached to a camera.
  6658. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6659. */
  6660. export class CameraInputsManager<TCamera extends Camera> {
  6661. /**
  6662. * Defines the list of inputs attahed to the camera.
  6663. */
  6664. attached: CameraInputsMap<TCamera>;
  6665. /**
  6666. * Defines the dom element the camera is collecting inputs from.
  6667. * This is null if the controls have not been attached.
  6668. */
  6669. attachedElement: Nullable<HTMLElement>;
  6670. /**
  6671. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6672. */
  6673. noPreventDefault: boolean;
  6674. /**
  6675. * Defined the camera the input manager belongs to.
  6676. */
  6677. camera: TCamera;
  6678. /**
  6679. * Update the current camera state depending on the inputs that have been used this frame.
  6680. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6681. */
  6682. checkInputs: () => void;
  6683. /**
  6684. * Instantiate a new Camera Input Manager.
  6685. * @param camera Defines the camera the input manager blongs to
  6686. */
  6687. constructor(camera: TCamera);
  6688. /**
  6689. * Add an input method to a camera
  6690. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6691. * @param input camera input method
  6692. */
  6693. add(input: ICameraInput<TCamera>): void;
  6694. /**
  6695. * Remove a specific input method from a camera
  6696. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6697. * @param inputToRemove camera input method
  6698. */
  6699. remove(inputToRemove: ICameraInput<TCamera>): void;
  6700. /**
  6701. * Remove a specific input type from a camera
  6702. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6703. * @param inputType the type of the input to remove
  6704. */
  6705. removeByType(inputType: string): void;
  6706. private _addCheckInputs;
  6707. /**
  6708. * Attach the input controls to the currently attached dom element to listen the events from.
  6709. * @param input Defines the input to attach
  6710. */
  6711. attachInput(input: ICameraInput<TCamera>): void;
  6712. /**
  6713. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6714. * @param element Defines the dom element to collect the events from
  6715. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6716. */
  6717. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6718. /**
  6719. * Detach the current manager inputs controls from a specific dom element.
  6720. * @param element Defines the dom element to collect the events from
  6721. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6722. */
  6723. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6724. /**
  6725. * Rebuild the dynamic inputCheck function from the current list of
  6726. * defined inputs in the manager.
  6727. */
  6728. rebuildInputCheck(): void;
  6729. /**
  6730. * Remove all attached input methods from a camera
  6731. */
  6732. clear(): void;
  6733. /**
  6734. * Serialize the current input manager attached to a camera.
  6735. * This ensures than once parsed,
  6736. * the input associated to the camera will be identical to the current ones
  6737. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6738. */
  6739. serialize(serializedCamera: any): void;
  6740. /**
  6741. * Parses an input manager serialized JSON to restore the previous list of inputs
  6742. * and states associated to a camera.
  6743. * @param parsedCamera Defines the JSON to parse
  6744. */
  6745. parse(parsedCamera: any): void;
  6746. }
  6747. }
  6748. declare module "babylonjs/Collisions/intersectionInfo" {
  6749. import { Nullable } from "babylonjs/types";
  6750. /**
  6751. * @hidden
  6752. */
  6753. export class IntersectionInfo {
  6754. bu: Nullable<number>;
  6755. bv: Nullable<number>;
  6756. distance: number;
  6757. faceId: number;
  6758. subMeshId: number;
  6759. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6760. }
  6761. }
  6762. declare module "babylonjs/Maths/math.plane" {
  6763. import { DeepImmutable } from "babylonjs/types";
  6764. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6765. /**
  6766. * Represens a plane by the equation ax + by + cz + d = 0
  6767. */
  6768. export class Plane {
  6769. private static _TmpMatrix;
  6770. /**
  6771. * Normal of the plane (a,b,c)
  6772. */
  6773. normal: Vector3;
  6774. /**
  6775. * d component of the plane
  6776. */
  6777. d: number;
  6778. /**
  6779. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6780. * @param a a component of the plane
  6781. * @param b b component of the plane
  6782. * @param c c component of the plane
  6783. * @param d d component of the plane
  6784. */
  6785. constructor(a: number, b: number, c: number, d: number);
  6786. /**
  6787. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6788. */
  6789. asArray(): number[];
  6790. /**
  6791. * @returns a new plane copied from the current Plane.
  6792. */
  6793. clone(): Plane;
  6794. /**
  6795. * @returns the string "Plane".
  6796. */
  6797. getClassName(): string;
  6798. /**
  6799. * @returns the Plane hash code.
  6800. */
  6801. getHashCode(): number;
  6802. /**
  6803. * Normalize the current Plane in place.
  6804. * @returns the updated Plane.
  6805. */
  6806. normalize(): Plane;
  6807. /**
  6808. * Applies a transformation the plane and returns the result
  6809. * @param transformation the transformation matrix to be applied to the plane
  6810. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6811. */
  6812. transform(transformation: DeepImmutable<Matrix>): Plane;
  6813. /**
  6814. * Calcualtte the dot product between the point and the plane normal
  6815. * @param point point to calculate the dot product with
  6816. * @returns the dot product (float) of the point coordinates and the plane normal.
  6817. */
  6818. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6819. /**
  6820. * Updates the current Plane from the plane defined by the three given points.
  6821. * @param point1 one of the points used to contruct the plane
  6822. * @param point2 one of the points used to contruct the plane
  6823. * @param point3 one of the points used to contruct the plane
  6824. * @returns the updated Plane.
  6825. */
  6826. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6827. /**
  6828. * Checks if the plane is facing a given direction
  6829. * @param direction the direction to check if the plane is facing
  6830. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6831. * @returns True is the vector "direction" is the same side than the plane normal.
  6832. */
  6833. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6834. /**
  6835. * Calculates the distance to a point
  6836. * @param point point to calculate distance to
  6837. * @returns the signed distance (float) from the given point to the Plane.
  6838. */
  6839. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6840. /**
  6841. * Creates a plane from an array
  6842. * @param array the array to create a plane from
  6843. * @returns a new Plane from the given array.
  6844. */
  6845. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6846. /**
  6847. * Creates a plane from three points
  6848. * @param point1 point used to create the plane
  6849. * @param point2 point used to create the plane
  6850. * @param point3 point used to create the plane
  6851. * @returns a new Plane defined by the three given points.
  6852. */
  6853. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6854. /**
  6855. * Creates a plane from an origin point and a normal
  6856. * @param origin origin of the plane to be constructed
  6857. * @param normal normal of the plane to be constructed
  6858. * @returns a new Plane the normal vector to this plane at the given origin point.
  6859. * Note : the vector "normal" is updated because normalized.
  6860. */
  6861. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6862. /**
  6863. * Calculates the distance from a plane and a point
  6864. * @param origin origin of the plane to be constructed
  6865. * @param normal normal of the plane to be constructed
  6866. * @param point point to calculate distance to
  6867. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6868. */
  6869. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6870. }
  6871. }
  6872. declare module "babylonjs/Culling/boundingSphere" {
  6873. import { DeepImmutable } from "babylonjs/types";
  6874. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6875. import { Plane } from "babylonjs/Maths/math.plane";
  6876. /**
  6877. * Class used to store bounding sphere information
  6878. */
  6879. export class BoundingSphere {
  6880. /**
  6881. * Gets the center of the bounding sphere in local space
  6882. */
  6883. readonly center: Vector3;
  6884. /**
  6885. * Radius of the bounding sphere in local space
  6886. */
  6887. radius: number;
  6888. /**
  6889. * Gets the center of the bounding sphere in world space
  6890. */
  6891. readonly centerWorld: Vector3;
  6892. /**
  6893. * Radius of the bounding sphere in world space
  6894. */
  6895. radiusWorld: number;
  6896. /**
  6897. * Gets the minimum vector in local space
  6898. */
  6899. readonly minimum: Vector3;
  6900. /**
  6901. * Gets the maximum vector in local space
  6902. */
  6903. readonly maximum: Vector3;
  6904. private _worldMatrix;
  6905. private static readonly TmpVector3;
  6906. /**
  6907. * Creates a new bounding sphere
  6908. * @param min defines the minimum vector (in local space)
  6909. * @param max defines the maximum vector (in local space)
  6910. * @param worldMatrix defines the new world matrix
  6911. */
  6912. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6913. /**
  6914. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6915. * @param min defines the new minimum vector (in local space)
  6916. * @param max defines the new maximum vector (in local space)
  6917. * @param worldMatrix defines the new world matrix
  6918. */
  6919. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6920. /**
  6921. * Scale the current bounding sphere by applying a scale factor
  6922. * @param factor defines the scale factor to apply
  6923. * @returns the current bounding box
  6924. */
  6925. scale(factor: number): BoundingSphere;
  6926. /**
  6927. * Gets the world matrix of the bounding box
  6928. * @returns a matrix
  6929. */
  6930. getWorldMatrix(): DeepImmutable<Matrix>;
  6931. /** @hidden */
  6932. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6933. /**
  6934. * Tests if the bounding sphere is intersecting the frustum planes
  6935. * @param frustumPlanes defines the frustum planes to test
  6936. * @returns true if there is an intersection
  6937. */
  6938. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6939. /**
  6940. * Tests if the bounding sphere center is in between the frustum planes.
  6941. * Used for optimistic fast inclusion.
  6942. * @param frustumPlanes defines the frustum planes to test
  6943. * @returns true if the sphere center is in between the frustum planes
  6944. */
  6945. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6946. /**
  6947. * Tests if a point is inside the bounding sphere
  6948. * @param point defines the point to test
  6949. * @returns true if the point is inside the bounding sphere
  6950. */
  6951. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6952. /**
  6953. * Checks if two sphere intersct
  6954. * @param sphere0 sphere 0
  6955. * @param sphere1 sphere 1
  6956. * @returns true if the speres intersect
  6957. */
  6958. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6959. }
  6960. }
  6961. declare module "babylonjs/Culling/boundingBox" {
  6962. import { DeepImmutable } from "babylonjs/types";
  6963. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6964. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6965. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6966. import { Plane } from "babylonjs/Maths/math.plane";
  6967. /**
  6968. * Class used to store bounding box information
  6969. */
  6970. export class BoundingBox implements ICullable {
  6971. /**
  6972. * Gets the 8 vectors representing the bounding box in local space
  6973. */
  6974. readonly vectors: Vector3[];
  6975. /**
  6976. * Gets the center of the bounding box in local space
  6977. */
  6978. readonly center: Vector3;
  6979. /**
  6980. * Gets the center of the bounding box in world space
  6981. */
  6982. readonly centerWorld: Vector3;
  6983. /**
  6984. * Gets the extend size in local space
  6985. */
  6986. readonly extendSize: Vector3;
  6987. /**
  6988. * Gets the extend size in world space
  6989. */
  6990. readonly extendSizeWorld: Vector3;
  6991. /**
  6992. * Gets the OBB (object bounding box) directions
  6993. */
  6994. readonly directions: Vector3[];
  6995. /**
  6996. * Gets the 8 vectors representing the bounding box in world space
  6997. */
  6998. readonly vectorsWorld: Vector3[];
  6999. /**
  7000. * Gets the minimum vector in world space
  7001. */
  7002. readonly minimumWorld: Vector3;
  7003. /**
  7004. * Gets the maximum vector in world space
  7005. */
  7006. readonly maximumWorld: Vector3;
  7007. /**
  7008. * Gets the minimum vector in local space
  7009. */
  7010. readonly minimum: Vector3;
  7011. /**
  7012. * Gets the maximum vector in local space
  7013. */
  7014. readonly maximum: Vector3;
  7015. private _worldMatrix;
  7016. private static readonly TmpVector3;
  7017. /**
  7018. * @hidden
  7019. */
  7020. _tag: number;
  7021. /**
  7022. * Creates a new bounding box
  7023. * @param min defines the minimum vector (in local space)
  7024. * @param max defines the maximum vector (in local space)
  7025. * @param worldMatrix defines the new world matrix
  7026. */
  7027. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7028. /**
  7029. * Recreates the entire bounding box from scratch as if we call the constructor in place
  7030. * @param min defines the new minimum vector (in local space)
  7031. * @param max defines the new maximum vector (in local space)
  7032. * @param worldMatrix defines the new world matrix
  7033. */
  7034. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7035. /**
  7036. * Scale the current bounding box by applying a scale factor
  7037. * @param factor defines the scale factor to apply
  7038. * @returns the current bounding box
  7039. */
  7040. scale(factor: number): BoundingBox;
  7041. /**
  7042. * Gets the world matrix of the bounding box
  7043. * @returns a matrix
  7044. */
  7045. getWorldMatrix(): DeepImmutable<Matrix>;
  7046. /** @hidden */
  7047. _update(world: DeepImmutable<Matrix>): void;
  7048. /**
  7049. * Tests if the bounding box is intersecting the frustum planes
  7050. * @param frustumPlanes defines the frustum planes to test
  7051. * @returns true if there is an intersection
  7052. */
  7053. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7054. /**
  7055. * Tests if the bounding box is entirely inside the frustum planes
  7056. * @param frustumPlanes defines the frustum planes to test
  7057. * @returns true if there is an inclusion
  7058. */
  7059. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7060. /**
  7061. * Tests if a point is inside the bounding box
  7062. * @param point defines the point to test
  7063. * @returns true if the point is inside the bounding box
  7064. */
  7065. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7066. /**
  7067. * Tests if the bounding box intersects with a bounding sphere
  7068. * @param sphere defines the sphere to test
  7069. * @returns true if there is an intersection
  7070. */
  7071. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  7072. /**
  7073. * Tests if the bounding box intersects with a box defined by a min and max vectors
  7074. * @param min defines the min vector to use
  7075. * @param max defines the max vector to use
  7076. * @returns true if there is an intersection
  7077. */
  7078. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  7079. /**
  7080. * Tests if two bounding boxes are intersections
  7081. * @param box0 defines the first box to test
  7082. * @param box1 defines the second box to test
  7083. * @returns true if there is an intersection
  7084. */
  7085. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  7086. /**
  7087. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  7088. * @param minPoint defines the minimum vector of the bounding box
  7089. * @param maxPoint defines the maximum vector of the bounding box
  7090. * @param sphereCenter defines the sphere center
  7091. * @param sphereRadius defines the sphere radius
  7092. * @returns true if there is an intersection
  7093. */
  7094. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  7095. /**
  7096. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  7097. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7098. * @param frustumPlanes defines the frustum planes to test
  7099. * @return true if there is an inclusion
  7100. */
  7101. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7102. /**
  7103. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  7104. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7105. * @param frustumPlanes defines the frustum planes to test
  7106. * @return true if there is an intersection
  7107. */
  7108. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7109. }
  7110. }
  7111. declare module "babylonjs/Collisions/collider" {
  7112. import { Nullable, IndicesArray } from "babylonjs/types";
  7113. import { Vector3 } from "babylonjs/Maths/math.vector";
  7114. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  7115. import { Plane } from "babylonjs/Maths/math.plane";
  7116. /** @hidden */
  7117. export class Collider {
  7118. /** Define if a collision was found */
  7119. collisionFound: boolean;
  7120. /**
  7121. * Define last intersection point in local space
  7122. */
  7123. intersectionPoint: Vector3;
  7124. /**
  7125. * Define last collided mesh
  7126. */
  7127. collidedMesh: Nullable<AbstractMesh>;
  7128. private _collisionPoint;
  7129. private _planeIntersectionPoint;
  7130. private _tempVector;
  7131. private _tempVector2;
  7132. private _tempVector3;
  7133. private _tempVector4;
  7134. private _edge;
  7135. private _baseToVertex;
  7136. private _destinationPoint;
  7137. private _slidePlaneNormal;
  7138. private _displacementVector;
  7139. /** @hidden */
  7140. _radius: Vector3;
  7141. /** @hidden */
  7142. _retry: number;
  7143. private _velocity;
  7144. private _basePoint;
  7145. private _epsilon;
  7146. /** @hidden */
  7147. _velocityWorldLength: number;
  7148. /** @hidden */
  7149. _basePointWorld: Vector3;
  7150. private _velocityWorld;
  7151. private _normalizedVelocity;
  7152. /** @hidden */
  7153. _initialVelocity: Vector3;
  7154. /** @hidden */
  7155. _initialPosition: Vector3;
  7156. private _nearestDistance;
  7157. private _collisionMask;
  7158. collisionMask: number;
  7159. /**
  7160. * Gets the plane normal used to compute the sliding response (in local space)
  7161. */
  7162. readonly slidePlaneNormal: Vector3;
  7163. /** @hidden */
  7164. _initialize(source: Vector3, dir: Vector3, e: number): void;
  7165. /** @hidden */
  7166. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  7167. /** @hidden */
  7168. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7169. /** @hidden */
  7170. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7171. /** @hidden */
  7172. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7173. /** @hidden */
  7174. _getResponse(pos: Vector3, vel: Vector3): void;
  7175. }
  7176. }
  7177. declare module "babylonjs/Culling/boundingInfo" {
  7178. import { DeepImmutable } from "babylonjs/types";
  7179. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7180. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7181. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7182. import { Plane } from "babylonjs/Maths/math.plane";
  7183. import { Collider } from "babylonjs/Collisions/collider";
  7184. /**
  7185. * Interface for cullable objects
  7186. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7187. */
  7188. export interface ICullable {
  7189. /**
  7190. * Checks if the object or part of the object is in the frustum
  7191. * @param frustumPlanes Camera near/planes
  7192. * @returns true if the object is in frustum otherwise false
  7193. */
  7194. isInFrustum(frustumPlanes: Plane[]): boolean;
  7195. /**
  7196. * Checks if a cullable object (mesh...) is in the camera frustum
  7197. * Unlike isInFrustum this cheks the full bounding box
  7198. * @param frustumPlanes Camera near/planes
  7199. * @returns true if the object is in frustum otherwise false
  7200. */
  7201. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7202. }
  7203. /**
  7204. * Info for a bounding data of a mesh
  7205. */
  7206. export class BoundingInfo implements ICullable {
  7207. /**
  7208. * Bounding box for the mesh
  7209. */
  7210. readonly boundingBox: BoundingBox;
  7211. /**
  7212. * Bounding sphere for the mesh
  7213. */
  7214. readonly boundingSphere: BoundingSphere;
  7215. private _isLocked;
  7216. private static readonly TmpVector3;
  7217. /**
  7218. * Constructs bounding info
  7219. * @param minimum min vector of the bounding box/sphere
  7220. * @param maximum max vector of the bounding box/sphere
  7221. * @param worldMatrix defines the new world matrix
  7222. */
  7223. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7224. /**
  7225. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7226. * @param min defines the new minimum vector (in local space)
  7227. * @param max defines the new maximum vector (in local space)
  7228. * @param worldMatrix defines the new world matrix
  7229. */
  7230. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7231. /**
  7232. * min vector of the bounding box/sphere
  7233. */
  7234. readonly minimum: Vector3;
  7235. /**
  7236. * max vector of the bounding box/sphere
  7237. */
  7238. readonly maximum: Vector3;
  7239. /**
  7240. * If the info is locked and won't be updated to avoid perf overhead
  7241. */
  7242. isLocked: boolean;
  7243. /**
  7244. * Updates the bounding sphere and box
  7245. * @param world world matrix to be used to update
  7246. */
  7247. update(world: DeepImmutable<Matrix>): void;
  7248. /**
  7249. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7250. * @param center New center of the bounding info
  7251. * @param extend New extend of the bounding info
  7252. * @returns the current bounding info
  7253. */
  7254. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7255. /**
  7256. * Scale the current bounding info by applying a scale factor
  7257. * @param factor defines the scale factor to apply
  7258. * @returns the current bounding info
  7259. */
  7260. scale(factor: number): BoundingInfo;
  7261. /**
  7262. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7263. * @param frustumPlanes defines the frustum to test
  7264. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7265. * @returns true if the bounding info is in the frustum planes
  7266. */
  7267. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7268. /**
  7269. * Gets the world distance between the min and max points of the bounding box
  7270. */
  7271. readonly diagonalLength: number;
  7272. /**
  7273. * Checks if a cullable object (mesh...) is in the camera frustum
  7274. * Unlike isInFrustum this cheks the full bounding box
  7275. * @param frustumPlanes Camera near/planes
  7276. * @returns true if the object is in frustum otherwise false
  7277. */
  7278. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7279. /** @hidden */
  7280. _checkCollision(collider: Collider): boolean;
  7281. /**
  7282. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7283. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7284. * @param point the point to check intersection with
  7285. * @returns if the point intersects
  7286. */
  7287. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7288. /**
  7289. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7290. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7291. * @param boundingInfo the bounding info to check intersection with
  7292. * @param precise if the intersection should be done using OBB
  7293. * @returns if the bounding info intersects
  7294. */
  7295. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7296. }
  7297. }
  7298. declare module "babylonjs/Maths/math.functions" {
  7299. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7300. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7301. /**
  7302. * Extracts minimum and maximum values from a list of indexed positions
  7303. * @param positions defines the positions to use
  7304. * @param indices defines the indices to the positions
  7305. * @param indexStart defines the start index
  7306. * @param indexCount defines the end index
  7307. * @param bias defines bias value to add to the result
  7308. * @return minimum and maximum values
  7309. */
  7310. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7311. minimum: Vector3;
  7312. maximum: Vector3;
  7313. };
  7314. /**
  7315. * Extracts minimum and maximum values from a list of positions
  7316. * @param positions defines the positions to use
  7317. * @param start defines the start index in the positions array
  7318. * @param count defines the number of positions to handle
  7319. * @param bias defines bias value to add to the result
  7320. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7321. * @return minimum and maximum values
  7322. */
  7323. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7324. minimum: Vector3;
  7325. maximum: Vector3;
  7326. };
  7327. }
  7328. declare module "babylonjs/Misc/iInspectable" {
  7329. /**
  7330. * Enum that determines the text-wrapping mode to use.
  7331. */
  7332. export enum InspectableType {
  7333. /**
  7334. * Checkbox for booleans
  7335. */
  7336. Checkbox = 0,
  7337. /**
  7338. * Sliders for numbers
  7339. */
  7340. Slider = 1,
  7341. /**
  7342. * Vector3
  7343. */
  7344. Vector3 = 2,
  7345. /**
  7346. * Quaternions
  7347. */
  7348. Quaternion = 3,
  7349. /**
  7350. * Color3
  7351. */
  7352. Color3 = 4,
  7353. /**
  7354. * String
  7355. */
  7356. String = 5
  7357. }
  7358. /**
  7359. * Interface used to define custom inspectable properties.
  7360. * This interface is used by the inspector to display custom property grids
  7361. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7362. */
  7363. export interface IInspectable {
  7364. /**
  7365. * Gets the label to display
  7366. */
  7367. label: string;
  7368. /**
  7369. * Gets the name of the property to edit
  7370. */
  7371. propertyName: string;
  7372. /**
  7373. * Gets the type of the editor to use
  7374. */
  7375. type: InspectableType;
  7376. /**
  7377. * Gets the minimum value of the property when using in "slider" mode
  7378. */
  7379. min?: number;
  7380. /**
  7381. * Gets the maximum value of the property when using in "slider" mode
  7382. */
  7383. max?: number;
  7384. /**
  7385. * Gets the setp to use when using in "slider" mode
  7386. */
  7387. step?: number;
  7388. }
  7389. }
  7390. declare module "babylonjs/Misc/timingTools" {
  7391. /**
  7392. * Class used to provide helper for timing
  7393. */
  7394. export class TimingTools {
  7395. /**
  7396. * Polyfill for setImmediate
  7397. * @param action defines the action to execute after the current execution block
  7398. */
  7399. static SetImmediate(action: () => void): void;
  7400. }
  7401. }
  7402. declare module "babylonjs/Misc/instantiationTools" {
  7403. /**
  7404. * Class used to enable instatition of objects by class name
  7405. */
  7406. export class InstantiationTools {
  7407. /**
  7408. * Use this object to register external classes like custom textures or material
  7409. * to allow the laoders to instantiate them
  7410. */
  7411. static RegisteredExternalClasses: {
  7412. [key: string]: Object;
  7413. };
  7414. /**
  7415. * Tries to instantiate a new object from a given class name
  7416. * @param className defines the class name to instantiate
  7417. * @returns the new object or null if the system was not able to do the instantiation
  7418. */
  7419. static Instantiate(className: string): any;
  7420. }
  7421. }
  7422. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  7423. import { Nullable } from "babylonjs/types";
  7424. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7425. /**
  7426. * This represents the required contract to create a new type of texture loader.
  7427. */
  7428. export interface IInternalTextureLoader {
  7429. /**
  7430. * Defines wether the loader supports cascade loading the different faces.
  7431. */
  7432. supportCascades: boolean;
  7433. /**
  7434. * This returns if the loader support the current file information.
  7435. * @param extension defines the file extension of the file being loaded
  7436. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7437. * @param fallback defines the fallback internal texture if any
  7438. * @param isBase64 defines whether the texture is encoded as a base64
  7439. * @param isBuffer defines whether the texture data are stored as a buffer
  7440. * @returns true if the loader can load the specified file
  7441. */
  7442. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  7443. /**
  7444. * Transform the url before loading if required.
  7445. * @param rootUrl the url of the texture
  7446. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7447. * @returns the transformed texture
  7448. */
  7449. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  7450. /**
  7451. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  7452. * @param rootUrl the url of the texture
  7453. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7454. * @returns the fallback texture
  7455. */
  7456. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  7457. /**
  7458. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  7459. * @param data contains the texture data
  7460. * @param texture defines the BabylonJS internal texture
  7461. * @param createPolynomials will be true if polynomials have been requested
  7462. * @param onLoad defines the callback to trigger once the texture is ready
  7463. * @param onError defines the callback to trigger in case of error
  7464. */
  7465. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  7466. /**
  7467. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  7468. * @param data contains the texture data
  7469. * @param texture defines the BabylonJS internal texture
  7470. * @param callback defines the method to call once ready to upload
  7471. */
  7472. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  7473. }
  7474. }
  7475. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7476. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7477. import { Nullable } from "babylonjs/types";
  7478. import { Scene } from "babylonjs/scene";
  7479. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7480. module "babylonjs/Engines/engine" {
  7481. interface Engine {
  7482. /**
  7483. * Creates a depth stencil cube texture.
  7484. * This is only available in WebGL 2.
  7485. * @param size The size of face edge in the cube texture.
  7486. * @param options The options defining the cube texture.
  7487. * @returns The cube texture
  7488. */
  7489. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7490. /**
  7491. * Creates a cube texture
  7492. * @param rootUrl defines the url where the files to load is located
  7493. * @param scene defines the current scene
  7494. * @param files defines the list of files to load (1 per face)
  7495. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7496. * @param onLoad defines an optional callback raised when the texture is loaded
  7497. * @param onError defines an optional callback raised if there is an issue to load the texture
  7498. * @param format defines the format of the data
  7499. * @param forcedExtension defines the extension to use to pick the right loader
  7500. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7501. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7502. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7503. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7504. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7505. * @returns the cube texture as an InternalTexture
  7506. */
  7507. 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;
  7508. /**
  7509. * Creates a cube texture
  7510. * @param rootUrl defines the url where the files to load is located
  7511. * @param scene defines the current scene
  7512. * @param files defines the list of files to load (1 per face)
  7513. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7514. * @param onLoad defines an optional callback raised when the texture is loaded
  7515. * @param onError defines an optional callback raised if there is an issue to load the texture
  7516. * @param format defines the format of the data
  7517. * @param forcedExtension defines the extension to use to pick the right loader
  7518. * @returns the cube texture as an InternalTexture
  7519. */
  7520. 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;
  7521. /**
  7522. * Creates a cube texture
  7523. * @param rootUrl defines the url where the files to load is located
  7524. * @param scene defines the current scene
  7525. * @param files defines the list of files to load (1 per face)
  7526. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7527. * @param onLoad defines an optional callback raised when the texture is loaded
  7528. * @param onError defines an optional callback raised if there is an issue to load the texture
  7529. * @param format defines the format of the data
  7530. * @param forcedExtension defines the extension to use to pick the right loader
  7531. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7532. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7533. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7534. * @returns the cube texture as an InternalTexture
  7535. */
  7536. 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;
  7537. /** @hidden */
  7538. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7539. /** @hidden */
  7540. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7541. /** @hidden */
  7542. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7543. /** @hidden */
  7544. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7545. }
  7546. }
  7547. }
  7548. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7549. import { Nullable } from "babylonjs/types";
  7550. import { Scene } from "babylonjs/scene";
  7551. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7552. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7553. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7554. /**
  7555. * Class for creating a cube texture
  7556. */
  7557. export class CubeTexture extends BaseTexture {
  7558. private _delayedOnLoad;
  7559. /**
  7560. * The url of the texture
  7561. */
  7562. url: string;
  7563. /**
  7564. * Gets or sets the center of the bounding box associated with the cube texture.
  7565. * It must define where the camera used to render the texture was set
  7566. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7567. */
  7568. boundingBoxPosition: Vector3;
  7569. private _boundingBoxSize;
  7570. /**
  7571. * Gets or sets the size of the bounding box associated with the cube texture
  7572. * When defined, the cubemap will switch to local mode
  7573. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7574. * @example https://www.babylonjs-playground.com/#RNASML
  7575. */
  7576. /**
  7577. * Returns the bounding box size
  7578. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7579. */
  7580. boundingBoxSize: Vector3;
  7581. protected _rotationY: number;
  7582. /**
  7583. * Sets texture matrix rotation angle around Y axis in radians.
  7584. */
  7585. /**
  7586. * Gets texture matrix rotation angle around Y axis radians.
  7587. */
  7588. rotationY: number;
  7589. /**
  7590. * Are mip maps generated for this texture or not.
  7591. */
  7592. readonly noMipmap: boolean;
  7593. private _noMipmap;
  7594. private _files;
  7595. private _extensions;
  7596. private _textureMatrix;
  7597. private _format;
  7598. private _createPolynomials;
  7599. /** @hidden */
  7600. _prefiltered: boolean;
  7601. /**
  7602. * Creates a cube texture from an array of image urls
  7603. * @param files defines an array of image urls
  7604. * @param scene defines the hosting scene
  7605. * @param noMipmap specifies if mip maps are not used
  7606. * @returns a cube texture
  7607. */
  7608. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7609. /**
  7610. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7611. * @param url defines the url of the prefiltered texture
  7612. * @param scene defines the scene the texture is attached to
  7613. * @param forcedExtension defines the extension of the file if different from the url
  7614. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7615. * @return the prefiltered texture
  7616. */
  7617. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7618. /**
  7619. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7620. * as prefiltered data.
  7621. * @param rootUrl defines the url of the texture or the root name of the six images
  7622. * @param scene defines the scene the texture is attached to
  7623. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7624. * @param noMipmap defines if mipmaps should be created or not
  7625. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7626. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7627. * @param onError defines a callback triggered in case of error during load
  7628. * @param format defines the internal format to use for the texture once loaded
  7629. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7630. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7631. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7632. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7633. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7634. * @return the cube texture
  7635. */
  7636. 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);
  7637. /**
  7638. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7639. */
  7640. readonly isPrefiltered: boolean;
  7641. /**
  7642. * Get the current class name of the texture useful for serialization or dynamic coding.
  7643. * @returns "CubeTexture"
  7644. */
  7645. getClassName(): string;
  7646. /**
  7647. * Update the url (and optional buffer) of this texture if url was null during construction.
  7648. * @param url the url of the texture
  7649. * @param forcedExtension defines the extension to use
  7650. * @param onLoad callback called when the texture is loaded (defaults to null)
  7651. */
  7652. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7653. /**
  7654. * Delays loading of the cube texture
  7655. * @param forcedExtension defines the extension to use
  7656. */
  7657. delayLoad(forcedExtension?: string): void;
  7658. /**
  7659. * Returns the reflection texture matrix
  7660. * @returns the reflection texture matrix
  7661. */
  7662. getReflectionTextureMatrix(): Matrix;
  7663. /**
  7664. * Sets the reflection texture matrix
  7665. * @param value Reflection texture matrix
  7666. */
  7667. setReflectionTextureMatrix(value: Matrix): void;
  7668. /**
  7669. * Parses text to create a cube texture
  7670. * @param parsedTexture define the serialized text to read from
  7671. * @param scene defines the hosting scene
  7672. * @param rootUrl defines the root url of the cube texture
  7673. * @returns a cube texture
  7674. */
  7675. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7676. /**
  7677. * Makes a clone, or deep copy, of the cube texture
  7678. * @returns a new cube texture
  7679. */
  7680. clone(): CubeTexture;
  7681. }
  7682. }
  7683. declare module "babylonjs/Materials/materialDefines" {
  7684. /**
  7685. * Manages the defines for the Material
  7686. */
  7687. export class MaterialDefines {
  7688. /** @hidden */
  7689. protected _keys: string[];
  7690. private _isDirty;
  7691. /** @hidden */
  7692. _renderId: number;
  7693. /** @hidden */
  7694. _areLightsDirty: boolean;
  7695. /** @hidden */
  7696. _areLightsDisposed: boolean;
  7697. /** @hidden */
  7698. _areAttributesDirty: boolean;
  7699. /** @hidden */
  7700. _areTexturesDirty: boolean;
  7701. /** @hidden */
  7702. _areFresnelDirty: boolean;
  7703. /** @hidden */
  7704. _areMiscDirty: boolean;
  7705. /** @hidden */
  7706. _areImageProcessingDirty: boolean;
  7707. /** @hidden */
  7708. _normals: boolean;
  7709. /** @hidden */
  7710. _uvs: boolean;
  7711. /** @hidden */
  7712. _needNormals: boolean;
  7713. /** @hidden */
  7714. _needUVs: boolean;
  7715. [id: string]: any;
  7716. /**
  7717. * Specifies if the material needs to be re-calculated
  7718. */
  7719. readonly isDirty: boolean;
  7720. /**
  7721. * Marks the material to indicate that it has been re-calculated
  7722. */
  7723. markAsProcessed(): void;
  7724. /**
  7725. * Marks the material to indicate that it needs to be re-calculated
  7726. */
  7727. markAsUnprocessed(): void;
  7728. /**
  7729. * Marks the material to indicate all of its defines need to be re-calculated
  7730. */
  7731. markAllAsDirty(): void;
  7732. /**
  7733. * Marks the material to indicate that image processing needs to be re-calculated
  7734. */
  7735. markAsImageProcessingDirty(): void;
  7736. /**
  7737. * Marks the material to indicate the lights need to be re-calculated
  7738. * @param disposed Defines whether the light is dirty due to dispose or not
  7739. */
  7740. markAsLightDirty(disposed?: boolean): void;
  7741. /**
  7742. * Marks the attribute state as changed
  7743. */
  7744. markAsAttributesDirty(): void;
  7745. /**
  7746. * Marks the texture state as changed
  7747. */
  7748. markAsTexturesDirty(): void;
  7749. /**
  7750. * Marks the fresnel state as changed
  7751. */
  7752. markAsFresnelDirty(): void;
  7753. /**
  7754. * Marks the misc state as changed
  7755. */
  7756. markAsMiscDirty(): void;
  7757. /**
  7758. * Rebuilds the material defines
  7759. */
  7760. rebuild(): void;
  7761. /**
  7762. * Specifies if two material defines are equal
  7763. * @param other - A material define instance to compare to
  7764. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7765. */
  7766. isEqual(other: MaterialDefines): boolean;
  7767. /**
  7768. * Clones this instance's defines to another instance
  7769. * @param other - material defines to clone values to
  7770. */
  7771. cloneTo(other: MaterialDefines): void;
  7772. /**
  7773. * Resets the material define values
  7774. */
  7775. reset(): void;
  7776. /**
  7777. * Converts the material define values to a string
  7778. * @returns - String of material define information
  7779. */
  7780. toString(): string;
  7781. }
  7782. }
  7783. declare module "babylonjs/Materials/colorCurves" {
  7784. import { Effect } from "babylonjs/Materials/effect";
  7785. /**
  7786. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7787. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7788. * 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;
  7789. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7790. */
  7791. export class ColorCurves {
  7792. private _dirty;
  7793. private _tempColor;
  7794. private _globalCurve;
  7795. private _highlightsCurve;
  7796. private _midtonesCurve;
  7797. private _shadowsCurve;
  7798. private _positiveCurve;
  7799. private _negativeCurve;
  7800. private _globalHue;
  7801. private _globalDensity;
  7802. private _globalSaturation;
  7803. private _globalExposure;
  7804. /**
  7805. * Gets the global Hue value.
  7806. * 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).
  7807. */
  7808. /**
  7809. * Sets the global Hue value.
  7810. * 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).
  7811. */
  7812. globalHue: number;
  7813. /**
  7814. * Gets the global Density value.
  7815. * 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.
  7816. * Values less than zero provide a filter of opposite hue.
  7817. */
  7818. /**
  7819. * Sets the global Density value.
  7820. * 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.
  7821. * Values less than zero provide a filter of opposite hue.
  7822. */
  7823. globalDensity: number;
  7824. /**
  7825. * Gets the global Saturation value.
  7826. * 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.
  7827. */
  7828. /**
  7829. * Sets the global Saturation value.
  7830. * 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.
  7831. */
  7832. globalSaturation: number;
  7833. /**
  7834. * Gets the global Exposure value.
  7835. * 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.
  7836. */
  7837. /**
  7838. * Sets the global Exposure value.
  7839. * 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.
  7840. */
  7841. globalExposure: number;
  7842. private _highlightsHue;
  7843. private _highlightsDensity;
  7844. private _highlightsSaturation;
  7845. private _highlightsExposure;
  7846. /**
  7847. * Gets the highlights Hue value.
  7848. * 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).
  7849. */
  7850. /**
  7851. * Sets the highlights Hue value.
  7852. * 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).
  7853. */
  7854. highlightsHue: number;
  7855. /**
  7856. * Gets the highlights Density value.
  7857. * 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.
  7858. * Values less than zero provide a filter of opposite hue.
  7859. */
  7860. /**
  7861. * Sets the highlights Density value.
  7862. * 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.
  7863. * Values less than zero provide a filter of opposite hue.
  7864. */
  7865. highlightsDensity: number;
  7866. /**
  7867. * Gets the highlights Saturation value.
  7868. * 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.
  7869. */
  7870. /**
  7871. * Sets the highlights Saturation value.
  7872. * 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.
  7873. */
  7874. highlightsSaturation: number;
  7875. /**
  7876. * Gets the highlights Exposure value.
  7877. * 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.
  7878. */
  7879. /**
  7880. * Sets the highlights Exposure value.
  7881. * 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.
  7882. */
  7883. highlightsExposure: number;
  7884. private _midtonesHue;
  7885. private _midtonesDensity;
  7886. private _midtonesSaturation;
  7887. private _midtonesExposure;
  7888. /**
  7889. * Gets the midtones Hue value.
  7890. * 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).
  7891. */
  7892. /**
  7893. * Sets the midtones Hue value.
  7894. * 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).
  7895. */
  7896. midtonesHue: number;
  7897. /**
  7898. * Gets the midtones Density value.
  7899. * 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.
  7900. * Values less than zero provide a filter of opposite hue.
  7901. */
  7902. /**
  7903. * Sets the midtones Density value.
  7904. * 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.
  7905. * Values less than zero provide a filter of opposite hue.
  7906. */
  7907. midtonesDensity: number;
  7908. /**
  7909. * Gets the midtones Saturation value.
  7910. * 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.
  7911. */
  7912. /**
  7913. * Sets the midtones Saturation value.
  7914. * 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.
  7915. */
  7916. midtonesSaturation: number;
  7917. /**
  7918. * Gets the midtones Exposure value.
  7919. * 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.
  7920. */
  7921. /**
  7922. * Sets the midtones Exposure value.
  7923. * 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.
  7924. */
  7925. midtonesExposure: number;
  7926. private _shadowsHue;
  7927. private _shadowsDensity;
  7928. private _shadowsSaturation;
  7929. private _shadowsExposure;
  7930. /**
  7931. * Gets the shadows Hue value.
  7932. * 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).
  7933. */
  7934. /**
  7935. * Sets the shadows Hue value.
  7936. * 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).
  7937. */
  7938. shadowsHue: number;
  7939. /**
  7940. * Gets the shadows Density value.
  7941. * 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.
  7942. * Values less than zero provide a filter of opposite hue.
  7943. */
  7944. /**
  7945. * Sets the shadows Density value.
  7946. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7947. * Values less than zero provide a filter of opposite hue.
  7948. */
  7949. shadowsDensity: number;
  7950. /**
  7951. * Gets the shadows Saturation value.
  7952. * 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.
  7953. */
  7954. /**
  7955. * Sets the shadows Saturation value.
  7956. * 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.
  7957. */
  7958. shadowsSaturation: number;
  7959. /**
  7960. * Gets the shadows Exposure value.
  7961. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7962. */
  7963. /**
  7964. * Sets the shadows Exposure value.
  7965. * 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.
  7966. */
  7967. shadowsExposure: number;
  7968. /**
  7969. * Returns the class name
  7970. * @returns The class name
  7971. */
  7972. getClassName(): string;
  7973. /**
  7974. * Binds the color curves to the shader.
  7975. * @param colorCurves The color curve to bind
  7976. * @param effect The effect to bind to
  7977. * @param positiveUniform The positive uniform shader parameter
  7978. * @param neutralUniform The neutral uniform shader parameter
  7979. * @param negativeUniform The negative uniform shader parameter
  7980. */
  7981. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  7982. /**
  7983. * Prepare the list of uniforms associated with the ColorCurves effects.
  7984. * @param uniformsList The list of uniforms used in the effect
  7985. */
  7986. static PrepareUniforms(uniformsList: string[]): void;
  7987. /**
  7988. * Returns color grading data based on a hue, density, saturation and exposure value.
  7989. * @param filterHue The hue of the color filter.
  7990. * @param filterDensity The density of the color filter.
  7991. * @param saturation The saturation.
  7992. * @param exposure The exposure.
  7993. * @param result The result data container.
  7994. */
  7995. private getColorGradingDataToRef;
  7996. /**
  7997. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  7998. * @param value The input slider value in range [-100,100].
  7999. * @returns Adjusted value.
  8000. */
  8001. private static applyColorGradingSliderNonlinear;
  8002. /**
  8003. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8004. * @param hue The hue (H) input.
  8005. * @param saturation The saturation (S) input.
  8006. * @param brightness The brightness (B) input.
  8007. * @result An RGBA color represented as Vector4.
  8008. */
  8009. private static fromHSBToRef;
  8010. /**
  8011. * Returns a value clamped between min and max
  8012. * @param value The value to clamp
  8013. * @param min The minimum of value
  8014. * @param max The maximum of value
  8015. * @returns The clamped value.
  8016. */
  8017. private static clamp;
  8018. /**
  8019. * Clones the current color curve instance.
  8020. * @return The cloned curves
  8021. */
  8022. clone(): ColorCurves;
  8023. /**
  8024. * Serializes the current color curve instance to a json representation.
  8025. * @return a JSON representation
  8026. */
  8027. serialize(): any;
  8028. /**
  8029. * Parses the color curve from a json representation.
  8030. * @param source the JSON source to parse
  8031. * @return The parsed curves
  8032. */
  8033. static Parse(source: any): ColorCurves;
  8034. }
  8035. }
  8036. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8037. import { Observable } from "babylonjs/Misc/observable";
  8038. import { Nullable } from "babylonjs/types";
  8039. import { Color4 } from "babylonjs/Maths/math.color";
  8040. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8041. import { Effect } from "babylonjs/Materials/effect";
  8042. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8043. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8044. /**
  8045. * Interface to follow in your material defines to integrate easily the
  8046. * Image proccessing functions.
  8047. * @hidden
  8048. */
  8049. export interface IImageProcessingConfigurationDefines {
  8050. IMAGEPROCESSING: boolean;
  8051. VIGNETTE: boolean;
  8052. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8053. VIGNETTEBLENDMODEOPAQUE: boolean;
  8054. TONEMAPPING: boolean;
  8055. TONEMAPPING_ACES: boolean;
  8056. CONTRAST: boolean;
  8057. EXPOSURE: boolean;
  8058. COLORCURVES: boolean;
  8059. COLORGRADING: boolean;
  8060. COLORGRADING3D: boolean;
  8061. SAMPLER3DGREENDEPTH: boolean;
  8062. SAMPLER3DBGRMAP: boolean;
  8063. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8064. }
  8065. /**
  8066. * @hidden
  8067. */
  8068. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8069. IMAGEPROCESSING: boolean;
  8070. VIGNETTE: boolean;
  8071. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8072. VIGNETTEBLENDMODEOPAQUE: boolean;
  8073. TONEMAPPING: boolean;
  8074. TONEMAPPING_ACES: boolean;
  8075. CONTRAST: boolean;
  8076. COLORCURVES: boolean;
  8077. COLORGRADING: boolean;
  8078. COLORGRADING3D: boolean;
  8079. SAMPLER3DGREENDEPTH: boolean;
  8080. SAMPLER3DBGRMAP: boolean;
  8081. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8082. EXPOSURE: boolean;
  8083. constructor();
  8084. }
  8085. /**
  8086. * This groups together the common properties used for image processing either in direct forward pass
  8087. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8088. * or not.
  8089. */
  8090. export class ImageProcessingConfiguration {
  8091. /**
  8092. * Default tone mapping applied in BabylonJS.
  8093. */
  8094. static readonly TONEMAPPING_STANDARD: number;
  8095. /**
  8096. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8097. * to other engines rendering to increase portability.
  8098. */
  8099. static readonly TONEMAPPING_ACES: number;
  8100. /**
  8101. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8102. */
  8103. colorCurves: Nullable<ColorCurves>;
  8104. private _colorCurvesEnabled;
  8105. /**
  8106. * Gets wether the color curves effect is enabled.
  8107. */
  8108. /**
  8109. * Sets wether the color curves effect is enabled.
  8110. */
  8111. colorCurvesEnabled: boolean;
  8112. private _colorGradingTexture;
  8113. /**
  8114. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8115. */
  8116. /**
  8117. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8118. */
  8119. colorGradingTexture: Nullable<BaseTexture>;
  8120. private _colorGradingEnabled;
  8121. /**
  8122. * Gets wether the color grading effect is enabled.
  8123. */
  8124. /**
  8125. * Sets wether the color grading effect is enabled.
  8126. */
  8127. colorGradingEnabled: boolean;
  8128. private _colorGradingWithGreenDepth;
  8129. /**
  8130. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8131. */
  8132. /**
  8133. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8134. */
  8135. colorGradingWithGreenDepth: boolean;
  8136. private _colorGradingBGR;
  8137. /**
  8138. * Gets wether the color grading texture contains BGR values.
  8139. */
  8140. /**
  8141. * Sets wether the color grading texture contains BGR values.
  8142. */
  8143. colorGradingBGR: boolean;
  8144. /** @hidden */
  8145. _exposure: number;
  8146. /**
  8147. * Gets the Exposure used in the effect.
  8148. */
  8149. /**
  8150. * Sets the Exposure used in the effect.
  8151. */
  8152. exposure: number;
  8153. private _toneMappingEnabled;
  8154. /**
  8155. * Gets wether the tone mapping effect is enabled.
  8156. */
  8157. /**
  8158. * Sets wether the tone mapping effect is enabled.
  8159. */
  8160. toneMappingEnabled: boolean;
  8161. private _toneMappingType;
  8162. /**
  8163. * Gets the type of tone mapping effect.
  8164. */
  8165. /**
  8166. * Sets the type of tone mapping effect used in BabylonJS.
  8167. */
  8168. toneMappingType: number;
  8169. protected _contrast: number;
  8170. /**
  8171. * Gets the contrast used in the effect.
  8172. */
  8173. /**
  8174. * Sets the contrast used in the effect.
  8175. */
  8176. contrast: number;
  8177. /**
  8178. * Vignette stretch size.
  8179. */
  8180. vignetteStretch: number;
  8181. /**
  8182. * Vignette centre X Offset.
  8183. */
  8184. vignetteCentreX: number;
  8185. /**
  8186. * Vignette centre Y Offset.
  8187. */
  8188. vignetteCentreY: number;
  8189. /**
  8190. * Vignette weight or intensity of the vignette effect.
  8191. */
  8192. vignetteWeight: number;
  8193. /**
  8194. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8195. * if vignetteEnabled is set to true.
  8196. */
  8197. vignetteColor: Color4;
  8198. /**
  8199. * Camera field of view used by the Vignette effect.
  8200. */
  8201. vignetteCameraFov: number;
  8202. private _vignetteBlendMode;
  8203. /**
  8204. * Gets the vignette blend mode allowing different kind of effect.
  8205. */
  8206. /**
  8207. * Sets the vignette blend mode allowing different kind of effect.
  8208. */
  8209. vignetteBlendMode: number;
  8210. private _vignetteEnabled;
  8211. /**
  8212. * Gets wether the vignette effect is enabled.
  8213. */
  8214. /**
  8215. * Sets wether the vignette effect is enabled.
  8216. */
  8217. vignetteEnabled: boolean;
  8218. private _applyByPostProcess;
  8219. /**
  8220. * Gets wether the image processing is applied through a post process or not.
  8221. */
  8222. /**
  8223. * Sets wether the image processing is applied through a post process or not.
  8224. */
  8225. applyByPostProcess: boolean;
  8226. private _isEnabled;
  8227. /**
  8228. * Gets wether the image processing is enabled or not.
  8229. */
  8230. /**
  8231. * Sets wether the image processing is enabled or not.
  8232. */
  8233. isEnabled: boolean;
  8234. /**
  8235. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8236. */
  8237. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8238. /**
  8239. * Method called each time the image processing information changes requires to recompile the effect.
  8240. */
  8241. protected _updateParameters(): void;
  8242. /**
  8243. * Gets the current class name.
  8244. * @return "ImageProcessingConfiguration"
  8245. */
  8246. getClassName(): string;
  8247. /**
  8248. * Prepare the list of uniforms associated with the Image Processing effects.
  8249. * @param uniforms The list of uniforms used in the effect
  8250. * @param defines the list of defines currently in use
  8251. */
  8252. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8253. /**
  8254. * Prepare the list of samplers associated with the Image Processing effects.
  8255. * @param samplersList The list of uniforms used in the effect
  8256. * @param defines the list of defines currently in use
  8257. */
  8258. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8259. /**
  8260. * Prepare the list of defines associated to the shader.
  8261. * @param defines the list of defines to complete
  8262. * @param forPostProcess Define if we are currently in post process mode or not
  8263. */
  8264. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8265. /**
  8266. * Returns true if all the image processing information are ready.
  8267. * @returns True if ready, otherwise, false
  8268. */
  8269. isReady(): boolean;
  8270. /**
  8271. * Binds the image processing to the shader.
  8272. * @param effect The effect to bind to
  8273. * @param aspectRatio Define the current aspect ratio of the effect
  8274. */
  8275. bind(effect: Effect, aspectRatio?: number): void;
  8276. /**
  8277. * Clones the current image processing instance.
  8278. * @return The cloned image processing
  8279. */
  8280. clone(): ImageProcessingConfiguration;
  8281. /**
  8282. * Serializes the current image processing instance to a json representation.
  8283. * @return a JSON representation
  8284. */
  8285. serialize(): any;
  8286. /**
  8287. * Parses the image processing from a json representation.
  8288. * @param source the JSON source to parse
  8289. * @return The parsed image processing
  8290. */
  8291. static Parse(source: any): ImageProcessingConfiguration;
  8292. private static _VIGNETTEMODE_MULTIPLY;
  8293. private static _VIGNETTEMODE_OPAQUE;
  8294. /**
  8295. * Used to apply the vignette as a mix with the pixel color.
  8296. */
  8297. static readonly VIGNETTEMODE_MULTIPLY: number;
  8298. /**
  8299. * Used to apply the vignette as a replacement of the pixel color.
  8300. */
  8301. static readonly VIGNETTEMODE_OPAQUE: number;
  8302. }
  8303. }
  8304. declare module "babylonjs/Shaders/postprocess.vertex" {
  8305. /** @hidden */
  8306. export var postprocessVertexShader: {
  8307. name: string;
  8308. shader: string;
  8309. };
  8310. }
  8311. declare module "babylonjs/Maths/math.axis" {
  8312. import { Vector3 } from "babylonjs/Maths/math.vector";
  8313. /** Defines supported spaces */
  8314. export enum Space {
  8315. /** Local (object) space */
  8316. LOCAL = 0,
  8317. /** World space */
  8318. WORLD = 1,
  8319. /** Bone space */
  8320. BONE = 2
  8321. }
  8322. /** Defines the 3 main axes */
  8323. export class Axis {
  8324. /** X axis */
  8325. static X: Vector3;
  8326. /** Y axis */
  8327. static Y: Vector3;
  8328. /** Z axis */
  8329. static Z: Vector3;
  8330. }
  8331. }
  8332. declare module "babylonjs/Cameras/targetCamera" {
  8333. import { Nullable } from "babylonjs/types";
  8334. import { Camera } from "babylonjs/Cameras/camera";
  8335. import { Scene } from "babylonjs/scene";
  8336. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8337. /**
  8338. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8339. * This is the base of the follow, arc rotate cameras and Free camera
  8340. * @see http://doc.babylonjs.com/features/cameras
  8341. */
  8342. export class TargetCamera extends Camera {
  8343. private static _RigCamTransformMatrix;
  8344. private static _TargetTransformMatrix;
  8345. private static _TargetFocalPoint;
  8346. /**
  8347. * Define the current direction the camera is moving to
  8348. */
  8349. cameraDirection: Vector3;
  8350. /**
  8351. * Define the current rotation the camera is rotating to
  8352. */
  8353. cameraRotation: Vector2;
  8354. /**
  8355. * When set, the up vector of the camera will be updated by the rotation of the camera
  8356. */
  8357. updateUpVectorFromRotation: boolean;
  8358. private _tmpQuaternion;
  8359. /**
  8360. * Define the current rotation of the camera
  8361. */
  8362. rotation: Vector3;
  8363. /**
  8364. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8365. */
  8366. rotationQuaternion: Quaternion;
  8367. /**
  8368. * Define the current speed of the camera
  8369. */
  8370. speed: number;
  8371. /**
  8372. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8373. * around all axis.
  8374. */
  8375. noRotationConstraint: boolean;
  8376. /**
  8377. * Define the current target of the camera as an object or a position.
  8378. */
  8379. lockedTarget: any;
  8380. /** @hidden */
  8381. _currentTarget: Vector3;
  8382. /** @hidden */
  8383. _initialFocalDistance: number;
  8384. /** @hidden */
  8385. _viewMatrix: Matrix;
  8386. /** @hidden */
  8387. _camMatrix: Matrix;
  8388. /** @hidden */
  8389. _cameraTransformMatrix: Matrix;
  8390. /** @hidden */
  8391. _cameraRotationMatrix: Matrix;
  8392. /** @hidden */
  8393. _referencePoint: Vector3;
  8394. /** @hidden */
  8395. _transformedReferencePoint: Vector3;
  8396. protected _globalCurrentTarget: Vector3;
  8397. protected _globalCurrentUpVector: Vector3;
  8398. /** @hidden */
  8399. _reset: () => void;
  8400. private _defaultUp;
  8401. /**
  8402. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8403. * This is the base of the follow, arc rotate cameras and Free camera
  8404. * @see http://doc.babylonjs.com/features/cameras
  8405. * @param name Defines the name of the camera in the scene
  8406. * @param position Defines the start position of the camera in the scene
  8407. * @param scene Defines the scene the camera belongs to
  8408. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8409. */
  8410. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8411. /**
  8412. * Gets the position in front of the camera at a given distance.
  8413. * @param distance The distance from the camera we want the position to be
  8414. * @returns the position
  8415. */
  8416. getFrontPosition(distance: number): Vector3;
  8417. /** @hidden */
  8418. _getLockedTargetPosition(): Nullable<Vector3>;
  8419. private _storedPosition;
  8420. private _storedRotation;
  8421. private _storedRotationQuaternion;
  8422. /**
  8423. * Store current camera state of the camera (fov, position, rotation, etc..)
  8424. * @returns the camera
  8425. */
  8426. storeState(): Camera;
  8427. /**
  8428. * Restored camera state. You must call storeState() first
  8429. * @returns whether it was successful or not
  8430. * @hidden
  8431. */
  8432. _restoreStateValues(): boolean;
  8433. /** @hidden */
  8434. _initCache(): void;
  8435. /** @hidden */
  8436. _updateCache(ignoreParentClass?: boolean): void;
  8437. /** @hidden */
  8438. _isSynchronizedViewMatrix(): boolean;
  8439. /** @hidden */
  8440. _computeLocalCameraSpeed(): number;
  8441. /**
  8442. * Defines the target the camera should look at.
  8443. * @param target Defines the new target as a Vector or a mesh
  8444. */
  8445. setTarget(target: Vector3): void;
  8446. /**
  8447. * Return the current target position of the camera. This value is expressed in local space.
  8448. * @returns the target position
  8449. */
  8450. getTarget(): Vector3;
  8451. /** @hidden */
  8452. _decideIfNeedsToMove(): boolean;
  8453. /** @hidden */
  8454. _updatePosition(): void;
  8455. /** @hidden */
  8456. _checkInputs(): void;
  8457. protected _updateCameraRotationMatrix(): void;
  8458. /**
  8459. * 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)
  8460. * @returns the current camera
  8461. */
  8462. private _rotateUpVectorWithCameraRotationMatrix;
  8463. private _cachedRotationZ;
  8464. private _cachedQuaternionRotationZ;
  8465. /** @hidden */
  8466. _getViewMatrix(): Matrix;
  8467. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8468. /**
  8469. * @hidden
  8470. */
  8471. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8472. /**
  8473. * @hidden
  8474. */
  8475. _updateRigCameras(): void;
  8476. private _getRigCamPositionAndTarget;
  8477. /**
  8478. * Gets the current object class name.
  8479. * @return the class name
  8480. */
  8481. getClassName(): string;
  8482. }
  8483. }
  8484. declare module "babylonjs/Events/keyboardEvents" {
  8485. /**
  8486. * Gather the list of keyboard event types as constants.
  8487. */
  8488. export class KeyboardEventTypes {
  8489. /**
  8490. * The keydown event is fired when a key becomes active (pressed).
  8491. */
  8492. static readonly KEYDOWN: number;
  8493. /**
  8494. * The keyup event is fired when a key has been released.
  8495. */
  8496. static readonly KEYUP: number;
  8497. }
  8498. /**
  8499. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8500. */
  8501. export class KeyboardInfo {
  8502. /**
  8503. * Defines the type of event (KeyboardEventTypes)
  8504. */
  8505. type: number;
  8506. /**
  8507. * Defines the related dom event
  8508. */
  8509. event: KeyboardEvent;
  8510. /**
  8511. * Instantiates a new keyboard info.
  8512. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8513. * @param type Defines the type of event (KeyboardEventTypes)
  8514. * @param event Defines the related dom event
  8515. */
  8516. constructor(
  8517. /**
  8518. * Defines the type of event (KeyboardEventTypes)
  8519. */
  8520. type: number,
  8521. /**
  8522. * Defines the related dom event
  8523. */
  8524. event: KeyboardEvent);
  8525. }
  8526. /**
  8527. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8528. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8529. */
  8530. export class KeyboardInfoPre extends KeyboardInfo {
  8531. /**
  8532. * Defines the type of event (KeyboardEventTypes)
  8533. */
  8534. type: number;
  8535. /**
  8536. * Defines the related dom event
  8537. */
  8538. event: KeyboardEvent;
  8539. /**
  8540. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8541. */
  8542. skipOnPointerObservable: boolean;
  8543. /**
  8544. * Instantiates a new keyboard pre info.
  8545. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8546. * @param type Defines the type of event (KeyboardEventTypes)
  8547. * @param event Defines the related dom event
  8548. */
  8549. constructor(
  8550. /**
  8551. * Defines the type of event (KeyboardEventTypes)
  8552. */
  8553. type: number,
  8554. /**
  8555. * Defines the related dom event
  8556. */
  8557. event: KeyboardEvent);
  8558. }
  8559. }
  8560. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8561. import { Nullable } from "babylonjs/types";
  8562. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8563. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8564. /**
  8565. * Manage the keyboard inputs to control the movement of a free camera.
  8566. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8567. */
  8568. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8569. /**
  8570. * Defines the camera the input is attached to.
  8571. */
  8572. camera: FreeCamera;
  8573. /**
  8574. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8575. */
  8576. keysUp: number[];
  8577. /**
  8578. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8579. */
  8580. keysDown: number[];
  8581. /**
  8582. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8583. */
  8584. keysLeft: number[];
  8585. /**
  8586. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8587. */
  8588. keysRight: number[];
  8589. private _keys;
  8590. private _onCanvasBlurObserver;
  8591. private _onKeyboardObserver;
  8592. private _engine;
  8593. private _scene;
  8594. /**
  8595. * Attach the input controls to a specific dom element to get the input from.
  8596. * @param element Defines the element the controls should be listened from
  8597. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8598. */
  8599. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8600. /**
  8601. * Detach the current controls from the specified dom element.
  8602. * @param element Defines the element to stop listening the inputs from
  8603. */
  8604. detachControl(element: Nullable<HTMLElement>): void;
  8605. /**
  8606. * Update the current camera state depending on the inputs that have been used this frame.
  8607. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8608. */
  8609. checkInputs(): void;
  8610. /**
  8611. * Gets the class name of the current intput.
  8612. * @returns the class name
  8613. */
  8614. getClassName(): string;
  8615. /** @hidden */
  8616. _onLostFocus(): void;
  8617. /**
  8618. * Get the friendly name associated with the input class.
  8619. * @returns the input friendly name
  8620. */
  8621. getSimpleName(): string;
  8622. }
  8623. }
  8624. declare module "babylonjs/Lights/shadowLight" {
  8625. import { Camera } from "babylonjs/Cameras/camera";
  8626. import { Scene } from "babylonjs/scene";
  8627. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8628. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8629. import { Light } from "babylonjs/Lights/light";
  8630. /**
  8631. * Interface describing all the common properties and methods a shadow light needs to implement.
  8632. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8633. * as well as binding the different shadow properties to the effects.
  8634. */
  8635. export interface IShadowLight extends Light {
  8636. /**
  8637. * The light id in the scene (used in scene.findLighById for instance)
  8638. */
  8639. id: string;
  8640. /**
  8641. * The position the shdow will be casted from.
  8642. */
  8643. position: Vector3;
  8644. /**
  8645. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8646. */
  8647. direction: Vector3;
  8648. /**
  8649. * The transformed position. Position of the light in world space taking parenting in account.
  8650. */
  8651. transformedPosition: Vector3;
  8652. /**
  8653. * The transformed direction. Direction of the light in world space taking parenting in account.
  8654. */
  8655. transformedDirection: Vector3;
  8656. /**
  8657. * The friendly name of the light in the scene.
  8658. */
  8659. name: string;
  8660. /**
  8661. * Defines the shadow projection clipping minimum z value.
  8662. */
  8663. shadowMinZ: number;
  8664. /**
  8665. * Defines the shadow projection clipping maximum z value.
  8666. */
  8667. shadowMaxZ: number;
  8668. /**
  8669. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8670. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8671. */
  8672. computeTransformedInformation(): boolean;
  8673. /**
  8674. * Gets the scene the light belongs to.
  8675. * @returns The scene
  8676. */
  8677. getScene(): Scene;
  8678. /**
  8679. * Callback defining a custom Projection Matrix Builder.
  8680. * This can be used to override the default projection matrix computation.
  8681. */
  8682. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8683. /**
  8684. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8685. * @param matrix The materix to updated with the projection information
  8686. * @param viewMatrix The transform matrix of the light
  8687. * @param renderList The list of mesh to render in the map
  8688. * @returns The current light
  8689. */
  8690. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8691. /**
  8692. * Gets the current depth scale used in ESM.
  8693. * @returns The scale
  8694. */
  8695. getDepthScale(): number;
  8696. /**
  8697. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8698. * @returns true if a cube texture needs to be use
  8699. */
  8700. needCube(): boolean;
  8701. /**
  8702. * Detects if the projection matrix requires to be recomputed this frame.
  8703. * @returns true if it requires to be recomputed otherwise, false.
  8704. */
  8705. needProjectionMatrixCompute(): boolean;
  8706. /**
  8707. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8708. */
  8709. forceProjectionMatrixCompute(): void;
  8710. /**
  8711. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8712. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8713. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8714. */
  8715. getShadowDirection(faceIndex?: number): Vector3;
  8716. /**
  8717. * Gets the minZ used for shadow according to both the scene and the light.
  8718. * @param activeCamera The camera we are returning the min for
  8719. * @returns the depth min z
  8720. */
  8721. getDepthMinZ(activeCamera: Camera): number;
  8722. /**
  8723. * Gets the maxZ used for shadow according to both the scene and the light.
  8724. * @param activeCamera The camera we are returning the max for
  8725. * @returns the depth max z
  8726. */
  8727. getDepthMaxZ(activeCamera: Camera): number;
  8728. }
  8729. /**
  8730. * Base implementation IShadowLight
  8731. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8732. */
  8733. export abstract class ShadowLight extends Light implements IShadowLight {
  8734. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8735. protected _position: Vector3;
  8736. protected _setPosition(value: Vector3): void;
  8737. /**
  8738. * Sets the position the shadow will be casted from. Also use as the light position for both
  8739. * point and spot lights.
  8740. */
  8741. /**
  8742. * Sets the position the shadow will be casted from. Also use as the light position for both
  8743. * point and spot lights.
  8744. */
  8745. position: Vector3;
  8746. protected _direction: Vector3;
  8747. protected _setDirection(value: Vector3): void;
  8748. /**
  8749. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8750. * Also use as the light direction on spot and directional lights.
  8751. */
  8752. /**
  8753. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8754. * Also use as the light direction on spot and directional lights.
  8755. */
  8756. direction: Vector3;
  8757. private _shadowMinZ;
  8758. /**
  8759. * Gets the shadow projection clipping minimum z value.
  8760. */
  8761. /**
  8762. * Sets the shadow projection clipping minimum z value.
  8763. */
  8764. shadowMinZ: number;
  8765. private _shadowMaxZ;
  8766. /**
  8767. * Sets the shadow projection clipping maximum z value.
  8768. */
  8769. /**
  8770. * Gets the shadow projection clipping maximum z value.
  8771. */
  8772. shadowMaxZ: number;
  8773. /**
  8774. * Callback defining a custom Projection Matrix Builder.
  8775. * This can be used to override the default projection matrix computation.
  8776. */
  8777. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8778. /**
  8779. * The transformed position. Position of the light in world space taking parenting in account.
  8780. */
  8781. transformedPosition: Vector3;
  8782. /**
  8783. * The transformed direction. Direction of the light in world space taking parenting in account.
  8784. */
  8785. transformedDirection: Vector3;
  8786. private _needProjectionMatrixCompute;
  8787. /**
  8788. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8789. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8790. */
  8791. computeTransformedInformation(): boolean;
  8792. /**
  8793. * Return the depth scale used for the shadow map.
  8794. * @returns the depth scale.
  8795. */
  8796. getDepthScale(): number;
  8797. /**
  8798. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8799. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8800. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8801. */
  8802. getShadowDirection(faceIndex?: number): Vector3;
  8803. /**
  8804. * Returns the ShadowLight absolute position in the World.
  8805. * @returns the position vector in world space
  8806. */
  8807. getAbsolutePosition(): Vector3;
  8808. /**
  8809. * Sets the ShadowLight direction toward the passed target.
  8810. * @param target The point to target in local space
  8811. * @returns the updated ShadowLight direction
  8812. */
  8813. setDirectionToTarget(target: Vector3): Vector3;
  8814. /**
  8815. * Returns the light rotation in euler definition.
  8816. * @returns the x y z rotation in local space.
  8817. */
  8818. getRotation(): Vector3;
  8819. /**
  8820. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8821. * @returns true if a cube texture needs to be use
  8822. */
  8823. needCube(): boolean;
  8824. /**
  8825. * Detects if the projection matrix requires to be recomputed this frame.
  8826. * @returns true if it requires to be recomputed otherwise, false.
  8827. */
  8828. needProjectionMatrixCompute(): boolean;
  8829. /**
  8830. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8831. */
  8832. forceProjectionMatrixCompute(): void;
  8833. /** @hidden */
  8834. _initCache(): void;
  8835. /** @hidden */
  8836. _isSynchronized(): boolean;
  8837. /**
  8838. * Computes the world matrix of the node
  8839. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8840. * @returns the world matrix
  8841. */
  8842. computeWorldMatrix(force?: boolean): Matrix;
  8843. /**
  8844. * Gets the minZ used for shadow according to both the scene and the light.
  8845. * @param activeCamera The camera we are returning the min for
  8846. * @returns the depth min z
  8847. */
  8848. getDepthMinZ(activeCamera: Camera): number;
  8849. /**
  8850. * Gets the maxZ used for shadow according to both the scene and the light.
  8851. * @param activeCamera The camera we are returning the max for
  8852. * @returns the depth max z
  8853. */
  8854. getDepthMaxZ(activeCamera: Camera): number;
  8855. /**
  8856. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8857. * @param matrix The materix to updated with the projection information
  8858. * @param viewMatrix The transform matrix of the light
  8859. * @param renderList The list of mesh to render in the map
  8860. * @returns The current light
  8861. */
  8862. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8863. }
  8864. }
  8865. declare module "babylonjs/Materials/materialHelper" {
  8866. import { Nullable } from "babylonjs/types";
  8867. import { Scene } from "babylonjs/scene";
  8868. import { Engine } from "babylonjs/Engines/engine";
  8869. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8870. import { Light } from "babylonjs/Lights/light";
  8871. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8872. import { Effect, EffectFallbacks, EffectCreationOptions } from "babylonjs/Materials/effect";
  8873. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8874. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8875. /**
  8876. * "Static Class" containing the most commonly used helper while dealing with material for
  8877. * rendering purpose.
  8878. *
  8879. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  8880. *
  8881. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  8882. */
  8883. export class MaterialHelper {
  8884. /**
  8885. * Bind the current view position to an effect.
  8886. * @param effect The effect to be bound
  8887. * @param scene The scene the eyes position is used from
  8888. */
  8889. static BindEyePosition(effect: Effect, scene: Scene): void;
  8890. /**
  8891. * Helps preparing the defines values about the UVs in used in the effect.
  8892. * UVs are shared as much as we can accross channels in the shaders.
  8893. * @param texture The texture we are preparing the UVs for
  8894. * @param defines The defines to update
  8895. * @param key The channel key "diffuse", "specular"... used in the shader
  8896. */
  8897. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  8898. /**
  8899. * Binds a texture matrix value to its corrsponding uniform
  8900. * @param texture The texture to bind the matrix for
  8901. * @param uniformBuffer The uniform buffer receivin the data
  8902. * @param key The channel key "diffuse", "specular"... used in the shader
  8903. */
  8904. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  8905. /**
  8906. * Gets the current status of the fog (should it be enabled?)
  8907. * @param mesh defines the mesh to evaluate for fog support
  8908. * @param scene defines the hosting scene
  8909. * @returns true if fog must be enabled
  8910. */
  8911. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  8912. /**
  8913. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  8914. * @param mesh defines the current mesh
  8915. * @param scene defines the current scene
  8916. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  8917. * @param pointsCloud defines if point cloud rendering has to be turned on
  8918. * @param fogEnabled defines if fog has to be turned on
  8919. * @param alphaTest defines if alpha testing has to be turned on
  8920. * @param defines defines the current list of defines
  8921. */
  8922. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  8923. /**
  8924. * Helper used to prepare the list of defines associated with frame values for shader compilation
  8925. * @param scene defines the current scene
  8926. * @param engine defines the current engine
  8927. * @param defines specifies the list of active defines
  8928. * @param useInstances defines if instances have to be turned on
  8929. * @param useClipPlane defines if clip plane have to be turned on
  8930. */
  8931. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  8932. /**
  8933. * Prepares the defines for bones
  8934. * @param mesh The mesh containing the geometry data we will draw
  8935. * @param defines The defines to update
  8936. */
  8937. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  8938. /**
  8939. * Prepares the defines for morph targets
  8940. * @param mesh The mesh containing the geometry data we will draw
  8941. * @param defines The defines to update
  8942. */
  8943. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  8944. /**
  8945. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  8946. * @param mesh The mesh containing the geometry data we will draw
  8947. * @param defines The defines to update
  8948. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  8949. * @param useBones Precise whether bones should be used or not (override mesh info)
  8950. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  8951. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  8952. * @returns false if defines are considered not dirty and have not been checked
  8953. */
  8954. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  8955. /**
  8956. * Prepares the defines related to multiview
  8957. * @param scene The scene we are intending to draw
  8958. * @param defines The defines to update
  8959. */
  8960. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  8961. /**
  8962. * Prepares the defines related to the light information passed in parameter
  8963. * @param scene The scene we are intending to draw
  8964. * @param mesh The mesh the effect is compiling for
  8965. * @param light The light the effect is compiling for
  8966. * @param lightIndex The index of the light
  8967. * @param defines The defines to update
  8968. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8969. * @param state Defines the current state regarding what is needed (normals, etc...)
  8970. */
  8971. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  8972. needNormals: boolean;
  8973. needRebuild: boolean;
  8974. shadowEnabled: boolean;
  8975. specularEnabled: boolean;
  8976. lightmapMode: boolean;
  8977. }): void;
  8978. /**
  8979. * Prepares the defines related to the light information passed in parameter
  8980. * @param scene The scene we are intending to draw
  8981. * @param mesh The mesh the effect is compiling for
  8982. * @param defines The defines to update
  8983. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8984. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  8985. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  8986. * @returns true if normals will be required for the rest of the effect
  8987. */
  8988. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  8989. /**
  8990. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  8991. * @param lightIndex defines the light index
  8992. * @param uniformsList The uniform list
  8993. * @param samplersList The sampler list
  8994. * @param projectedLightTexture defines if projected texture must be used
  8995. * @param uniformBuffersList defines an optional list of uniform buffers
  8996. */
  8997. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  8998. /**
  8999. * Prepares the uniforms and samplers list to be used in the effect
  9000. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9001. * @param samplersList The sampler list
  9002. * @param defines The defines helping in the list generation
  9003. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9004. */
  9005. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9006. /**
  9007. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9008. * @param defines The defines to update while falling back
  9009. * @param fallbacks The authorized effect fallbacks
  9010. * @param maxSimultaneousLights The maximum number of lights allowed
  9011. * @param rank the current rank of the Effect
  9012. * @returns The newly affected rank
  9013. */
  9014. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9015. private static _TmpMorphInfluencers;
  9016. /**
  9017. * Prepares the list of attributes required for morph targets according to the effect defines.
  9018. * @param attribs The current list of supported attribs
  9019. * @param mesh The mesh to prepare the morph targets attributes for
  9020. * @param influencers The number of influencers
  9021. */
  9022. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9023. /**
  9024. * Prepares the list of attributes required for morph targets according to the effect defines.
  9025. * @param attribs The current list of supported attribs
  9026. * @param mesh The mesh to prepare the morph targets attributes for
  9027. * @param defines The current Defines of the effect
  9028. */
  9029. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9030. /**
  9031. * Prepares the list of attributes required for bones according to the effect defines.
  9032. * @param attribs The current list of supported attribs
  9033. * @param mesh The mesh to prepare the bones attributes for
  9034. * @param defines The current Defines of the effect
  9035. * @param fallbacks The current efffect fallback strategy
  9036. */
  9037. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9038. /**
  9039. * Check and prepare the list of attributes required for instances according to the effect defines.
  9040. * @param attribs The current list of supported attribs
  9041. * @param defines The current MaterialDefines of the effect
  9042. */
  9043. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9044. /**
  9045. * Add the list of attributes required for instances to the attribs array.
  9046. * @param attribs The current list of supported attribs
  9047. */
  9048. static PushAttributesForInstances(attribs: string[]): void;
  9049. /**
  9050. * Binds the light shadow information to the effect for the given mesh.
  9051. * @param light The light containing the generator
  9052. * @param scene The scene the lights belongs to
  9053. * @param mesh The mesh we are binding the information to render
  9054. * @param lightIndex The light index in the effect used to render the mesh
  9055. * @param effect The effect we are binding the data to
  9056. */
  9057. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  9058. /**
  9059. * Binds the light information to the effect.
  9060. * @param light The light containing the generator
  9061. * @param effect The effect we are binding the data to
  9062. * @param lightIndex The light index in the effect used to render
  9063. */
  9064. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9065. /**
  9066. * Binds the lights information from the scene to the effect for the given mesh.
  9067. * @param light Light to bind
  9068. * @param lightIndex Light index
  9069. * @param scene The scene where the light belongs to
  9070. * @param mesh The mesh we are binding the information to render
  9071. * @param effect The effect we are binding the data to
  9072. * @param useSpecular Defines if specular is supported
  9073. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9074. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9075. */
  9076. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9077. /**
  9078. * Binds the lights information from the scene to the effect for the given mesh.
  9079. * @param scene The scene the lights belongs to
  9080. * @param mesh The mesh we are binding the information to render
  9081. * @param effect The effect we are binding the data to
  9082. * @param defines The generated defines for the effect
  9083. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9084. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9085. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9086. */
  9087. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9088. private static _tempFogColor;
  9089. /**
  9090. * Binds the fog information from the scene to the effect for the given mesh.
  9091. * @param scene The scene the lights belongs to
  9092. * @param mesh The mesh we are binding the information to render
  9093. * @param effect The effect we are binding the data to
  9094. * @param linearSpace Defines if the fog effect is applied in linear space
  9095. */
  9096. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9097. /**
  9098. * Binds the bones information from the mesh to the effect.
  9099. * @param mesh The mesh we are binding the information to render
  9100. * @param effect The effect we are binding the data to
  9101. */
  9102. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9103. /**
  9104. * Binds the morph targets information from the mesh to the effect.
  9105. * @param abstractMesh The mesh we are binding the information to render
  9106. * @param effect The effect we are binding the data to
  9107. */
  9108. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9109. /**
  9110. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9111. * @param defines The generated defines used in the effect
  9112. * @param effect The effect we are binding the data to
  9113. * @param scene The scene we are willing to render with logarithmic scale for
  9114. */
  9115. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9116. /**
  9117. * Binds the clip plane information from the scene to the effect.
  9118. * @param scene The scene the clip plane information are extracted from
  9119. * @param effect The effect we are binding the data to
  9120. */
  9121. static BindClipPlane(effect: Effect, scene: Scene): void;
  9122. }
  9123. }
  9124. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9125. /** @hidden */
  9126. export var packingFunctions: {
  9127. name: string;
  9128. shader: string;
  9129. };
  9130. }
  9131. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9132. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9133. /** @hidden */
  9134. export var shadowMapPixelShader: {
  9135. name: string;
  9136. shader: string;
  9137. };
  9138. }
  9139. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9140. /** @hidden */
  9141. export var bonesDeclaration: {
  9142. name: string;
  9143. shader: string;
  9144. };
  9145. }
  9146. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9147. /** @hidden */
  9148. export var morphTargetsVertexGlobalDeclaration: {
  9149. name: string;
  9150. shader: string;
  9151. };
  9152. }
  9153. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9154. /** @hidden */
  9155. export var morphTargetsVertexDeclaration: {
  9156. name: string;
  9157. shader: string;
  9158. };
  9159. }
  9160. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9161. /** @hidden */
  9162. export var instancesDeclaration: {
  9163. name: string;
  9164. shader: string;
  9165. };
  9166. }
  9167. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9168. /** @hidden */
  9169. export var helperFunctions: {
  9170. name: string;
  9171. shader: string;
  9172. };
  9173. }
  9174. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9175. /** @hidden */
  9176. export var morphTargetsVertex: {
  9177. name: string;
  9178. shader: string;
  9179. };
  9180. }
  9181. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9182. /** @hidden */
  9183. export var instancesVertex: {
  9184. name: string;
  9185. shader: string;
  9186. };
  9187. }
  9188. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9189. /** @hidden */
  9190. export var bonesVertex: {
  9191. name: string;
  9192. shader: string;
  9193. };
  9194. }
  9195. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9196. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9197. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9198. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9199. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9200. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9201. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9202. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9203. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9204. /** @hidden */
  9205. export var shadowMapVertexShader: {
  9206. name: string;
  9207. shader: string;
  9208. };
  9209. }
  9210. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9211. /** @hidden */
  9212. export var depthBoxBlurPixelShader: {
  9213. name: string;
  9214. shader: string;
  9215. };
  9216. }
  9217. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9218. import { Nullable } from "babylonjs/types";
  9219. import { Scene } from "babylonjs/scene";
  9220. import { Matrix } from "babylonjs/Maths/math.vector";
  9221. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9222. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9223. import { Mesh } from "babylonjs/Meshes/mesh";
  9224. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9225. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9226. import { Effect } from "babylonjs/Materials/effect";
  9227. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9228. import "babylonjs/Shaders/shadowMap.fragment";
  9229. import "babylonjs/Shaders/shadowMap.vertex";
  9230. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9231. import { Observable } from "babylonjs/Misc/observable";
  9232. /**
  9233. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9234. */
  9235. export interface ICustomShaderOptions {
  9236. /**
  9237. * Gets or sets the custom shader name to use
  9238. */
  9239. shaderName: string;
  9240. /**
  9241. * The list of attribute names used in the shader
  9242. */
  9243. attributes?: string[];
  9244. /**
  9245. * The list of unifrom names used in the shader
  9246. */
  9247. uniforms?: string[];
  9248. /**
  9249. * The list of sampler names used in the shader
  9250. */
  9251. samplers?: string[];
  9252. /**
  9253. * The list of defines used in the shader
  9254. */
  9255. defines?: string[];
  9256. }
  9257. /**
  9258. * Interface to implement to create a shadow generator compatible with BJS.
  9259. */
  9260. export interface IShadowGenerator {
  9261. /**
  9262. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9263. * @returns The render target texture if present otherwise, null
  9264. */
  9265. getShadowMap(): Nullable<RenderTargetTexture>;
  9266. /**
  9267. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9268. * @returns The render target texture if the shadow map is present otherwise, null
  9269. */
  9270. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9271. /**
  9272. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9273. * @param subMesh The submesh we want to render in the shadow map
  9274. * @param useInstances Defines wether will draw in the map using instances
  9275. * @returns true if ready otherwise, false
  9276. */
  9277. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9278. /**
  9279. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9280. * @param defines Defines of the material we want to update
  9281. * @param lightIndex Index of the light in the enabled light list of the material
  9282. */
  9283. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9284. /**
  9285. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9286. * defined in the generator but impacting the effect).
  9287. * It implies the unifroms available on the materials are the standard BJS ones.
  9288. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9289. * @param effect The effect we are binfing the information for
  9290. */
  9291. bindShadowLight(lightIndex: string, effect: Effect): void;
  9292. /**
  9293. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9294. * (eq to shadow prjection matrix * light transform matrix)
  9295. * @returns The transform matrix used to create the shadow map
  9296. */
  9297. getTransformMatrix(): Matrix;
  9298. /**
  9299. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9300. * Cube and 2D textures for instance.
  9301. */
  9302. recreateShadowMap(): void;
  9303. /**
  9304. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9305. * @param onCompiled Callback triggered at the and of the effects compilation
  9306. * @param options Sets of optional options forcing the compilation with different modes
  9307. */
  9308. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9309. useInstances: boolean;
  9310. }>): void;
  9311. /**
  9312. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9313. * @param options Sets of optional options forcing the compilation with different modes
  9314. * @returns A promise that resolves when the compilation completes
  9315. */
  9316. forceCompilationAsync(options?: Partial<{
  9317. useInstances: boolean;
  9318. }>): Promise<void>;
  9319. /**
  9320. * Serializes the shadow generator setup to a json object.
  9321. * @returns The serialized JSON object
  9322. */
  9323. serialize(): any;
  9324. /**
  9325. * Disposes the Shadow map and related Textures and effects.
  9326. */
  9327. dispose(): void;
  9328. }
  9329. /**
  9330. * Default implementation IShadowGenerator.
  9331. * This is the main object responsible of generating shadows in the framework.
  9332. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9333. */
  9334. export class ShadowGenerator implements IShadowGenerator {
  9335. /**
  9336. * Shadow generator mode None: no filtering applied.
  9337. */
  9338. static readonly FILTER_NONE: number;
  9339. /**
  9340. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9341. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9342. */
  9343. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9344. /**
  9345. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9346. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9347. */
  9348. static readonly FILTER_POISSONSAMPLING: number;
  9349. /**
  9350. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9351. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9352. */
  9353. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9354. /**
  9355. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9356. * edge artifacts on steep falloff.
  9357. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9358. */
  9359. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9360. /**
  9361. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9362. * edge artifacts on steep falloff.
  9363. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9364. */
  9365. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9366. /**
  9367. * Shadow generator mode PCF: Percentage Closer Filtering
  9368. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9369. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9370. */
  9371. static readonly FILTER_PCF: number;
  9372. /**
  9373. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9374. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9375. * Contact Hardening
  9376. */
  9377. static readonly FILTER_PCSS: number;
  9378. /**
  9379. * Reserved for PCF and PCSS
  9380. * Highest Quality.
  9381. *
  9382. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9383. *
  9384. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9385. */
  9386. static readonly QUALITY_HIGH: number;
  9387. /**
  9388. * Reserved for PCF and PCSS
  9389. * Good tradeoff for quality/perf cross devices
  9390. *
  9391. * Execute PCF on a 3*3 kernel.
  9392. *
  9393. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9394. */
  9395. static readonly QUALITY_MEDIUM: number;
  9396. /**
  9397. * Reserved for PCF and PCSS
  9398. * The lowest quality but the fastest.
  9399. *
  9400. * Execute PCF on a 1*1 kernel.
  9401. *
  9402. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9403. */
  9404. static readonly QUALITY_LOW: number;
  9405. /** Gets or sets the custom shader name to use */
  9406. customShaderOptions: ICustomShaderOptions;
  9407. /**
  9408. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9409. */
  9410. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9411. /**
  9412. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9413. */
  9414. onAfterShadowMapRenderObservable: Observable<Effect>;
  9415. /**
  9416. * Observable triggered before a mesh is rendered in the shadow map.
  9417. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9418. */
  9419. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9420. /**
  9421. * Observable triggered after a mesh is rendered in the shadow map.
  9422. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9423. */
  9424. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9425. private _bias;
  9426. /**
  9427. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9428. */
  9429. /**
  9430. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9431. */
  9432. bias: number;
  9433. private _normalBias;
  9434. /**
  9435. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9436. */
  9437. /**
  9438. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9439. */
  9440. normalBias: number;
  9441. private _blurBoxOffset;
  9442. /**
  9443. * Gets the blur box offset: offset applied during the blur pass.
  9444. * Only useful if useKernelBlur = false
  9445. */
  9446. /**
  9447. * Sets the blur box offset: offset applied during the blur pass.
  9448. * Only useful if useKernelBlur = false
  9449. */
  9450. blurBoxOffset: number;
  9451. private _blurScale;
  9452. /**
  9453. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9454. * 2 means half of the size.
  9455. */
  9456. /**
  9457. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9458. * 2 means half of the size.
  9459. */
  9460. blurScale: number;
  9461. private _blurKernel;
  9462. /**
  9463. * Gets the blur kernel: kernel size of the blur pass.
  9464. * Only useful if useKernelBlur = true
  9465. */
  9466. /**
  9467. * Sets the blur kernel: kernel size of the blur pass.
  9468. * Only useful if useKernelBlur = true
  9469. */
  9470. blurKernel: number;
  9471. private _useKernelBlur;
  9472. /**
  9473. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9474. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9475. */
  9476. /**
  9477. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9478. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9479. */
  9480. useKernelBlur: boolean;
  9481. private _depthScale;
  9482. /**
  9483. * Gets the depth scale used in ESM mode.
  9484. */
  9485. /**
  9486. * Sets the depth scale used in ESM mode.
  9487. * This can override the scale stored on the light.
  9488. */
  9489. depthScale: number;
  9490. private _filter;
  9491. /**
  9492. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9493. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9494. */
  9495. /**
  9496. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9497. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9498. */
  9499. filter: number;
  9500. /**
  9501. * Gets if the current filter is set to Poisson Sampling.
  9502. */
  9503. /**
  9504. * Sets the current filter to Poisson Sampling.
  9505. */
  9506. usePoissonSampling: boolean;
  9507. /**
  9508. * Gets if the current filter is set to ESM.
  9509. */
  9510. /**
  9511. * Sets the current filter is to ESM.
  9512. */
  9513. useExponentialShadowMap: boolean;
  9514. /**
  9515. * Gets if the current filter is set to filtered ESM.
  9516. */
  9517. /**
  9518. * Gets if the current filter is set to filtered ESM.
  9519. */
  9520. useBlurExponentialShadowMap: boolean;
  9521. /**
  9522. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9523. * exponential to prevent steep falloff artifacts).
  9524. */
  9525. /**
  9526. * Sets the current filter to "close ESM" (using the inverse of the
  9527. * exponential to prevent steep falloff artifacts).
  9528. */
  9529. useCloseExponentialShadowMap: boolean;
  9530. /**
  9531. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9532. * exponential to prevent steep falloff artifacts).
  9533. */
  9534. /**
  9535. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9536. * exponential to prevent steep falloff artifacts).
  9537. */
  9538. useBlurCloseExponentialShadowMap: boolean;
  9539. /**
  9540. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9541. */
  9542. /**
  9543. * Sets the current filter to "PCF" (percentage closer filtering).
  9544. */
  9545. usePercentageCloserFiltering: boolean;
  9546. private _filteringQuality;
  9547. /**
  9548. * Gets the PCF or PCSS Quality.
  9549. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9550. */
  9551. /**
  9552. * Sets the PCF or PCSS Quality.
  9553. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9554. */
  9555. filteringQuality: number;
  9556. /**
  9557. * Gets if the current filter is set to "PCSS" (contact hardening).
  9558. */
  9559. /**
  9560. * Sets the current filter to "PCSS" (contact hardening).
  9561. */
  9562. useContactHardeningShadow: boolean;
  9563. private _contactHardeningLightSizeUVRatio;
  9564. /**
  9565. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9566. * Using a ratio helps keeping shape stability independently of the map size.
  9567. *
  9568. * It does not account for the light projection as it was having too much
  9569. * instability during the light setup or during light position changes.
  9570. *
  9571. * Only valid if useContactHardeningShadow is true.
  9572. */
  9573. /**
  9574. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9575. * Using a ratio helps keeping shape stability independently of the map size.
  9576. *
  9577. * It does not account for the light projection as it was having too much
  9578. * instability during the light setup or during light position changes.
  9579. *
  9580. * Only valid if useContactHardeningShadow is true.
  9581. */
  9582. contactHardeningLightSizeUVRatio: number;
  9583. private _darkness;
  9584. /** Gets or sets the actual darkness of a shadow */
  9585. darkness: number;
  9586. /**
  9587. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9588. * 0 means strongest and 1 would means no shadow.
  9589. * @returns the darkness.
  9590. */
  9591. getDarkness(): number;
  9592. /**
  9593. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9594. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9595. * @returns the shadow generator allowing fluent coding.
  9596. */
  9597. setDarkness(darkness: number): ShadowGenerator;
  9598. private _transparencyShadow;
  9599. /** Gets or sets the ability to have transparent shadow */
  9600. transparencyShadow: boolean;
  9601. /**
  9602. * Sets the ability to have transparent shadow (boolean).
  9603. * @param transparent True if transparent else False
  9604. * @returns the shadow generator allowing fluent coding
  9605. */
  9606. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9607. private _shadowMap;
  9608. private _shadowMap2;
  9609. /**
  9610. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9611. * @returns The render target texture if present otherwise, null
  9612. */
  9613. getShadowMap(): Nullable<RenderTargetTexture>;
  9614. /**
  9615. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9616. * @returns The render target texture if the shadow map is present otherwise, null
  9617. */
  9618. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9619. /**
  9620. * Gets the class name of that object
  9621. * @returns "ShadowGenerator"
  9622. */
  9623. getClassName(): string;
  9624. /**
  9625. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9626. * @param mesh Mesh to add
  9627. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9628. * @returns the Shadow Generator itself
  9629. */
  9630. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9631. /**
  9632. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9633. * @param mesh Mesh to remove
  9634. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9635. * @returns the Shadow Generator itself
  9636. */
  9637. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9638. /**
  9639. * Controls the extent to which the shadows fade out at the edge of the frustum
  9640. * Used only by directionals and spots
  9641. */
  9642. frustumEdgeFalloff: number;
  9643. private _light;
  9644. /**
  9645. * Returns the associated light object.
  9646. * @returns the light generating the shadow
  9647. */
  9648. getLight(): IShadowLight;
  9649. /**
  9650. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9651. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9652. * It might on the other hand introduce peter panning.
  9653. */
  9654. forceBackFacesOnly: boolean;
  9655. private _scene;
  9656. private _lightDirection;
  9657. private _effect;
  9658. private _viewMatrix;
  9659. private _projectionMatrix;
  9660. private _transformMatrix;
  9661. private _cachedPosition;
  9662. private _cachedDirection;
  9663. private _cachedDefines;
  9664. private _currentRenderID;
  9665. private _boxBlurPostprocess;
  9666. private _kernelBlurXPostprocess;
  9667. private _kernelBlurYPostprocess;
  9668. private _blurPostProcesses;
  9669. private _mapSize;
  9670. private _currentFaceIndex;
  9671. private _currentFaceIndexCache;
  9672. private _textureType;
  9673. private _defaultTextureMatrix;
  9674. /** @hidden */
  9675. static _SceneComponentInitialization: (scene: Scene) => void;
  9676. /**
  9677. * Creates a ShadowGenerator object.
  9678. * A ShadowGenerator is the required tool to use the shadows.
  9679. * Each light casting shadows needs to use its own ShadowGenerator.
  9680. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9681. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9682. * @param light The light object generating the shadows.
  9683. * @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.
  9684. */
  9685. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9686. private _initializeGenerator;
  9687. private _initializeShadowMap;
  9688. private _initializeBlurRTTAndPostProcesses;
  9689. private _renderForShadowMap;
  9690. private _renderSubMeshForShadowMap;
  9691. private _applyFilterValues;
  9692. /**
  9693. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9694. * @param onCompiled Callback triggered at the and of the effects compilation
  9695. * @param options Sets of optional options forcing the compilation with different modes
  9696. */
  9697. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9698. useInstances: boolean;
  9699. }>): void;
  9700. /**
  9701. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9702. * @param options Sets of optional options forcing the compilation with different modes
  9703. * @returns A promise that resolves when the compilation completes
  9704. */
  9705. forceCompilationAsync(options?: Partial<{
  9706. useInstances: boolean;
  9707. }>): Promise<void>;
  9708. /**
  9709. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9710. * @param subMesh The submesh we want to render in the shadow map
  9711. * @param useInstances Defines wether will draw in the map using instances
  9712. * @returns true if ready otherwise, false
  9713. */
  9714. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9715. /**
  9716. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9717. * @param defines Defines of the material we want to update
  9718. * @param lightIndex Index of the light in the enabled light list of the material
  9719. */
  9720. prepareDefines(defines: any, lightIndex: number): void;
  9721. /**
  9722. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9723. * defined in the generator but impacting the effect).
  9724. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9725. * @param effect The effect we are binfing the information for
  9726. */
  9727. bindShadowLight(lightIndex: string, effect: Effect): void;
  9728. /**
  9729. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9730. * (eq to shadow prjection matrix * light transform matrix)
  9731. * @returns The transform matrix used to create the shadow map
  9732. */
  9733. getTransformMatrix(): Matrix;
  9734. /**
  9735. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9736. * Cube and 2D textures for instance.
  9737. */
  9738. recreateShadowMap(): void;
  9739. private _disposeBlurPostProcesses;
  9740. private _disposeRTTandPostProcesses;
  9741. /**
  9742. * Disposes the ShadowGenerator.
  9743. * Returns nothing.
  9744. */
  9745. dispose(): void;
  9746. /**
  9747. * Serializes the shadow generator setup to a json object.
  9748. * @returns The serialized JSON object
  9749. */
  9750. serialize(): any;
  9751. /**
  9752. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9753. * @param parsedShadowGenerator The JSON object to parse
  9754. * @param scene The scene to create the shadow map for
  9755. * @returns The parsed shadow generator
  9756. */
  9757. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9758. }
  9759. }
  9760. declare module "babylonjs/Lights/light" {
  9761. import { Nullable } from "babylonjs/types";
  9762. import { Scene } from "babylonjs/scene";
  9763. import { Vector3 } from "babylonjs/Maths/math.vector";
  9764. import { Color3 } from "babylonjs/Maths/math.color";
  9765. import { Node } from "babylonjs/node";
  9766. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9767. import { Effect } from "babylonjs/Materials/effect";
  9768. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9769. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9770. /**
  9771. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9772. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9773. * 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.
  9774. */
  9775. export abstract class Light extends Node {
  9776. /**
  9777. * Falloff Default: light is falling off following the material specification:
  9778. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9779. */
  9780. static readonly FALLOFF_DEFAULT: number;
  9781. /**
  9782. * Falloff Physical: light is falling off following the inverse squared distance law.
  9783. */
  9784. static readonly FALLOFF_PHYSICAL: number;
  9785. /**
  9786. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9787. * to enhance interoperability with other engines.
  9788. */
  9789. static readonly FALLOFF_GLTF: number;
  9790. /**
  9791. * Falloff Standard: light is falling off like in the standard material
  9792. * to enhance interoperability with other materials.
  9793. */
  9794. static readonly FALLOFF_STANDARD: number;
  9795. /**
  9796. * If every light affecting the material is in this lightmapMode,
  9797. * material.lightmapTexture adds or multiplies
  9798. * (depends on material.useLightmapAsShadowmap)
  9799. * after every other light calculations.
  9800. */
  9801. static readonly LIGHTMAP_DEFAULT: number;
  9802. /**
  9803. * material.lightmapTexture as only diffuse lighting from this light
  9804. * adds only specular lighting from this light
  9805. * adds dynamic shadows
  9806. */
  9807. static readonly LIGHTMAP_SPECULAR: number;
  9808. /**
  9809. * material.lightmapTexture as only lighting
  9810. * no light calculation from this light
  9811. * only adds dynamic shadows from this light
  9812. */
  9813. static readonly LIGHTMAP_SHADOWSONLY: number;
  9814. /**
  9815. * Each light type uses the default quantity according to its type:
  9816. * point/spot lights use luminous intensity
  9817. * directional lights use illuminance
  9818. */
  9819. static readonly INTENSITYMODE_AUTOMATIC: number;
  9820. /**
  9821. * lumen (lm)
  9822. */
  9823. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9824. /**
  9825. * candela (lm/sr)
  9826. */
  9827. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9828. /**
  9829. * lux (lm/m^2)
  9830. */
  9831. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9832. /**
  9833. * nit (cd/m^2)
  9834. */
  9835. static readonly INTENSITYMODE_LUMINANCE: number;
  9836. /**
  9837. * Light type const id of the point light.
  9838. */
  9839. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9840. /**
  9841. * Light type const id of the directional light.
  9842. */
  9843. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9844. /**
  9845. * Light type const id of the spot light.
  9846. */
  9847. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9848. /**
  9849. * Light type const id of the hemispheric light.
  9850. */
  9851. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9852. /**
  9853. * Diffuse gives the basic color to an object.
  9854. */
  9855. diffuse: Color3;
  9856. /**
  9857. * Specular produces a highlight color on an object.
  9858. * Note: This is note affecting PBR materials.
  9859. */
  9860. specular: Color3;
  9861. /**
  9862. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9863. * falling off base on range or angle.
  9864. * This can be set to any values in Light.FALLOFF_x.
  9865. *
  9866. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9867. * other types of materials.
  9868. */
  9869. falloffType: number;
  9870. /**
  9871. * Strength of the light.
  9872. * Note: By default it is define in the framework own unit.
  9873. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9874. */
  9875. intensity: number;
  9876. private _range;
  9877. protected _inverseSquaredRange: number;
  9878. /**
  9879. * Defines how far from the source the light is impacting in scene units.
  9880. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9881. */
  9882. /**
  9883. * Defines how far from the source the light is impacting in scene units.
  9884. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9885. */
  9886. range: number;
  9887. /**
  9888. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  9889. * of light.
  9890. */
  9891. private _photometricScale;
  9892. private _intensityMode;
  9893. /**
  9894. * Gets the photometric scale used to interpret the intensity.
  9895. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9896. */
  9897. /**
  9898. * Sets the photometric scale used to interpret the intensity.
  9899. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9900. */
  9901. intensityMode: number;
  9902. private _radius;
  9903. /**
  9904. * Gets the light radius used by PBR Materials to simulate soft area lights.
  9905. */
  9906. /**
  9907. * sets the light radius used by PBR Materials to simulate soft area lights.
  9908. */
  9909. radius: number;
  9910. private _renderPriority;
  9911. /**
  9912. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  9913. * exceeding the number allowed of the materials.
  9914. */
  9915. renderPriority: number;
  9916. private _shadowEnabled;
  9917. /**
  9918. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9919. * the current shadow generator.
  9920. */
  9921. /**
  9922. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9923. * the current shadow generator.
  9924. */
  9925. shadowEnabled: boolean;
  9926. private _includedOnlyMeshes;
  9927. /**
  9928. * Gets the only meshes impacted by this light.
  9929. */
  9930. /**
  9931. * Sets the only meshes impacted by this light.
  9932. */
  9933. includedOnlyMeshes: AbstractMesh[];
  9934. private _excludedMeshes;
  9935. /**
  9936. * Gets the meshes not impacted by this light.
  9937. */
  9938. /**
  9939. * Sets the meshes not impacted by this light.
  9940. */
  9941. excludedMeshes: AbstractMesh[];
  9942. private _excludeWithLayerMask;
  9943. /**
  9944. * Gets the layer id use to find what meshes are not impacted by the light.
  9945. * Inactive if 0
  9946. */
  9947. /**
  9948. * Sets the layer id use to find what meshes are not impacted by the light.
  9949. * Inactive if 0
  9950. */
  9951. excludeWithLayerMask: number;
  9952. private _includeOnlyWithLayerMask;
  9953. /**
  9954. * Gets the layer id use to find what meshes are impacted by the light.
  9955. * Inactive if 0
  9956. */
  9957. /**
  9958. * Sets the layer id use to find what meshes are impacted by the light.
  9959. * Inactive if 0
  9960. */
  9961. includeOnlyWithLayerMask: number;
  9962. private _lightmapMode;
  9963. /**
  9964. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9965. */
  9966. /**
  9967. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9968. */
  9969. lightmapMode: number;
  9970. /**
  9971. * Shadow generator associted to the light.
  9972. * @hidden Internal use only.
  9973. */
  9974. _shadowGenerator: Nullable<IShadowGenerator>;
  9975. /**
  9976. * @hidden Internal use only.
  9977. */
  9978. _excludedMeshesIds: string[];
  9979. /**
  9980. * @hidden Internal use only.
  9981. */
  9982. _includedOnlyMeshesIds: string[];
  9983. /**
  9984. * The current light unifom buffer.
  9985. * @hidden Internal use only.
  9986. */
  9987. _uniformBuffer: UniformBuffer;
  9988. /**
  9989. * Creates a Light object in the scene.
  9990. * Documentation : https://doc.babylonjs.com/babylon101/lights
  9991. * @param name The firendly name of the light
  9992. * @param scene The scene the light belongs too
  9993. */
  9994. constructor(name: string, scene: Scene);
  9995. protected abstract _buildUniformLayout(): void;
  9996. /**
  9997. * Sets the passed Effect "effect" with the Light information.
  9998. * @param effect The effect to update
  9999. * @param lightIndex The index of the light in the effect to update
  10000. * @returns The light
  10001. */
  10002. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10003. /**
  10004. * Sets the passed Effect "effect" with the Light information.
  10005. * @param effect The effect to update
  10006. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10007. * @returns The light
  10008. */
  10009. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10010. /**
  10011. * Returns the string "Light".
  10012. * @returns the class name
  10013. */
  10014. getClassName(): string;
  10015. /** @hidden */
  10016. readonly _isLight: boolean;
  10017. /**
  10018. * Converts the light information to a readable string for debug purpose.
  10019. * @param fullDetails Supports for multiple levels of logging within scene loading
  10020. * @returns the human readable light info
  10021. */
  10022. toString(fullDetails?: boolean): string;
  10023. /** @hidden */
  10024. protected _syncParentEnabledState(): void;
  10025. /**
  10026. * Set the enabled state of this node.
  10027. * @param value - the new enabled state
  10028. */
  10029. setEnabled(value: boolean): void;
  10030. /**
  10031. * Returns the Light associated shadow generator if any.
  10032. * @return the associated shadow generator.
  10033. */
  10034. getShadowGenerator(): Nullable<IShadowGenerator>;
  10035. /**
  10036. * Returns a Vector3, the absolute light position in the World.
  10037. * @returns the world space position of the light
  10038. */
  10039. getAbsolutePosition(): Vector3;
  10040. /**
  10041. * Specifies if the light will affect the passed mesh.
  10042. * @param mesh The mesh to test against the light
  10043. * @return true the mesh is affected otherwise, false.
  10044. */
  10045. canAffectMesh(mesh: AbstractMesh): boolean;
  10046. /**
  10047. * Sort function to order lights for rendering.
  10048. * @param a First Light object to compare to second.
  10049. * @param b Second Light object to compare first.
  10050. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10051. */
  10052. static CompareLightsPriority(a: Light, b: Light): number;
  10053. /**
  10054. * Releases resources associated with this node.
  10055. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10056. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10057. */
  10058. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10059. /**
  10060. * Returns the light type ID (integer).
  10061. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10062. */
  10063. getTypeID(): number;
  10064. /**
  10065. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10066. * @returns the scaled intensity in intensity mode unit
  10067. */
  10068. getScaledIntensity(): number;
  10069. /**
  10070. * Returns a new Light object, named "name", from the current one.
  10071. * @param name The name of the cloned light
  10072. * @returns the new created light
  10073. */
  10074. clone(name: string): Nullable<Light>;
  10075. /**
  10076. * Serializes the current light into a Serialization object.
  10077. * @returns the serialized object.
  10078. */
  10079. serialize(): any;
  10080. /**
  10081. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10082. * This new light is named "name" and added to the passed scene.
  10083. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10084. * @param name The friendly name of the light
  10085. * @param scene The scene the new light will belong to
  10086. * @returns the constructor function
  10087. */
  10088. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10089. /**
  10090. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10091. * @param parsedLight The JSON representation of the light
  10092. * @param scene The scene to create the parsed light in
  10093. * @returns the created light after parsing
  10094. */
  10095. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10096. private _hookArrayForExcluded;
  10097. private _hookArrayForIncludedOnly;
  10098. private _resyncMeshes;
  10099. /**
  10100. * Forces the meshes to update their light related information in their rendering used effects
  10101. * @hidden Internal Use Only
  10102. */
  10103. _markMeshesAsLightDirty(): void;
  10104. /**
  10105. * Recomputes the cached photometric scale if needed.
  10106. */
  10107. private _computePhotometricScale;
  10108. /**
  10109. * Returns the Photometric Scale according to the light type and intensity mode.
  10110. */
  10111. private _getPhotometricScale;
  10112. /**
  10113. * Reorder the light in the scene according to their defined priority.
  10114. * @hidden Internal Use Only
  10115. */
  10116. _reorderLightsInScene(): void;
  10117. /**
  10118. * Prepares the list of defines specific to the light type.
  10119. * @param defines the list of defines
  10120. * @param lightIndex defines the index of the light for the effect
  10121. */
  10122. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10123. }
  10124. }
  10125. declare module "babylonjs/Actions/action" {
  10126. import { Observable } from "babylonjs/Misc/observable";
  10127. import { Condition } from "babylonjs/Actions/condition";
  10128. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10129. import { ActionManager } from "babylonjs/Actions/actionManager";
  10130. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10131. /**
  10132. * Interface used to define Action
  10133. */
  10134. export interface IAction {
  10135. /**
  10136. * Trigger for the action
  10137. */
  10138. trigger: number;
  10139. /** Options of the trigger */
  10140. triggerOptions: any;
  10141. /**
  10142. * Gets the trigger parameters
  10143. * @returns the trigger parameters
  10144. */
  10145. getTriggerParameter(): any;
  10146. /**
  10147. * Internal only - executes current action event
  10148. * @hidden
  10149. */
  10150. _executeCurrent(evt?: ActionEvent): void;
  10151. /**
  10152. * Serialize placeholder for child classes
  10153. * @param parent of child
  10154. * @returns the serialized object
  10155. */
  10156. serialize(parent: any): any;
  10157. /**
  10158. * Internal only
  10159. * @hidden
  10160. */
  10161. _prepare(): void;
  10162. /**
  10163. * Internal only - manager for action
  10164. * @hidden
  10165. */
  10166. _actionManager: AbstractActionManager;
  10167. /**
  10168. * Adds action to chain of actions, may be a DoNothingAction
  10169. * @param action defines the next action to execute
  10170. * @returns The action passed in
  10171. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10172. */
  10173. then(action: IAction): IAction;
  10174. }
  10175. /**
  10176. * The action to be carried out following a trigger
  10177. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10178. */
  10179. export class Action implements IAction {
  10180. /** the trigger, with or without parameters, for the action */
  10181. triggerOptions: any;
  10182. /**
  10183. * Trigger for the action
  10184. */
  10185. trigger: number;
  10186. /**
  10187. * Internal only - manager for action
  10188. * @hidden
  10189. */
  10190. _actionManager: ActionManager;
  10191. private _nextActiveAction;
  10192. private _child;
  10193. private _condition?;
  10194. private _triggerParameter;
  10195. /**
  10196. * An event triggered prior to action being executed.
  10197. */
  10198. onBeforeExecuteObservable: Observable<Action>;
  10199. /**
  10200. * Creates a new Action
  10201. * @param triggerOptions the trigger, with or without parameters, for the action
  10202. * @param condition an optional determinant of action
  10203. */
  10204. constructor(
  10205. /** the trigger, with or without parameters, for the action */
  10206. triggerOptions: any, condition?: Condition);
  10207. /**
  10208. * Internal only
  10209. * @hidden
  10210. */
  10211. _prepare(): void;
  10212. /**
  10213. * Gets the trigger parameters
  10214. * @returns the trigger parameters
  10215. */
  10216. getTriggerParameter(): any;
  10217. /**
  10218. * Internal only - executes current action event
  10219. * @hidden
  10220. */
  10221. _executeCurrent(evt?: ActionEvent): void;
  10222. /**
  10223. * Execute placeholder for child classes
  10224. * @param evt optional action event
  10225. */
  10226. execute(evt?: ActionEvent): void;
  10227. /**
  10228. * Skips to next active action
  10229. */
  10230. skipToNextActiveAction(): void;
  10231. /**
  10232. * Adds action to chain of actions, may be a DoNothingAction
  10233. * @param action defines the next action to execute
  10234. * @returns The action passed in
  10235. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10236. */
  10237. then(action: Action): Action;
  10238. /**
  10239. * Internal only
  10240. * @hidden
  10241. */
  10242. _getProperty(propertyPath: string): string;
  10243. /**
  10244. * Internal only
  10245. * @hidden
  10246. */
  10247. _getEffectiveTarget(target: any, propertyPath: string): any;
  10248. /**
  10249. * Serialize placeholder for child classes
  10250. * @param parent of child
  10251. * @returns the serialized object
  10252. */
  10253. serialize(parent: any): any;
  10254. /**
  10255. * Internal only called by serialize
  10256. * @hidden
  10257. */
  10258. protected _serialize(serializedAction: any, parent?: any): any;
  10259. /**
  10260. * Internal only
  10261. * @hidden
  10262. */
  10263. static _SerializeValueAsString: (value: any) => string;
  10264. /**
  10265. * Internal only
  10266. * @hidden
  10267. */
  10268. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10269. name: string;
  10270. targetType: string;
  10271. value: string;
  10272. };
  10273. }
  10274. }
  10275. declare module "babylonjs/Actions/condition" {
  10276. import { ActionManager } from "babylonjs/Actions/actionManager";
  10277. /**
  10278. * A Condition applied to an Action
  10279. */
  10280. export class Condition {
  10281. /**
  10282. * Internal only - manager for action
  10283. * @hidden
  10284. */
  10285. _actionManager: ActionManager;
  10286. /**
  10287. * Internal only
  10288. * @hidden
  10289. */
  10290. _evaluationId: number;
  10291. /**
  10292. * Internal only
  10293. * @hidden
  10294. */
  10295. _currentResult: boolean;
  10296. /**
  10297. * Creates a new Condition
  10298. * @param actionManager the manager of the action the condition is applied to
  10299. */
  10300. constructor(actionManager: ActionManager);
  10301. /**
  10302. * Check if the current condition is valid
  10303. * @returns a boolean
  10304. */
  10305. isValid(): boolean;
  10306. /**
  10307. * Internal only
  10308. * @hidden
  10309. */
  10310. _getProperty(propertyPath: string): string;
  10311. /**
  10312. * Internal only
  10313. * @hidden
  10314. */
  10315. _getEffectiveTarget(target: any, propertyPath: string): any;
  10316. /**
  10317. * Serialize placeholder for child classes
  10318. * @returns the serialized object
  10319. */
  10320. serialize(): any;
  10321. /**
  10322. * Internal only
  10323. * @hidden
  10324. */
  10325. protected _serialize(serializedCondition: any): any;
  10326. }
  10327. /**
  10328. * Defines specific conditional operators as extensions of Condition
  10329. */
  10330. export class ValueCondition extends Condition {
  10331. /** path to specify the property of the target the conditional operator uses */
  10332. propertyPath: string;
  10333. /** the value compared by the conditional operator against the current value of the property */
  10334. value: any;
  10335. /** the conditional operator, default ValueCondition.IsEqual */
  10336. operator: number;
  10337. /**
  10338. * Internal only
  10339. * @hidden
  10340. */
  10341. private static _IsEqual;
  10342. /**
  10343. * Internal only
  10344. * @hidden
  10345. */
  10346. private static _IsDifferent;
  10347. /**
  10348. * Internal only
  10349. * @hidden
  10350. */
  10351. private static _IsGreater;
  10352. /**
  10353. * Internal only
  10354. * @hidden
  10355. */
  10356. private static _IsLesser;
  10357. /**
  10358. * returns the number for IsEqual
  10359. */
  10360. static readonly IsEqual: number;
  10361. /**
  10362. * Returns the number for IsDifferent
  10363. */
  10364. static readonly IsDifferent: number;
  10365. /**
  10366. * Returns the number for IsGreater
  10367. */
  10368. static readonly IsGreater: number;
  10369. /**
  10370. * Returns the number for IsLesser
  10371. */
  10372. static readonly IsLesser: number;
  10373. /**
  10374. * Internal only The action manager for the condition
  10375. * @hidden
  10376. */
  10377. _actionManager: ActionManager;
  10378. /**
  10379. * Internal only
  10380. * @hidden
  10381. */
  10382. private _target;
  10383. /**
  10384. * Internal only
  10385. * @hidden
  10386. */
  10387. private _effectiveTarget;
  10388. /**
  10389. * Internal only
  10390. * @hidden
  10391. */
  10392. private _property;
  10393. /**
  10394. * Creates a new ValueCondition
  10395. * @param actionManager manager for the action the condition applies to
  10396. * @param target for the action
  10397. * @param propertyPath path to specify the property of the target the conditional operator uses
  10398. * @param value the value compared by the conditional operator against the current value of the property
  10399. * @param operator the conditional operator, default ValueCondition.IsEqual
  10400. */
  10401. constructor(actionManager: ActionManager, target: any,
  10402. /** path to specify the property of the target the conditional operator uses */
  10403. propertyPath: string,
  10404. /** the value compared by the conditional operator against the current value of the property */
  10405. value: any,
  10406. /** the conditional operator, default ValueCondition.IsEqual */
  10407. operator?: number);
  10408. /**
  10409. * Compares the given value with the property value for the specified conditional operator
  10410. * @returns the result of the comparison
  10411. */
  10412. isValid(): boolean;
  10413. /**
  10414. * Serialize the ValueCondition into a JSON compatible object
  10415. * @returns serialization object
  10416. */
  10417. serialize(): any;
  10418. /**
  10419. * Gets the name of the conditional operator for the ValueCondition
  10420. * @param operator the conditional operator
  10421. * @returns the name
  10422. */
  10423. static GetOperatorName(operator: number): string;
  10424. }
  10425. /**
  10426. * Defines a predicate condition as an extension of Condition
  10427. */
  10428. export class PredicateCondition extends Condition {
  10429. /** defines the predicate function used to validate the condition */
  10430. predicate: () => boolean;
  10431. /**
  10432. * Internal only - manager for action
  10433. * @hidden
  10434. */
  10435. _actionManager: ActionManager;
  10436. /**
  10437. * Creates a new PredicateCondition
  10438. * @param actionManager manager for the action the condition applies to
  10439. * @param predicate defines the predicate function used to validate the condition
  10440. */
  10441. constructor(actionManager: ActionManager,
  10442. /** defines the predicate function used to validate the condition */
  10443. predicate: () => boolean);
  10444. /**
  10445. * @returns the validity of the predicate condition
  10446. */
  10447. isValid(): boolean;
  10448. }
  10449. /**
  10450. * Defines a state condition as an extension of Condition
  10451. */
  10452. export class StateCondition extends Condition {
  10453. /** Value to compare with target state */
  10454. value: string;
  10455. /**
  10456. * Internal only - manager for action
  10457. * @hidden
  10458. */
  10459. _actionManager: ActionManager;
  10460. /**
  10461. * Internal only
  10462. * @hidden
  10463. */
  10464. private _target;
  10465. /**
  10466. * Creates a new StateCondition
  10467. * @param actionManager manager for the action the condition applies to
  10468. * @param target of the condition
  10469. * @param value to compare with target state
  10470. */
  10471. constructor(actionManager: ActionManager, target: any,
  10472. /** Value to compare with target state */
  10473. value: string);
  10474. /**
  10475. * Gets a boolean indicating if the current condition is met
  10476. * @returns the validity of the state
  10477. */
  10478. isValid(): boolean;
  10479. /**
  10480. * Serialize the StateCondition into a JSON compatible object
  10481. * @returns serialization object
  10482. */
  10483. serialize(): any;
  10484. }
  10485. }
  10486. declare module "babylonjs/Actions/directActions" {
  10487. import { Action } from "babylonjs/Actions/action";
  10488. import { Condition } from "babylonjs/Actions/condition";
  10489. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10490. /**
  10491. * This defines an action responsible to toggle a boolean once triggered.
  10492. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10493. */
  10494. export class SwitchBooleanAction extends Action {
  10495. /**
  10496. * The path to the boolean property in the target object
  10497. */
  10498. propertyPath: string;
  10499. private _target;
  10500. private _effectiveTarget;
  10501. private _property;
  10502. /**
  10503. * Instantiate the action
  10504. * @param triggerOptions defines the trigger options
  10505. * @param target defines the object containing the boolean
  10506. * @param propertyPath defines the path to the boolean property in the target object
  10507. * @param condition defines the trigger related conditions
  10508. */
  10509. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10510. /** @hidden */
  10511. _prepare(): void;
  10512. /**
  10513. * Execute the action toggle the boolean value.
  10514. */
  10515. execute(): void;
  10516. /**
  10517. * Serializes the actions and its related information.
  10518. * @param parent defines the object to serialize in
  10519. * @returns the serialized object
  10520. */
  10521. serialize(parent: any): any;
  10522. }
  10523. /**
  10524. * This defines an action responsible to set a the state field of the target
  10525. * to a desired value once triggered.
  10526. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10527. */
  10528. export class SetStateAction extends Action {
  10529. /**
  10530. * The value to store in the state field.
  10531. */
  10532. value: string;
  10533. private _target;
  10534. /**
  10535. * Instantiate the action
  10536. * @param triggerOptions defines the trigger options
  10537. * @param target defines the object containing the state property
  10538. * @param value defines the value to store in the state field
  10539. * @param condition defines the trigger related conditions
  10540. */
  10541. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10542. /**
  10543. * Execute the action and store the value on the target state property.
  10544. */
  10545. execute(): void;
  10546. /**
  10547. * Serializes the actions and its related information.
  10548. * @param parent defines the object to serialize in
  10549. * @returns the serialized object
  10550. */
  10551. serialize(parent: any): any;
  10552. }
  10553. /**
  10554. * This defines an action responsible to set a property of the target
  10555. * to a desired value once triggered.
  10556. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10557. */
  10558. export class SetValueAction extends Action {
  10559. /**
  10560. * The path of the property to set in the target.
  10561. */
  10562. propertyPath: string;
  10563. /**
  10564. * The value to set in the property
  10565. */
  10566. value: any;
  10567. private _target;
  10568. private _effectiveTarget;
  10569. private _property;
  10570. /**
  10571. * Instantiate the action
  10572. * @param triggerOptions defines the trigger options
  10573. * @param target defines the object containing the property
  10574. * @param propertyPath defines the path of the property to set in the target
  10575. * @param value defines the value to set in the property
  10576. * @param condition defines the trigger related conditions
  10577. */
  10578. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10579. /** @hidden */
  10580. _prepare(): void;
  10581. /**
  10582. * Execute the action and set the targetted property to the desired value.
  10583. */
  10584. execute(): void;
  10585. /**
  10586. * Serializes the actions and its related information.
  10587. * @param parent defines the object to serialize in
  10588. * @returns the serialized object
  10589. */
  10590. serialize(parent: any): any;
  10591. }
  10592. /**
  10593. * This defines an action responsible to increment the target value
  10594. * to a desired value once triggered.
  10595. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10596. */
  10597. export class IncrementValueAction extends Action {
  10598. /**
  10599. * The path of the property to increment in the target.
  10600. */
  10601. propertyPath: string;
  10602. /**
  10603. * The value we should increment the property by.
  10604. */
  10605. value: any;
  10606. private _target;
  10607. private _effectiveTarget;
  10608. private _property;
  10609. /**
  10610. * Instantiate the action
  10611. * @param triggerOptions defines the trigger options
  10612. * @param target defines the object containing the property
  10613. * @param propertyPath defines the path of the property to increment in the target
  10614. * @param value defines the value value we should increment the property by
  10615. * @param condition defines the trigger related conditions
  10616. */
  10617. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10618. /** @hidden */
  10619. _prepare(): void;
  10620. /**
  10621. * Execute the action and increment the target of the value amount.
  10622. */
  10623. execute(): void;
  10624. /**
  10625. * Serializes the actions and its related information.
  10626. * @param parent defines the object to serialize in
  10627. * @returns the serialized object
  10628. */
  10629. serialize(parent: any): any;
  10630. }
  10631. /**
  10632. * This defines an action responsible to start an animation once triggered.
  10633. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10634. */
  10635. export class PlayAnimationAction extends Action {
  10636. /**
  10637. * Where the animation should start (animation frame)
  10638. */
  10639. from: number;
  10640. /**
  10641. * Where the animation should stop (animation frame)
  10642. */
  10643. to: number;
  10644. /**
  10645. * Define if the animation should loop or stop after the first play.
  10646. */
  10647. loop?: boolean;
  10648. private _target;
  10649. /**
  10650. * Instantiate the action
  10651. * @param triggerOptions defines the trigger options
  10652. * @param target defines the target animation or animation name
  10653. * @param from defines from where the animation should start (animation frame)
  10654. * @param end defines where the animation should stop (animation frame)
  10655. * @param loop defines if the animation should loop or stop after the first play
  10656. * @param condition defines the trigger related conditions
  10657. */
  10658. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10659. /** @hidden */
  10660. _prepare(): void;
  10661. /**
  10662. * Execute the action and play the animation.
  10663. */
  10664. execute(): void;
  10665. /**
  10666. * Serializes the actions and its related information.
  10667. * @param parent defines the object to serialize in
  10668. * @returns the serialized object
  10669. */
  10670. serialize(parent: any): any;
  10671. }
  10672. /**
  10673. * This defines an action responsible to stop an animation once triggered.
  10674. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10675. */
  10676. export class StopAnimationAction extends Action {
  10677. private _target;
  10678. /**
  10679. * Instantiate the action
  10680. * @param triggerOptions defines the trigger options
  10681. * @param target defines the target animation or animation name
  10682. * @param condition defines the trigger related conditions
  10683. */
  10684. constructor(triggerOptions: any, target: any, condition?: Condition);
  10685. /** @hidden */
  10686. _prepare(): void;
  10687. /**
  10688. * Execute the action and stop the animation.
  10689. */
  10690. execute(): void;
  10691. /**
  10692. * Serializes the actions and its related information.
  10693. * @param parent defines the object to serialize in
  10694. * @returns the serialized object
  10695. */
  10696. serialize(parent: any): any;
  10697. }
  10698. /**
  10699. * This defines an action responsible that does nothing once triggered.
  10700. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10701. */
  10702. export class DoNothingAction extends Action {
  10703. /**
  10704. * Instantiate the action
  10705. * @param triggerOptions defines the trigger options
  10706. * @param condition defines the trigger related conditions
  10707. */
  10708. constructor(triggerOptions?: any, condition?: Condition);
  10709. /**
  10710. * Execute the action and do nothing.
  10711. */
  10712. execute(): void;
  10713. /**
  10714. * Serializes the actions and its related information.
  10715. * @param parent defines the object to serialize in
  10716. * @returns the serialized object
  10717. */
  10718. serialize(parent: any): any;
  10719. }
  10720. /**
  10721. * This defines an action responsible to trigger several actions once triggered.
  10722. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10723. */
  10724. export class CombineAction extends Action {
  10725. /**
  10726. * The list of aggregated animations to run.
  10727. */
  10728. children: Action[];
  10729. /**
  10730. * Instantiate the action
  10731. * @param triggerOptions defines the trigger options
  10732. * @param children defines the list of aggregated animations to run
  10733. * @param condition defines the trigger related conditions
  10734. */
  10735. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10736. /** @hidden */
  10737. _prepare(): void;
  10738. /**
  10739. * Execute the action and executes all the aggregated actions.
  10740. */
  10741. execute(evt: ActionEvent): void;
  10742. /**
  10743. * Serializes the actions and its related information.
  10744. * @param parent defines the object to serialize in
  10745. * @returns the serialized object
  10746. */
  10747. serialize(parent: any): any;
  10748. }
  10749. /**
  10750. * This defines an action responsible to run code (external event) once triggered.
  10751. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10752. */
  10753. export class ExecuteCodeAction extends Action {
  10754. /**
  10755. * The callback function to run.
  10756. */
  10757. func: (evt: ActionEvent) => void;
  10758. /**
  10759. * Instantiate the action
  10760. * @param triggerOptions defines the trigger options
  10761. * @param func defines the callback function to run
  10762. * @param condition defines the trigger related conditions
  10763. */
  10764. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10765. /**
  10766. * Execute the action and run the attached code.
  10767. */
  10768. execute(evt: ActionEvent): void;
  10769. }
  10770. /**
  10771. * This defines an action responsible to set the parent property of the target once triggered.
  10772. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10773. */
  10774. export class SetParentAction extends Action {
  10775. private _parent;
  10776. private _target;
  10777. /**
  10778. * Instantiate the action
  10779. * @param triggerOptions defines the trigger options
  10780. * @param target defines the target containing the parent property
  10781. * @param parent defines from where the animation should start (animation frame)
  10782. * @param condition defines the trigger related conditions
  10783. */
  10784. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10785. /** @hidden */
  10786. _prepare(): void;
  10787. /**
  10788. * Execute the action and set the parent property.
  10789. */
  10790. execute(): void;
  10791. /**
  10792. * Serializes the actions and its related information.
  10793. * @param parent defines the object to serialize in
  10794. * @returns the serialized object
  10795. */
  10796. serialize(parent: any): any;
  10797. }
  10798. }
  10799. declare module "babylonjs/Actions/actionManager" {
  10800. import { Nullable } from "babylonjs/types";
  10801. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10802. import { Scene } from "babylonjs/scene";
  10803. import { IAction } from "babylonjs/Actions/action";
  10804. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10805. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10806. /**
  10807. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10808. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10809. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10810. */
  10811. export class ActionManager extends AbstractActionManager {
  10812. /**
  10813. * Nothing
  10814. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10815. */
  10816. static readonly NothingTrigger: number;
  10817. /**
  10818. * On pick
  10819. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10820. */
  10821. static readonly OnPickTrigger: number;
  10822. /**
  10823. * On left pick
  10824. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10825. */
  10826. static readonly OnLeftPickTrigger: number;
  10827. /**
  10828. * On right pick
  10829. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10830. */
  10831. static readonly OnRightPickTrigger: number;
  10832. /**
  10833. * On center pick
  10834. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10835. */
  10836. static readonly OnCenterPickTrigger: number;
  10837. /**
  10838. * On pick down
  10839. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10840. */
  10841. static readonly OnPickDownTrigger: number;
  10842. /**
  10843. * On double pick
  10844. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10845. */
  10846. static readonly OnDoublePickTrigger: number;
  10847. /**
  10848. * On pick up
  10849. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10850. */
  10851. static readonly OnPickUpTrigger: number;
  10852. /**
  10853. * On pick out.
  10854. * This trigger will only be raised if you also declared a OnPickDown
  10855. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10856. */
  10857. static readonly OnPickOutTrigger: number;
  10858. /**
  10859. * On long press
  10860. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10861. */
  10862. static readonly OnLongPressTrigger: number;
  10863. /**
  10864. * On pointer over
  10865. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10866. */
  10867. static readonly OnPointerOverTrigger: number;
  10868. /**
  10869. * On pointer out
  10870. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10871. */
  10872. static readonly OnPointerOutTrigger: number;
  10873. /**
  10874. * On every frame
  10875. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10876. */
  10877. static readonly OnEveryFrameTrigger: number;
  10878. /**
  10879. * On intersection enter
  10880. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10881. */
  10882. static readonly OnIntersectionEnterTrigger: number;
  10883. /**
  10884. * On intersection exit
  10885. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10886. */
  10887. static readonly OnIntersectionExitTrigger: number;
  10888. /**
  10889. * On key down
  10890. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10891. */
  10892. static readonly OnKeyDownTrigger: number;
  10893. /**
  10894. * On key up
  10895. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10896. */
  10897. static readonly OnKeyUpTrigger: number;
  10898. private _scene;
  10899. /**
  10900. * Creates a new action manager
  10901. * @param scene defines the hosting scene
  10902. */
  10903. constructor(scene: Scene);
  10904. /**
  10905. * Releases all associated resources
  10906. */
  10907. dispose(): void;
  10908. /**
  10909. * Gets hosting scene
  10910. * @returns the hosting scene
  10911. */
  10912. getScene(): Scene;
  10913. /**
  10914. * Does this action manager handles actions of any of the given triggers
  10915. * @param triggers defines the triggers to be tested
  10916. * @return a boolean indicating whether one (or more) of the triggers is handled
  10917. */
  10918. hasSpecificTriggers(triggers: number[]): boolean;
  10919. /**
  10920. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  10921. * speed.
  10922. * @param triggerA defines the trigger to be tested
  10923. * @param triggerB defines the trigger to be tested
  10924. * @return a boolean indicating whether one (or more) of the triggers is handled
  10925. */
  10926. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  10927. /**
  10928. * Does this action manager handles actions of a given trigger
  10929. * @param trigger defines the trigger to be tested
  10930. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  10931. * @return whether the trigger is handled
  10932. */
  10933. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  10934. /**
  10935. * Does this action manager has pointer triggers
  10936. */
  10937. readonly hasPointerTriggers: boolean;
  10938. /**
  10939. * Does this action manager has pick triggers
  10940. */
  10941. readonly hasPickTriggers: boolean;
  10942. /**
  10943. * Registers an action to this action manager
  10944. * @param action defines the action to be registered
  10945. * @return the action amended (prepared) after registration
  10946. */
  10947. registerAction(action: IAction): Nullable<IAction>;
  10948. /**
  10949. * Unregisters an action to this action manager
  10950. * @param action defines the action to be unregistered
  10951. * @return a boolean indicating whether the action has been unregistered
  10952. */
  10953. unregisterAction(action: IAction): Boolean;
  10954. /**
  10955. * Process a specific trigger
  10956. * @param trigger defines the trigger to process
  10957. * @param evt defines the event details to be processed
  10958. */
  10959. processTrigger(trigger: number, evt?: IActionEvent): void;
  10960. /** @hidden */
  10961. _getEffectiveTarget(target: any, propertyPath: string): any;
  10962. /** @hidden */
  10963. _getProperty(propertyPath: string): string;
  10964. /**
  10965. * Serialize this manager to a JSON object
  10966. * @param name defines the property name to store this manager
  10967. * @returns a JSON representation of this manager
  10968. */
  10969. serialize(name: string): any;
  10970. /**
  10971. * Creates a new ActionManager from a JSON data
  10972. * @param parsedActions defines the JSON data to read from
  10973. * @param object defines the hosting mesh
  10974. * @param scene defines the hosting scene
  10975. */
  10976. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  10977. /**
  10978. * Get a trigger name by index
  10979. * @param trigger defines the trigger index
  10980. * @returns a trigger name
  10981. */
  10982. static GetTriggerName(trigger: number): string;
  10983. }
  10984. }
  10985. declare module "babylonjs/Culling/ray" {
  10986. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  10987. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  10988. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10989. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  10990. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  10991. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  10992. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  10993. import { Plane } from "babylonjs/Maths/math.plane";
  10994. /**
  10995. * Class representing a ray with position and direction
  10996. */
  10997. export class Ray {
  10998. /** origin point */
  10999. origin: Vector3;
  11000. /** direction */
  11001. direction: Vector3;
  11002. /** length of the ray */
  11003. length: number;
  11004. private static readonly TmpVector3;
  11005. private _tmpRay;
  11006. /**
  11007. * Creates a new ray
  11008. * @param origin origin point
  11009. * @param direction direction
  11010. * @param length length of the ray
  11011. */
  11012. constructor(
  11013. /** origin point */
  11014. origin: Vector3,
  11015. /** direction */
  11016. direction: Vector3,
  11017. /** length of the ray */
  11018. length?: number);
  11019. /**
  11020. * Checks if the ray intersects a box
  11021. * @param minimum bound of the box
  11022. * @param maximum bound of the box
  11023. * @param intersectionTreshold extra extend to be added to the box in all direction
  11024. * @returns if the box was hit
  11025. */
  11026. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11027. /**
  11028. * Checks if the ray intersects a box
  11029. * @param box the bounding box to check
  11030. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11031. * @returns if the box was hit
  11032. */
  11033. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11034. /**
  11035. * If the ray hits a sphere
  11036. * @param sphere the bounding sphere to check
  11037. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11038. * @returns true if it hits the sphere
  11039. */
  11040. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11041. /**
  11042. * If the ray hits a triange
  11043. * @param vertex0 triangle vertex
  11044. * @param vertex1 triangle vertex
  11045. * @param vertex2 triangle vertex
  11046. * @returns intersection information if hit
  11047. */
  11048. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11049. /**
  11050. * Checks if ray intersects a plane
  11051. * @param plane the plane to check
  11052. * @returns the distance away it was hit
  11053. */
  11054. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11055. /**
  11056. * Calculate the intercept of a ray on a given axis
  11057. * @param axis to check 'x' | 'y' | 'z'
  11058. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11059. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11060. */
  11061. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11062. /**
  11063. * Checks if ray intersects a mesh
  11064. * @param mesh the mesh to check
  11065. * @param fastCheck if only the bounding box should checked
  11066. * @returns picking info of the intersecton
  11067. */
  11068. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11069. /**
  11070. * Checks if ray intersects a mesh
  11071. * @param meshes the meshes to check
  11072. * @param fastCheck if only the bounding box should checked
  11073. * @param results array to store result in
  11074. * @returns Array of picking infos
  11075. */
  11076. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11077. private _comparePickingInfo;
  11078. private static smallnum;
  11079. private static rayl;
  11080. /**
  11081. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11082. * @param sega the first point of the segment to test the intersection against
  11083. * @param segb the second point of the segment to test the intersection against
  11084. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11085. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11086. */
  11087. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11088. /**
  11089. * Update the ray from viewport position
  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 this ray updated
  11098. */
  11099. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11100. /**
  11101. * Creates a ray with origin and direction of 0,0,0
  11102. * @returns the new ray
  11103. */
  11104. static Zero(): Ray;
  11105. /**
  11106. * Creates a new ray from screen space and viewport
  11107. * @param x position
  11108. * @param y y position
  11109. * @param viewportWidth viewport width
  11110. * @param viewportHeight viewport height
  11111. * @param world world matrix
  11112. * @param view view matrix
  11113. * @param projection projection matrix
  11114. * @returns new ray
  11115. */
  11116. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11117. /**
  11118. * 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
  11119. * transformed to the given world matrix.
  11120. * @param origin The origin point
  11121. * @param end The end point
  11122. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11123. * @returns the new ray
  11124. */
  11125. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11126. /**
  11127. * Transforms a ray by a matrix
  11128. * @param ray ray to transform
  11129. * @param matrix matrix to apply
  11130. * @returns the resulting new ray
  11131. */
  11132. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11133. /**
  11134. * Transforms a ray by a matrix
  11135. * @param ray ray to transform
  11136. * @param matrix matrix to apply
  11137. * @param result ray to store result in
  11138. */
  11139. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11140. /**
  11141. * Unproject a ray from screen space to object space
  11142. * @param sourceX defines the screen space x coordinate to use
  11143. * @param sourceY defines the screen space y coordinate to use
  11144. * @param viewportWidth defines the current width of the viewport
  11145. * @param viewportHeight defines the current height of the viewport
  11146. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11147. * @param view defines the view matrix to use
  11148. * @param projection defines the projection matrix to use
  11149. */
  11150. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11151. }
  11152. /**
  11153. * Type used to define predicate used to select faces when a mesh intersection is detected
  11154. */
  11155. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11156. module "babylonjs/scene" {
  11157. interface Scene {
  11158. /** @hidden */
  11159. _tempPickingRay: Nullable<Ray>;
  11160. /** @hidden */
  11161. _cachedRayForTransform: Ray;
  11162. /** @hidden */
  11163. _pickWithRayInverseMatrix: Matrix;
  11164. /** @hidden */
  11165. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11166. /** @hidden */
  11167. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11168. }
  11169. }
  11170. }
  11171. declare module "babylonjs/sceneComponent" {
  11172. import { Scene } from "babylonjs/scene";
  11173. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11174. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11175. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11176. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11177. import { Nullable } from "babylonjs/types";
  11178. import { Camera } from "babylonjs/Cameras/camera";
  11179. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11180. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11181. import { AbstractScene } from "babylonjs/abstractScene";
  11182. /**
  11183. * Groups all the scene component constants in one place to ease maintenance.
  11184. * @hidden
  11185. */
  11186. export class SceneComponentConstants {
  11187. static readonly NAME_EFFECTLAYER: string;
  11188. static readonly NAME_LAYER: string;
  11189. static readonly NAME_LENSFLARESYSTEM: string;
  11190. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11191. static readonly NAME_PARTICLESYSTEM: string;
  11192. static readonly NAME_GAMEPAD: string;
  11193. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11194. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11195. static readonly NAME_DEPTHRENDERER: string;
  11196. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11197. static readonly NAME_SPRITE: string;
  11198. static readonly NAME_OUTLINERENDERER: string;
  11199. static readonly NAME_PROCEDURALTEXTURE: string;
  11200. static readonly NAME_SHADOWGENERATOR: string;
  11201. static readonly NAME_OCTREE: string;
  11202. static readonly NAME_PHYSICSENGINE: string;
  11203. static readonly NAME_AUDIO: string;
  11204. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11205. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11206. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11207. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11208. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11209. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11210. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11211. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11212. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11213. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11214. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11215. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11216. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11217. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11218. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11219. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11220. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11221. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11222. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11223. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11224. static readonly STEP_AFTERRENDER_AUDIO: number;
  11225. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11226. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11227. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11228. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11229. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11230. static readonly STEP_POINTERMOVE_SPRITE: number;
  11231. static readonly STEP_POINTERDOWN_SPRITE: number;
  11232. static readonly STEP_POINTERUP_SPRITE: number;
  11233. }
  11234. /**
  11235. * This represents a scene component.
  11236. *
  11237. * This is used to decouple the dependency the scene is having on the different workloads like
  11238. * layers, post processes...
  11239. */
  11240. export interface ISceneComponent {
  11241. /**
  11242. * The name of the component. Each component must have a unique name.
  11243. */
  11244. name: string;
  11245. /**
  11246. * The scene the component belongs to.
  11247. */
  11248. scene: Scene;
  11249. /**
  11250. * Register the component to one instance of a scene.
  11251. */
  11252. register(): void;
  11253. /**
  11254. * Rebuilds the elements related to this component in case of
  11255. * context lost for instance.
  11256. */
  11257. rebuild(): void;
  11258. /**
  11259. * Disposes the component and the associated ressources.
  11260. */
  11261. dispose(): void;
  11262. }
  11263. /**
  11264. * This represents a SERIALIZABLE scene component.
  11265. *
  11266. * This extends Scene Component to add Serialization methods on top.
  11267. */
  11268. export interface ISceneSerializableComponent extends ISceneComponent {
  11269. /**
  11270. * Adds all the elements from the container to the scene
  11271. * @param container the container holding the elements
  11272. */
  11273. addFromContainer(container: AbstractScene): void;
  11274. /**
  11275. * Removes all the elements in the container from the scene
  11276. * @param container contains the elements to remove
  11277. * @param dispose if the removed element should be disposed (default: false)
  11278. */
  11279. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11280. /**
  11281. * Serializes the component data to the specified json object
  11282. * @param serializationObject The object to serialize to
  11283. */
  11284. serialize(serializationObject: any): void;
  11285. }
  11286. /**
  11287. * Strong typing of a Mesh related stage step action
  11288. */
  11289. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11290. /**
  11291. * Strong typing of a Evaluate Sub Mesh related stage step action
  11292. */
  11293. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11294. /**
  11295. * Strong typing of a Active Mesh related stage step action
  11296. */
  11297. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11298. /**
  11299. * Strong typing of a Camera related stage step action
  11300. */
  11301. export type CameraStageAction = (camera: Camera) => void;
  11302. /**
  11303. * Strong typing of a Camera Frame buffer related stage step action
  11304. */
  11305. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11306. /**
  11307. * Strong typing of a Render Target related stage step action
  11308. */
  11309. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11310. /**
  11311. * Strong typing of a RenderingGroup related stage step action
  11312. */
  11313. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11314. /**
  11315. * Strong typing of a Mesh Render related stage step action
  11316. */
  11317. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11318. /**
  11319. * Strong typing of a simple stage step action
  11320. */
  11321. export type SimpleStageAction = () => void;
  11322. /**
  11323. * Strong typing of a render target action.
  11324. */
  11325. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11326. /**
  11327. * Strong typing of a pointer move action.
  11328. */
  11329. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11330. /**
  11331. * Strong typing of a pointer up/down action.
  11332. */
  11333. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11334. /**
  11335. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  11336. * @hidden
  11337. */
  11338. export class Stage<T extends Function> extends Array<{
  11339. index: number;
  11340. component: ISceneComponent;
  11341. action: T;
  11342. }> {
  11343. /**
  11344. * Hide ctor from the rest of the world.
  11345. * @param items The items to add.
  11346. */
  11347. private constructor();
  11348. /**
  11349. * Creates a new Stage.
  11350. * @returns A new instance of a Stage
  11351. */
  11352. static Create<T extends Function>(): Stage<T>;
  11353. /**
  11354. * Registers a step in an ordered way in the targeted stage.
  11355. * @param index Defines the position to register the step in
  11356. * @param component Defines the component attached to the step
  11357. * @param action Defines the action to launch during the step
  11358. */
  11359. registerStep(index: number, component: ISceneComponent, action: T): void;
  11360. /**
  11361. * Clears all the steps from the stage.
  11362. */
  11363. clear(): void;
  11364. }
  11365. }
  11366. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11367. import { Nullable } from "babylonjs/types";
  11368. import { Observable } from "babylonjs/Misc/observable";
  11369. import { Scene } from "babylonjs/scene";
  11370. import { Sprite } from "babylonjs/Sprites/sprite";
  11371. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11372. import { Ray } from "babylonjs/Culling/ray";
  11373. import { Camera } from "babylonjs/Cameras/camera";
  11374. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11375. import { ISceneComponent } from "babylonjs/sceneComponent";
  11376. module "babylonjs/scene" {
  11377. interface Scene {
  11378. /** @hidden */
  11379. _pointerOverSprite: Nullable<Sprite>;
  11380. /** @hidden */
  11381. _pickedDownSprite: Nullable<Sprite>;
  11382. /** @hidden */
  11383. _tempSpritePickingRay: Nullable<Ray>;
  11384. /**
  11385. * All of the sprite managers added to this scene
  11386. * @see http://doc.babylonjs.com/babylon101/sprites
  11387. */
  11388. spriteManagers: Array<ISpriteManager>;
  11389. /**
  11390. * An event triggered when sprites rendering is about to start
  11391. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11392. */
  11393. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11394. /**
  11395. * An event triggered when sprites rendering is done
  11396. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11397. */
  11398. onAfterSpritesRenderingObservable: Observable<Scene>;
  11399. /** @hidden */
  11400. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11401. /** Launch a ray to try to pick a sprite in the scene
  11402. * @param x position on screen
  11403. * @param y position on screen
  11404. * @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
  11405. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11406. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11407. * @returns a PickingInfo
  11408. */
  11409. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11410. /** Use the given ray to pick a sprite in the scene
  11411. * @param ray The ray (in world space) to use to pick meshes
  11412. * @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
  11413. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11414. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11415. * @returns a PickingInfo
  11416. */
  11417. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11418. /** @hidden */
  11419. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11420. /** Launch a ray to try to pick sprites in the scene
  11421. * @param x position on screen
  11422. * @param y position on screen
  11423. * @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
  11424. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11425. * @returns a PickingInfo array
  11426. */
  11427. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11428. /** Use the given ray to pick sprites in the scene
  11429. * @param ray The ray (in world space) to use to pick meshes
  11430. * @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
  11431. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11432. * @returns a PickingInfo array
  11433. */
  11434. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11435. /**
  11436. * Force the sprite under the pointer
  11437. * @param sprite defines the sprite to use
  11438. */
  11439. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11440. /**
  11441. * Gets the sprite under the pointer
  11442. * @returns a Sprite or null if no sprite is under the pointer
  11443. */
  11444. getPointerOverSprite(): Nullable<Sprite>;
  11445. }
  11446. }
  11447. /**
  11448. * Defines the sprite scene component responsible to manage sprites
  11449. * in a given scene.
  11450. */
  11451. export class SpriteSceneComponent implements ISceneComponent {
  11452. /**
  11453. * The component name helpfull to identify the component in the list of scene components.
  11454. */
  11455. readonly name: string;
  11456. /**
  11457. * The scene the component belongs to.
  11458. */
  11459. scene: Scene;
  11460. /** @hidden */
  11461. private _spritePredicate;
  11462. /**
  11463. * Creates a new instance of the component for the given scene
  11464. * @param scene Defines the scene to register the component in
  11465. */
  11466. constructor(scene: Scene);
  11467. /**
  11468. * Registers the component in a given scene
  11469. */
  11470. register(): void;
  11471. /**
  11472. * Rebuilds the elements related to this component in case of
  11473. * context lost for instance.
  11474. */
  11475. rebuild(): void;
  11476. /**
  11477. * Disposes the component and the associated ressources.
  11478. */
  11479. dispose(): void;
  11480. private _pickSpriteButKeepRay;
  11481. private _pointerMove;
  11482. private _pointerDown;
  11483. private _pointerUp;
  11484. }
  11485. }
  11486. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11487. /** @hidden */
  11488. export var fogFragmentDeclaration: {
  11489. name: string;
  11490. shader: string;
  11491. };
  11492. }
  11493. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11494. /** @hidden */
  11495. export var fogFragment: {
  11496. name: string;
  11497. shader: string;
  11498. };
  11499. }
  11500. declare module "babylonjs/Shaders/sprites.fragment" {
  11501. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11502. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11503. /** @hidden */
  11504. export var spritesPixelShader: {
  11505. name: string;
  11506. shader: string;
  11507. };
  11508. }
  11509. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11510. /** @hidden */
  11511. export var fogVertexDeclaration: {
  11512. name: string;
  11513. shader: string;
  11514. };
  11515. }
  11516. declare module "babylonjs/Shaders/sprites.vertex" {
  11517. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11518. /** @hidden */
  11519. export var spritesVertexShader: {
  11520. name: string;
  11521. shader: string;
  11522. };
  11523. }
  11524. declare module "babylonjs/Sprites/spriteManager" {
  11525. import { IDisposable, Scene } from "babylonjs/scene";
  11526. import { Nullable } from "babylonjs/types";
  11527. import { Observable } from "babylonjs/Misc/observable";
  11528. import { Sprite } from "babylonjs/Sprites/sprite";
  11529. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11530. import { Camera } from "babylonjs/Cameras/camera";
  11531. import { Texture } from "babylonjs/Materials/Textures/texture";
  11532. import "babylonjs/Shaders/sprites.fragment";
  11533. import "babylonjs/Shaders/sprites.vertex";
  11534. import { Ray } from "babylonjs/Culling/ray";
  11535. /**
  11536. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11537. */
  11538. export interface ISpriteManager extends IDisposable {
  11539. /**
  11540. * Restricts the camera to viewing objects with the same layerMask.
  11541. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11542. */
  11543. layerMask: number;
  11544. /**
  11545. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11546. */
  11547. isPickable: boolean;
  11548. /**
  11549. * Specifies the rendering group id for this mesh (0 by default)
  11550. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11551. */
  11552. renderingGroupId: number;
  11553. /**
  11554. * Defines the list of sprites managed by the manager.
  11555. */
  11556. sprites: Array<Sprite>;
  11557. /**
  11558. * Tests the intersection of a sprite with a specific ray.
  11559. * @param ray The ray we are sending to test the collision
  11560. * @param camera The camera space we are sending rays in
  11561. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11562. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11563. * @returns picking info or null.
  11564. */
  11565. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11566. /**
  11567. * Intersects the sprites with a ray
  11568. * @param ray defines the ray to intersect with
  11569. * @param camera defines the current active camera
  11570. * @param predicate defines a predicate used to select candidate sprites
  11571. * @returns null if no hit or a PickingInfo array
  11572. */
  11573. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11574. /**
  11575. * Renders the list of sprites on screen.
  11576. */
  11577. render(): void;
  11578. }
  11579. /**
  11580. * Class used to manage multiple sprites on the same spritesheet
  11581. * @see http://doc.babylonjs.com/babylon101/sprites
  11582. */
  11583. export class SpriteManager implements ISpriteManager {
  11584. /** defines the manager's name */
  11585. name: string;
  11586. /** Gets the list of sprites */
  11587. sprites: Sprite[];
  11588. /** Gets or sets the rendering group id (0 by default) */
  11589. renderingGroupId: number;
  11590. /** Gets or sets camera layer mask */
  11591. layerMask: number;
  11592. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11593. fogEnabled: boolean;
  11594. /** Gets or sets a boolean indicating if the sprites are pickable */
  11595. isPickable: boolean;
  11596. /** Defines the default width of a cell in the spritesheet */
  11597. cellWidth: number;
  11598. /** Defines the default height of a cell in the spritesheet */
  11599. cellHeight: number;
  11600. /** Associative array from JSON sprite data file */
  11601. private _cellData;
  11602. /** Array of sprite names from JSON sprite data file */
  11603. private _spriteMap;
  11604. /** True when packed cell data from JSON file is ready*/
  11605. private _packedAndReady;
  11606. /**
  11607. * An event triggered when the manager is disposed.
  11608. */
  11609. onDisposeObservable: Observable<SpriteManager>;
  11610. private _onDisposeObserver;
  11611. /**
  11612. * Callback called when the manager is disposed
  11613. */
  11614. onDispose: () => void;
  11615. private _capacity;
  11616. private _fromPacked;
  11617. private _spriteTexture;
  11618. private _epsilon;
  11619. private _scene;
  11620. private _vertexData;
  11621. private _buffer;
  11622. private _vertexBuffers;
  11623. private _indexBuffer;
  11624. private _effectBase;
  11625. private _effectFog;
  11626. /**
  11627. * Gets or sets the spritesheet texture
  11628. */
  11629. texture: Texture;
  11630. /**
  11631. * Creates a new sprite manager
  11632. * @param name defines the manager's name
  11633. * @param imgUrl defines the sprite sheet url
  11634. * @param capacity defines the maximum allowed number of sprites
  11635. * @param cellSize defines the size of a sprite cell
  11636. * @param scene defines the hosting scene
  11637. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11638. * @param samplingMode defines the smapling mode to use with spritesheet
  11639. * @param fromPacked set to false; do not alter
  11640. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11641. */
  11642. constructor(
  11643. /** defines the manager's name */
  11644. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11645. private _makePacked;
  11646. private _appendSpriteVertex;
  11647. /**
  11648. * Intersects the sprites with a ray
  11649. * @param ray defines the ray to intersect with
  11650. * @param camera defines the current active camera
  11651. * @param predicate defines a predicate used to select candidate sprites
  11652. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11653. * @returns null if no hit or a PickingInfo
  11654. */
  11655. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11656. /**
  11657. * Intersects the sprites with a ray
  11658. * @param ray defines the ray to intersect with
  11659. * @param camera defines the current active camera
  11660. * @param predicate defines a predicate used to select candidate sprites
  11661. * @returns null if no hit or a PickingInfo array
  11662. */
  11663. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11664. /**
  11665. * Render all child sprites
  11666. */
  11667. render(): void;
  11668. /**
  11669. * Release associated resources
  11670. */
  11671. dispose(): void;
  11672. }
  11673. }
  11674. declare module "babylonjs/Sprites/sprite" {
  11675. import { Vector3 } from "babylonjs/Maths/math.vector";
  11676. import { Nullable } from "babylonjs/types";
  11677. import { ActionManager } from "babylonjs/Actions/actionManager";
  11678. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11679. import { Color4 } from "babylonjs/Maths/math.color";
  11680. /**
  11681. * Class used to represent a sprite
  11682. * @see http://doc.babylonjs.com/babylon101/sprites
  11683. */
  11684. export class Sprite {
  11685. /** defines the name */
  11686. name: string;
  11687. /** Gets or sets the current world position */
  11688. position: Vector3;
  11689. /** Gets or sets the main color */
  11690. color: Color4;
  11691. /** Gets or sets the width */
  11692. width: number;
  11693. /** Gets or sets the height */
  11694. height: number;
  11695. /** Gets or sets rotation angle */
  11696. angle: number;
  11697. /** Gets or sets the cell index in the sprite sheet */
  11698. cellIndex: number;
  11699. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11700. cellRef: string;
  11701. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11702. invertU: number;
  11703. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11704. invertV: number;
  11705. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11706. disposeWhenFinishedAnimating: boolean;
  11707. /** Gets the list of attached animations */
  11708. animations: Animation[];
  11709. /** Gets or sets a boolean indicating if the sprite can be picked */
  11710. isPickable: boolean;
  11711. /**
  11712. * Gets or sets the associated action manager
  11713. */
  11714. actionManager: Nullable<ActionManager>;
  11715. private _animationStarted;
  11716. private _loopAnimation;
  11717. private _fromIndex;
  11718. private _toIndex;
  11719. private _delay;
  11720. private _direction;
  11721. private _manager;
  11722. private _time;
  11723. private _onAnimationEnd;
  11724. /**
  11725. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11726. */
  11727. isVisible: boolean;
  11728. /**
  11729. * Gets or sets the sprite size
  11730. */
  11731. size: number;
  11732. /**
  11733. * Creates a new Sprite
  11734. * @param name defines the name
  11735. * @param manager defines the manager
  11736. */
  11737. constructor(
  11738. /** defines the name */
  11739. name: string, manager: ISpriteManager);
  11740. /**
  11741. * Starts an animation
  11742. * @param from defines the initial key
  11743. * @param to defines the end key
  11744. * @param loop defines if the animation must loop
  11745. * @param delay defines the start delay (in ms)
  11746. * @param onAnimationEnd defines a callback to call when animation ends
  11747. */
  11748. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11749. /** Stops current animation (if any) */
  11750. stopAnimation(): void;
  11751. /** @hidden */
  11752. _animate(deltaTime: number): void;
  11753. /** Release associated resources */
  11754. dispose(): void;
  11755. }
  11756. }
  11757. declare module "babylonjs/Collisions/pickingInfo" {
  11758. import { Nullable } from "babylonjs/types";
  11759. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11760. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11761. import { Sprite } from "babylonjs/Sprites/sprite";
  11762. import { Ray } from "babylonjs/Culling/ray";
  11763. /**
  11764. * Information about the result of picking within a scene
  11765. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11766. */
  11767. export class PickingInfo {
  11768. /** @hidden */
  11769. _pickingUnavailable: boolean;
  11770. /**
  11771. * If the pick collided with an object
  11772. */
  11773. hit: boolean;
  11774. /**
  11775. * Distance away where the pick collided
  11776. */
  11777. distance: number;
  11778. /**
  11779. * The location of pick collision
  11780. */
  11781. pickedPoint: Nullable<Vector3>;
  11782. /**
  11783. * The mesh corresponding the the pick collision
  11784. */
  11785. pickedMesh: Nullable<AbstractMesh>;
  11786. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11787. bu: number;
  11788. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11789. bv: number;
  11790. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11791. faceId: number;
  11792. /** Id of the the submesh that was picked */
  11793. subMeshId: number;
  11794. /** If a sprite was picked, this will be the sprite the pick collided with */
  11795. pickedSprite: Nullable<Sprite>;
  11796. /**
  11797. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11798. */
  11799. originMesh: Nullable<AbstractMesh>;
  11800. /**
  11801. * The ray that was used to perform the picking.
  11802. */
  11803. ray: Nullable<Ray>;
  11804. /**
  11805. * Gets the normal correspodning to the face the pick collided with
  11806. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11807. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11808. * @returns The normal correspodning to the face the pick collided with
  11809. */
  11810. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11811. /**
  11812. * Gets the texture coordinates of where the pick occured
  11813. * @returns the vector containing the coordnates of the texture
  11814. */
  11815. getTextureCoordinates(): Nullable<Vector2>;
  11816. }
  11817. }
  11818. declare module "babylonjs/Events/pointerEvents" {
  11819. import { Nullable } from "babylonjs/types";
  11820. import { Vector2 } from "babylonjs/Maths/math.vector";
  11821. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11822. import { Ray } from "babylonjs/Culling/ray";
  11823. /**
  11824. * Gather the list of pointer event types as constants.
  11825. */
  11826. export class PointerEventTypes {
  11827. /**
  11828. * 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.
  11829. */
  11830. static readonly POINTERDOWN: number;
  11831. /**
  11832. * The pointerup event is fired when a pointer is no longer active.
  11833. */
  11834. static readonly POINTERUP: number;
  11835. /**
  11836. * The pointermove event is fired when a pointer changes coordinates.
  11837. */
  11838. static readonly POINTERMOVE: number;
  11839. /**
  11840. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11841. */
  11842. static readonly POINTERWHEEL: number;
  11843. /**
  11844. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11845. */
  11846. static readonly POINTERPICK: number;
  11847. /**
  11848. * The pointertap event is fired when a the object has been touched and released without drag.
  11849. */
  11850. static readonly POINTERTAP: number;
  11851. /**
  11852. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11853. */
  11854. static readonly POINTERDOUBLETAP: number;
  11855. }
  11856. /**
  11857. * Base class of pointer info types.
  11858. */
  11859. export class PointerInfoBase {
  11860. /**
  11861. * Defines the type of event (PointerEventTypes)
  11862. */
  11863. type: number;
  11864. /**
  11865. * Defines the related dom event
  11866. */
  11867. event: PointerEvent | MouseWheelEvent;
  11868. /**
  11869. * Instantiates the base class of pointers info.
  11870. * @param type Defines the type of event (PointerEventTypes)
  11871. * @param event Defines the related dom event
  11872. */
  11873. constructor(
  11874. /**
  11875. * Defines the type of event (PointerEventTypes)
  11876. */
  11877. type: number,
  11878. /**
  11879. * Defines the related dom event
  11880. */
  11881. event: PointerEvent | MouseWheelEvent);
  11882. }
  11883. /**
  11884. * This class is used to store pointer related info for the onPrePointerObservable event.
  11885. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  11886. */
  11887. export class PointerInfoPre extends PointerInfoBase {
  11888. /**
  11889. * Ray from a pointer if availible (eg. 6dof controller)
  11890. */
  11891. ray: Nullable<Ray>;
  11892. /**
  11893. * Defines the local position of the pointer on the canvas.
  11894. */
  11895. localPosition: Vector2;
  11896. /**
  11897. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  11898. */
  11899. skipOnPointerObservable: boolean;
  11900. /**
  11901. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  11902. * @param type Defines the type of event (PointerEventTypes)
  11903. * @param event Defines the related dom event
  11904. * @param localX Defines the local x coordinates of the pointer when the event occured
  11905. * @param localY Defines the local y coordinates of the pointer when the event occured
  11906. */
  11907. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  11908. }
  11909. /**
  11910. * This type contains all the data related to a pointer event in Babylon.js.
  11911. * 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.
  11912. */
  11913. export class PointerInfo extends PointerInfoBase {
  11914. /**
  11915. * Defines the picking info associated to the info (if any)\
  11916. */
  11917. pickInfo: Nullable<PickingInfo>;
  11918. /**
  11919. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  11920. * @param type Defines the type of event (PointerEventTypes)
  11921. * @param event Defines the related dom event
  11922. * @param pickInfo Defines the picking info associated to the info (if any)\
  11923. */
  11924. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  11925. /**
  11926. * Defines the picking info associated to the info (if any)\
  11927. */
  11928. pickInfo: Nullable<PickingInfo>);
  11929. }
  11930. /**
  11931. * Data relating to a touch event on the screen.
  11932. */
  11933. export interface PointerTouch {
  11934. /**
  11935. * X coordinate of touch.
  11936. */
  11937. x: number;
  11938. /**
  11939. * Y coordinate of touch.
  11940. */
  11941. y: number;
  11942. /**
  11943. * Id of touch. Unique for each finger.
  11944. */
  11945. pointerId: number;
  11946. /**
  11947. * Event type passed from DOM.
  11948. */
  11949. type: any;
  11950. }
  11951. }
  11952. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  11953. import { Observable } from "babylonjs/Misc/observable";
  11954. import { Nullable } from "babylonjs/types";
  11955. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11956. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11957. /**
  11958. * Manage the mouse inputs to control the movement of a free camera.
  11959. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11960. */
  11961. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  11962. /**
  11963. * Define if touch is enabled in the mouse input
  11964. */
  11965. touchEnabled: boolean;
  11966. /**
  11967. * Defines the camera the input is attached to.
  11968. */
  11969. camera: FreeCamera;
  11970. /**
  11971. * Defines the buttons associated with the input to handle camera move.
  11972. */
  11973. buttons: number[];
  11974. /**
  11975. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  11976. */
  11977. angularSensibility: number;
  11978. private _pointerInput;
  11979. private _onMouseMove;
  11980. private _observer;
  11981. private previousPosition;
  11982. /**
  11983. * Observable for when a pointer move event occurs containing the move offset
  11984. */
  11985. onPointerMovedObservable: Observable<{
  11986. offsetX: number;
  11987. offsetY: number;
  11988. }>;
  11989. /**
  11990. * @hidden
  11991. * If the camera should be rotated automatically based on pointer movement
  11992. */
  11993. _allowCameraRotation: boolean;
  11994. /**
  11995. * Manage the mouse inputs to control the movement of a free camera.
  11996. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11997. * @param touchEnabled Defines if touch is enabled or not
  11998. */
  11999. constructor(
  12000. /**
  12001. * Define if touch is enabled in the mouse input
  12002. */
  12003. touchEnabled?: boolean);
  12004. /**
  12005. * Attach the input controls to a specific dom element to get the input from.
  12006. * @param element Defines the element the controls should be listened from
  12007. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12008. */
  12009. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12010. /**
  12011. * Called on JS contextmenu event.
  12012. * Override this method to provide functionality.
  12013. */
  12014. protected onContextMenu(evt: PointerEvent): void;
  12015. /**
  12016. * Detach the current controls from the specified dom element.
  12017. * @param element Defines the element to stop listening the inputs from
  12018. */
  12019. detachControl(element: Nullable<HTMLElement>): void;
  12020. /**
  12021. * Gets the class name of the current intput.
  12022. * @returns the class name
  12023. */
  12024. getClassName(): string;
  12025. /**
  12026. * Get the friendly name associated with the input class.
  12027. * @returns the input friendly name
  12028. */
  12029. getSimpleName(): string;
  12030. }
  12031. }
  12032. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12033. import { Nullable } from "babylonjs/types";
  12034. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12035. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12036. /**
  12037. * Manage the touch inputs to control the movement of a free camera.
  12038. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12039. */
  12040. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12041. /**
  12042. * Defines the camera the input is attached to.
  12043. */
  12044. camera: FreeCamera;
  12045. /**
  12046. * Defines the touch sensibility for rotation.
  12047. * The higher the faster.
  12048. */
  12049. touchAngularSensibility: number;
  12050. /**
  12051. * Defines the touch sensibility for move.
  12052. * The higher the faster.
  12053. */
  12054. touchMoveSensibility: number;
  12055. private _offsetX;
  12056. private _offsetY;
  12057. private _pointerPressed;
  12058. private _pointerInput;
  12059. private _observer;
  12060. private _onLostFocus;
  12061. /**
  12062. * Attach the input controls to a specific dom element to get the input from.
  12063. * @param element Defines the element the controls should be listened from
  12064. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12065. */
  12066. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12067. /**
  12068. * Detach the current controls from the specified dom element.
  12069. * @param element Defines the element to stop listening the inputs from
  12070. */
  12071. detachControl(element: Nullable<HTMLElement>): void;
  12072. /**
  12073. * Update the current camera state depending on the inputs that have been used this frame.
  12074. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12075. */
  12076. checkInputs(): void;
  12077. /**
  12078. * Gets the class name of the current intput.
  12079. * @returns the class name
  12080. */
  12081. getClassName(): string;
  12082. /**
  12083. * Get the friendly name associated with the input class.
  12084. * @returns the input friendly name
  12085. */
  12086. getSimpleName(): string;
  12087. }
  12088. }
  12089. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12090. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12091. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12092. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12093. import { Nullable } from "babylonjs/types";
  12094. /**
  12095. * Default Inputs manager for the FreeCamera.
  12096. * It groups all the default supported inputs for ease of use.
  12097. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12098. */
  12099. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12100. /**
  12101. * @hidden
  12102. */
  12103. _mouseInput: Nullable<FreeCameraMouseInput>;
  12104. /**
  12105. * Instantiates a new FreeCameraInputsManager.
  12106. * @param camera Defines the camera the inputs belong to
  12107. */
  12108. constructor(camera: FreeCamera);
  12109. /**
  12110. * Add keyboard input support to the input manager.
  12111. * @returns the current input manager
  12112. */
  12113. addKeyboard(): FreeCameraInputsManager;
  12114. /**
  12115. * Add mouse input support to the input manager.
  12116. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12117. * @returns the current input manager
  12118. */
  12119. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12120. /**
  12121. * Removes the mouse input support from the manager
  12122. * @returns the current input manager
  12123. */
  12124. removeMouse(): FreeCameraInputsManager;
  12125. /**
  12126. * Add touch input support to the input manager.
  12127. * @returns the current input manager
  12128. */
  12129. addTouch(): FreeCameraInputsManager;
  12130. /**
  12131. * Remove all attached input methods from a camera
  12132. */
  12133. clear(): void;
  12134. }
  12135. }
  12136. declare module "babylonjs/Cameras/freeCamera" {
  12137. import { Vector3 } from "babylonjs/Maths/math.vector";
  12138. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12139. import { Scene } from "babylonjs/scene";
  12140. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12141. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12142. /**
  12143. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12144. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12145. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12146. */
  12147. export class FreeCamera extends TargetCamera {
  12148. /**
  12149. * Define the collision ellipsoid of the camera.
  12150. * This is helpful to simulate a camera body like the player body around the camera
  12151. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12152. */
  12153. ellipsoid: Vector3;
  12154. /**
  12155. * Define an offset for the position of the ellipsoid around the camera.
  12156. * This can be helpful to determine the center of the body near the gravity center of the body
  12157. * instead of its head.
  12158. */
  12159. ellipsoidOffset: Vector3;
  12160. /**
  12161. * Enable or disable collisions of the camera with the rest of the scene objects.
  12162. */
  12163. checkCollisions: boolean;
  12164. /**
  12165. * Enable or disable gravity on the camera.
  12166. */
  12167. applyGravity: boolean;
  12168. /**
  12169. * Define the input manager associated to the camera.
  12170. */
  12171. inputs: FreeCameraInputsManager;
  12172. /**
  12173. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12174. * Higher values reduce sensitivity.
  12175. */
  12176. /**
  12177. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12178. * Higher values reduce sensitivity.
  12179. */
  12180. angularSensibility: number;
  12181. /**
  12182. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12183. */
  12184. keysUp: number[];
  12185. /**
  12186. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12187. */
  12188. keysDown: number[];
  12189. /**
  12190. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12191. */
  12192. keysLeft: number[];
  12193. /**
  12194. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12195. */
  12196. keysRight: number[];
  12197. /**
  12198. * Event raised when the camera collide with a mesh in the scene.
  12199. */
  12200. onCollide: (collidedMesh: AbstractMesh) => void;
  12201. private _collider;
  12202. private _needMoveForGravity;
  12203. private _oldPosition;
  12204. private _diffPosition;
  12205. private _newPosition;
  12206. /** @hidden */
  12207. _localDirection: Vector3;
  12208. /** @hidden */
  12209. _transformedDirection: Vector3;
  12210. /**
  12211. * Instantiates a Free Camera.
  12212. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12213. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12214. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12215. * @param name Define the name of the camera in the scene
  12216. * @param position Define the start position of the camera in the scene
  12217. * @param scene Define the scene the camera belongs to
  12218. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12219. */
  12220. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12221. /**
  12222. * Attached controls to the current camera.
  12223. * @param element Defines the element the controls should be listened from
  12224. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12225. */
  12226. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12227. /**
  12228. * Detach the current controls from the camera.
  12229. * The camera will stop reacting to inputs.
  12230. * @param element Defines the element to stop listening the inputs from
  12231. */
  12232. detachControl(element: HTMLElement): void;
  12233. private _collisionMask;
  12234. /**
  12235. * Define a collision mask to limit the list of object the camera can collide with
  12236. */
  12237. collisionMask: number;
  12238. /** @hidden */
  12239. _collideWithWorld(displacement: Vector3): void;
  12240. private _onCollisionPositionChange;
  12241. /** @hidden */
  12242. _checkInputs(): void;
  12243. /** @hidden */
  12244. _decideIfNeedsToMove(): boolean;
  12245. /** @hidden */
  12246. _updatePosition(): void;
  12247. /**
  12248. * Destroy the camera and release the current resources hold by it.
  12249. */
  12250. dispose(): void;
  12251. /**
  12252. * Gets the current object class name.
  12253. * @return the class name
  12254. */
  12255. getClassName(): string;
  12256. }
  12257. }
  12258. declare module "babylonjs/Gamepads/gamepad" {
  12259. import { Observable } from "babylonjs/Misc/observable";
  12260. /**
  12261. * Represents a gamepad control stick position
  12262. */
  12263. export class StickValues {
  12264. /**
  12265. * The x component of the control stick
  12266. */
  12267. x: number;
  12268. /**
  12269. * The y component of the control stick
  12270. */
  12271. y: number;
  12272. /**
  12273. * Initializes the gamepad x and y control stick values
  12274. * @param x The x component of the gamepad control stick value
  12275. * @param y The y component of the gamepad control stick value
  12276. */
  12277. constructor(
  12278. /**
  12279. * The x component of the control stick
  12280. */
  12281. x: number,
  12282. /**
  12283. * The y component of the control stick
  12284. */
  12285. y: number);
  12286. }
  12287. /**
  12288. * An interface which manages callbacks for gamepad button changes
  12289. */
  12290. export interface GamepadButtonChanges {
  12291. /**
  12292. * Called when a gamepad has been changed
  12293. */
  12294. changed: boolean;
  12295. /**
  12296. * Called when a gamepad press event has been triggered
  12297. */
  12298. pressChanged: boolean;
  12299. /**
  12300. * Called when a touch event has been triggered
  12301. */
  12302. touchChanged: boolean;
  12303. /**
  12304. * Called when a value has changed
  12305. */
  12306. valueChanged: boolean;
  12307. }
  12308. /**
  12309. * Represents a gamepad
  12310. */
  12311. export class Gamepad {
  12312. /**
  12313. * The id of the gamepad
  12314. */
  12315. id: string;
  12316. /**
  12317. * The index of the gamepad
  12318. */
  12319. index: number;
  12320. /**
  12321. * The browser gamepad
  12322. */
  12323. browserGamepad: any;
  12324. /**
  12325. * Specifies what type of gamepad this represents
  12326. */
  12327. type: number;
  12328. private _leftStick;
  12329. private _rightStick;
  12330. /** @hidden */
  12331. _isConnected: boolean;
  12332. private _leftStickAxisX;
  12333. private _leftStickAxisY;
  12334. private _rightStickAxisX;
  12335. private _rightStickAxisY;
  12336. /**
  12337. * Triggered when the left control stick has been changed
  12338. */
  12339. private _onleftstickchanged;
  12340. /**
  12341. * Triggered when the right control stick has been changed
  12342. */
  12343. private _onrightstickchanged;
  12344. /**
  12345. * Represents a gamepad controller
  12346. */
  12347. static GAMEPAD: number;
  12348. /**
  12349. * Represents a generic controller
  12350. */
  12351. static GENERIC: number;
  12352. /**
  12353. * Represents an XBox controller
  12354. */
  12355. static XBOX: number;
  12356. /**
  12357. * Represents a pose-enabled controller
  12358. */
  12359. static POSE_ENABLED: number;
  12360. /**
  12361. * Represents an Dual Shock controller
  12362. */
  12363. static DUALSHOCK: number;
  12364. /**
  12365. * Specifies whether the left control stick should be Y-inverted
  12366. */
  12367. protected _invertLeftStickY: boolean;
  12368. /**
  12369. * Specifies if the gamepad has been connected
  12370. */
  12371. readonly isConnected: boolean;
  12372. /**
  12373. * Initializes the gamepad
  12374. * @param id The id of the gamepad
  12375. * @param index The index of the gamepad
  12376. * @param browserGamepad The browser gamepad
  12377. * @param leftStickX The x component of the left joystick
  12378. * @param leftStickY The y component of the left joystick
  12379. * @param rightStickX The x component of the right joystick
  12380. * @param rightStickY The y component of the right joystick
  12381. */
  12382. constructor(
  12383. /**
  12384. * The id of the gamepad
  12385. */
  12386. id: string,
  12387. /**
  12388. * The index of the gamepad
  12389. */
  12390. index: number,
  12391. /**
  12392. * The browser gamepad
  12393. */
  12394. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12395. /**
  12396. * Callback triggered when the left joystick has changed
  12397. * @param callback
  12398. */
  12399. onleftstickchanged(callback: (values: StickValues) => void): void;
  12400. /**
  12401. * Callback triggered when the right joystick has changed
  12402. * @param callback
  12403. */
  12404. onrightstickchanged(callback: (values: StickValues) => void): void;
  12405. /**
  12406. * Gets the left joystick
  12407. */
  12408. /**
  12409. * Sets the left joystick values
  12410. */
  12411. leftStick: StickValues;
  12412. /**
  12413. * Gets the right joystick
  12414. */
  12415. /**
  12416. * Sets the right joystick value
  12417. */
  12418. rightStick: StickValues;
  12419. /**
  12420. * Updates the gamepad joystick positions
  12421. */
  12422. update(): void;
  12423. /**
  12424. * Disposes the gamepad
  12425. */
  12426. dispose(): void;
  12427. }
  12428. /**
  12429. * Represents a generic gamepad
  12430. */
  12431. export class GenericPad extends Gamepad {
  12432. private _buttons;
  12433. private _onbuttondown;
  12434. private _onbuttonup;
  12435. /**
  12436. * Observable triggered when a button has been pressed
  12437. */
  12438. onButtonDownObservable: Observable<number>;
  12439. /**
  12440. * Observable triggered when a button has been released
  12441. */
  12442. onButtonUpObservable: Observable<number>;
  12443. /**
  12444. * Callback triggered when a button has been pressed
  12445. * @param callback Called when a button has been pressed
  12446. */
  12447. onbuttondown(callback: (buttonPressed: number) => void): void;
  12448. /**
  12449. * Callback triggered when a button has been released
  12450. * @param callback Called when a button has been released
  12451. */
  12452. onbuttonup(callback: (buttonReleased: number) => void): void;
  12453. /**
  12454. * Initializes the generic gamepad
  12455. * @param id The id of the generic gamepad
  12456. * @param index The index of the generic gamepad
  12457. * @param browserGamepad The browser gamepad
  12458. */
  12459. constructor(id: string, index: number, browserGamepad: any);
  12460. private _setButtonValue;
  12461. /**
  12462. * Updates the generic gamepad
  12463. */
  12464. update(): void;
  12465. /**
  12466. * Disposes the generic gamepad
  12467. */
  12468. dispose(): void;
  12469. }
  12470. }
  12471. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12472. import { Nullable } from "babylonjs/types";
  12473. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12474. import { Scene } from "babylonjs/scene";
  12475. module "babylonjs/Engines/engine" {
  12476. interface Engine {
  12477. /**
  12478. * Creates a raw texture
  12479. * @param data defines the data to store in the texture
  12480. * @param width defines the width of the texture
  12481. * @param height defines the height of the texture
  12482. * @param format defines the format of the data
  12483. * @param generateMipMaps defines if the engine should generate the mip levels
  12484. * @param invertY defines if data must be stored with Y axis inverted
  12485. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12486. * @param compression defines the compression used (null by default)
  12487. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12488. * @returns the raw texture inside an InternalTexture
  12489. */
  12490. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12491. /**
  12492. * Update a raw texture
  12493. * @param texture defines the texture to update
  12494. * @param data defines the data to store in the texture
  12495. * @param format defines the format of the data
  12496. * @param invertY defines if data must be stored with Y axis inverted
  12497. */
  12498. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12499. /**
  12500. * Update a raw texture
  12501. * @param texture defines the texture to update
  12502. * @param data defines the data to store in the texture
  12503. * @param format defines the format of the data
  12504. * @param invertY defines if data must be stored with Y axis inverted
  12505. * @param compression defines the compression used (null by default)
  12506. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12507. */
  12508. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12509. /**
  12510. * Creates a new raw cube texture
  12511. * @param data defines the array of data to use to create each face
  12512. * @param size defines the size of the textures
  12513. * @param format defines the format of the data
  12514. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12515. * @param generateMipMaps defines if the engine should generate the mip levels
  12516. * @param invertY defines if data must be stored with Y axis inverted
  12517. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12518. * @param compression defines the compression used (null by default)
  12519. * @returns the cube texture as an InternalTexture
  12520. */
  12521. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12522. /**
  12523. * Update a raw cube texture
  12524. * @param texture defines the texture to udpdate
  12525. * @param data defines the data to store
  12526. * @param format defines the data format
  12527. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12528. * @param invertY defines if data must be stored with Y axis inverted
  12529. */
  12530. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12531. /**
  12532. * Update a raw cube texture
  12533. * @param texture defines the texture to udpdate
  12534. * @param data defines the data to store
  12535. * @param format defines the data format
  12536. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12537. * @param invertY defines if data must be stored with Y axis inverted
  12538. * @param compression defines the compression used (null by default)
  12539. */
  12540. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12541. /**
  12542. * Update a raw cube texture
  12543. * @param texture defines the texture to udpdate
  12544. * @param data defines the data to store
  12545. * @param format defines the data format
  12546. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12547. * @param invertY defines if data must be stored with Y axis inverted
  12548. * @param compression defines the compression used (null by default)
  12549. * @param level defines which level of the texture to update
  12550. */
  12551. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12552. /**
  12553. * Creates a new raw cube texture from a specified url
  12554. * @param url defines the url where the data is located
  12555. * @param scene defines the current scene
  12556. * @param size defines the size of the textures
  12557. * @param format defines the format of the data
  12558. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12559. * @param noMipmap defines if the engine should avoid generating the mip levels
  12560. * @param callback defines a callback used to extract texture data from loaded data
  12561. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12562. * @param onLoad defines a callback called when texture is loaded
  12563. * @param onError defines a callback called if there is an error
  12564. * @returns the cube texture as an InternalTexture
  12565. */
  12566. 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;
  12567. /**
  12568. * Creates a new raw cube texture from a specified url
  12569. * @param url defines the url where the data is located
  12570. * @param scene defines the current scene
  12571. * @param size defines the size of the textures
  12572. * @param format defines the format of the data
  12573. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12574. * @param noMipmap defines if the engine should avoid generating the mip levels
  12575. * @param callback defines a callback used to extract texture data from loaded data
  12576. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12577. * @param onLoad defines a callback called when texture is loaded
  12578. * @param onError defines a callback called if there is an error
  12579. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12580. * @param invertY defines if data must be stored with Y axis inverted
  12581. * @returns the cube texture as an InternalTexture
  12582. */
  12583. 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;
  12584. /**
  12585. * Creates a new raw 3D texture
  12586. * @param data defines the data used to create the texture
  12587. * @param width defines the width of the texture
  12588. * @param height defines the height of the texture
  12589. * @param depth defines the depth of the texture
  12590. * @param format defines the format of the texture
  12591. * @param generateMipMaps defines if the engine must generate mip levels
  12592. * @param invertY defines if data must be stored with Y axis inverted
  12593. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12594. * @param compression defines the compressed used (can be null)
  12595. * @param textureType defines the compressed used (can be null)
  12596. * @returns a new raw 3D texture (stored in an InternalTexture)
  12597. */
  12598. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12599. /**
  12600. * Update a raw 3D texture
  12601. * @param texture defines the texture to update
  12602. * @param data defines the data to store
  12603. * @param format defines the data format
  12604. * @param invertY defines if data must be stored with Y axis inverted
  12605. */
  12606. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12607. /**
  12608. * Update a raw 3D texture
  12609. * @param texture defines the texture to update
  12610. * @param data defines the data to store
  12611. * @param format defines the data format
  12612. * @param invertY defines if data must be stored with Y axis inverted
  12613. * @param compression defines the used compression (can be null)
  12614. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12615. */
  12616. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12617. }
  12618. }
  12619. }
  12620. declare module "babylonjs/Materials/Textures/rawTexture" {
  12621. import { Scene } from "babylonjs/scene";
  12622. import { Texture } from "babylonjs/Materials/Textures/texture";
  12623. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12624. /**
  12625. * Raw texture can help creating a texture directly from an array of data.
  12626. * This can be super useful if you either get the data from an uncompressed source or
  12627. * if you wish to create your texture pixel by pixel.
  12628. */
  12629. export class RawTexture extends Texture {
  12630. /**
  12631. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12632. */
  12633. format: number;
  12634. private _engine;
  12635. /**
  12636. * Instantiates a new RawTexture.
  12637. * Raw texture can help creating a texture directly from an array of data.
  12638. * This can be super useful if you either get the data from an uncompressed source or
  12639. * if you wish to create your texture pixel by pixel.
  12640. * @param data define the array of data to use to create the texture
  12641. * @param width define the width of the texture
  12642. * @param height define the height of the texture
  12643. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12644. * @param scene define the scene the texture belongs to
  12645. * @param generateMipMaps define whether mip maps should be generated or not
  12646. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12647. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12648. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12649. */
  12650. constructor(data: ArrayBufferView, width: number, height: number,
  12651. /**
  12652. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12653. */
  12654. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12655. /**
  12656. * Updates the texture underlying data.
  12657. * @param data Define the new data of the texture
  12658. */
  12659. update(data: ArrayBufferView): void;
  12660. /**
  12661. * Creates a luminance 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. * @returns the luminance texture
  12670. */
  12671. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12672. /**
  12673. * Creates a luminance alpha texture from some data.
  12674. * @param data Define the texture data
  12675. * @param width Define the width of the texture
  12676. * @param height Define the height of the texture
  12677. * @param scene Define the scene the texture belongs to
  12678. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12679. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12680. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12681. * @returns the luminance alpha texture
  12682. */
  12683. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12684. /**
  12685. * Creates an alpha texture from some data.
  12686. * @param data Define the texture data
  12687. * @param width Define the width of the texture
  12688. * @param height Define the height of the texture
  12689. * @param scene Define the scene the texture belongs to
  12690. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12691. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12692. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12693. * @returns the alpha texture
  12694. */
  12695. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12696. /**
  12697. * Creates a RGB texture from some data.
  12698. * @param data Define the texture data
  12699. * @param width Define the width of the texture
  12700. * @param height Define the height of the texture
  12701. * @param scene Define the scene the texture belongs to
  12702. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12703. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12704. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12705. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12706. * @returns the RGB alpha texture
  12707. */
  12708. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12709. /**
  12710. * Creates a RGBA texture from some data.
  12711. * @param data Define the texture data
  12712. * @param width Define the width of the texture
  12713. * @param height Define the height of the texture
  12714. * @param scene Define the scene the texture belongs to
  12715. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12716. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12717. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12718. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12719. * @returns the RGBA texture
  12720. */
  12721. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12722. /**
  12723. * Creates a R texture from some data.
  12724. * @param data Define the texture data
  12725. * @param width Define the width of the texture
  12726. * @param height Define the height of the texture
  12727. * @param scene Define the scene the texture belongs to
  12728. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12729. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12730. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12731. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12732. * @returns the R texture
  12733. */
  12734. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12735. }
  12736. }
  12737. declare module "babylonjs/Maths/math.size" {
  12738. /**
  12739. * Interface for the size containing width and height
  12740. */
  12741. export interface ISize {
  12742. /**
  12743. * Width
  12744. */
  12745. width: number;
  12746. /**
  12747. * Heighht
  12748. */
  12749. height: number;
  12750. }
  12751. /**
  12752. * Size containing widht and height
  12753. */
  12754. export class Size implements ISize {
  12755. /**
  12756. * Width
  12757. */
  12758. width: number;
  12759. /**
  12760. * Height
  12761. */
  12762. height: number;
  12763. /**
  12764. * Creates a Size object from the given width and height (floats).
  12765. * @param width width of the new size
  12766. * @param height height of the new size
  12767. */
  12768. constructor(width: number, height: number);
  12769. /**
  12770. * Returns a string with the Size width and height
  12771. * @returns a string with the Size width and height
  12772. */
  12773. toString(): string;
  12774. /**
  12775. * "Size"
  12776. * @returns the string "Size"
  12777. */
  12778. getClassName(): string;
  12779. /**
  12780. * Returns the Size hash code.
  12781. * @returns a hash code for a unique width and height
  12782. */
  12783. getHashCode(): number;
  12784. /**
  12785. * Updates the current size from the given one.
  12786. * @param src the given size
  12787. */
  12788. copyFrom(src: Size): void;
  12789. /**
  12790. * Updates in place the current Size from the given floats.
  12791. * @param width width of the new size
  12792. * @param height height of the new size
  12793. * @returns the updated Size.
  12794. */
  12795. copyFromFloats(width: number, height: number): Size;
  12796. /**
  12797. * Updates in place the current Size from the given floats.
  12798. * @param width width to set
  12799. * @param height height to set
  12800. * @returns the updated Size.
  12801. */
  12802. set(width: number, height: number): Size;
  12803. /**
  12804. * Multiplies the width and height by numbers
  12805. * @param w factor to multiple the width by
  12806. * @param h factor to multiple the height by
  12807. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12808. */
  12809. multiplyByFloats(w: number, h: number): Size;
  12810. /**
  12811. * Clones the size
  12812. * @returns a new Size copied from the given one.
  12813. */
  12814. clone(): Size;
  12815. /**
  12816. * True if the current Size and the given one width and height are strictly equal.
  12817. * @param other the other size to compare against
  12818. * @returns True if the current Size and the given one width and height are strictly equal.
  12819. */
  12820. equals(other: Size): boolean;
  12821. /**
  12822. * The surface of the Size : width * height (float).
  12823. */
  12824. readonly surface: number;
  12825. /**
  12826. * Create a new size of zero
  12827. * @returns a new Size set to (0.0, 0.0)
  12828. */
  12829. static Zero(): Size;
  12830. /**
  12831. * Sums the width and height of two sizes
  12832. * @param otherSize size to add to this size
  12833. * @returns a new Size set as the addition result of the current Size and the given one.
  12834. */
  12835. add(otherSize: Size): Size;
  12836. /**
  12837. * Subtracts the width and height of two
  12838. * @param otherSize size to subtract to this size
  12839. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12840. */
  12841. subtract(otherSize: Size): Size;
  12842. /**
  12843. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12844. * @param start starting size to lerp between
  12845. * @param end end size to lerp between
  12846. * @param amount amount to lerp between the start and end values
  12847. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12848. */
  12849. static Lerp(start: Size, end: Size, amount: number): Size;
  12850. }
  12851. }
  12852. declare module "babylonjs/Animations/runtimeAnimation" {
  12853. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12854. import { Animatable } from "babylonjs/Animations/animatable";
  12855. import { Scene } from "babylonjs/scene";
  12856. /**
  12857. * Defines a runtime animation
  12858. */
  12859. export class RuntimeAnimation {
  12860. private _events;
  12861. /**
  12862. * The current frame of the runtime animation
  12863. */
  12864. private _currentFrame;
  12865. /**
  12866. * The animation used by the runtime animation
  12867. */
  12868. private _animation;
  12869. /**
  12870. * The target of the runtime animation
  12871. */
  12872. private _target;
  12873. /**
  12874. * The initiating animatable
  12875. */
  12876. private _host;
  12877. /**
  12878. * The original value of the runtime animation
  12879. */
  12880. private _originalValue;
  12881. /**
  12882. * The original blend value of the runtime animation
  12883. */
  12884. private _originalBlendValue;
  12885. /**
  12886. * The offsets cache of the runtime animation
  12887. */
  12888. private _offsetsCache;
  12889. /**
  12890. * The high limits cache of the runtime animation
  12891. */
  12892. private _highLimitsCache;
  12893. /**
  12894. * Specifies if the runtime animation has been stopped
  12895. */
  12896. private _stopped;
  12897. /**
  12898. * The blending factor of the runtime animation
  12899. */
  12900. private _blendingFactor;
  12901. /**
  12902. * The BabylonJS scene
  12903. */
  12904. private _scene;
  12905. /**
  12906. * The current value of the runtime animation
  12907. */
  12908. private _currentValue;
  12909. /** @hidden */
  12910. _animationState: _IAnimationState;
  12911. /**
  12912. * The active target of the runtime animation
  12913. */
  12914. private _activeTargets;
  12915. private _currentActiveTarget;
  12916. private _directTarget;
  12917. /**
  12918. * The target path of the runtime animation
  12919. */
  12920. private _targetPath;
  12921. /**
  12922. * The weight of the runtime animation
  12923. */
  12924. private _weight;
  12925. /**
  12926. * The ratio offset of the runtime animation
  12927. */
  12928. private _ratioOffset;
  12929. /**
  12930. * The previous delay of the runtime animation
  12931. */
  12932. private _previousDelay;
  12933. /**
  12934. * The previous ratio of the runtime animation
  12935. */
  12936. private _previousRatio;
  12937. private _enableBlending;
  12938. private _keys;
  12939. private _minFrame;
  12940. private _maxFrame;
  12941. private _minValue;
  12942. private _maxValue;
  12943. private _targetIsArray;
  12944. /**
  12945. * Gets the current frame of the runtime animation
  12946. */
  12947. readonly currentFrame: number;
  12948. /**
  12949. * Gets the weight of the runtime animation
  12950. */
  12951. readonly weight: number;
  12952. /**
  12953. * Gets the current value of the runtime animation
  12954. */
  12955. readonly currentValue: any;
  12956. /**
  12957. * Gets the target path of the runtime animation
  12958. */
  12959. readonly targetPath: string;
  12960. /**
  12961. * Gets the actual target of the runtime animation
  12962. */
  12963. readonly target: any;
  12964. /** @hidden */
  12965. _onLoop: () => void;
  12966. /**
  12967. * Create a new RuntimeAnimation object
  12968. * @param target defines the target of the animation
  12969. * @param animation defines the source animation object
  12970. * @param scene defines the hosting scene
  12971. * @param host defines the initiating Animatable
  12972. */
  12973. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  12974. private _preparePath;
  12975. /**
  12976. * Gets the animation from the runtime animation
  12977. */
  12978. readonly animation: Animation;
  12979. /**
  12980. * Resets the runtime animation to the beginning
  12981. * @param restoreOriginal defines whether to restore the target property to the original value
  12982. */
  12983. reset(restoreOriginal?: boolean): void;
  12984. /**
  12985. * Specifies if the runtime animation is stopped
  12986. * @returns Boolean specifying if the runtime animation is stopped
  12987. */
  12988. isStopped(): boolean;
  12989. /**
  12990. * Disposes of the runtime animation
  12991. */
  12992. dispose(): void;
  12993. /**
  12994. * Apply the interpolated value to the target
  12995. * @param currentValue defines the value computed by the animation
  12996. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  12997. */
  12998. setValue(currentValue: any, weight: number): void;
  12999. private _getOriginalValues;
  13000. private _setValue;
  13001. /**
  13002. * Gets the loop pmode of the runtime animation
  13003. * @returns Loop Mode
  13004. */
  13005. private _getCorrectLoopMode;
  13006. /**
  13007. * Move the current animation to a given frame
  13008. * @param frame defines the frame to move to
  13009. */
  13010. goToFrame(frame: number): void;
  13011. /**
  13012. * @hidden Internal use only
  13013. */
  13014. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13015. /**
  13016. * Execute the current animation
  13017. * @param delay defines the delay to add to the current frame
  13018. * @param from defines the lower bound of the animation range
  13019. * @param to defines the upper bound of the animation range
  13020. * @param loop defines if the current animation must loop
  13021. * @param speedRatio defines the current speed ratio
  13022. * @param weight defines the weight of the animation (default is -1 so no weight)
  13023. * @param onLoop optional callback called when animation loops
  13024. * @returns a boolean indicating if the animation is running
  13025. */
  13026. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13027. }
  13028. }
  13029. declare module "babylonjs/Animations/animatable" {
  13030. import { Animation } from "babylonjs/Animations/animation";
  13031. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13032. import { Nullable } from "babylonjs/types";
  13033. import { Observable } from "babylonjs/Misc/observable";
  13034. import { Scene } from "babylonjs/scene";
  13035. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13036. import { Node } from "babylonjs/node";
  13037. /**
  13038. * Class used to store an actual running animation
  13039. */
  13040. export class Animatable {
  13041. /** defines the target object */
  13042. target: any;
  13043. /** defines the starting frame number (default is 0) */
  13044. fromFrame: number;
  13045. /** defines the ending frame number (default is 100) */
  13046. toFrame: number;
  13047. /** defines if the animation must loop (default is false) */
  13048. loopAnimation: boolean;
  13049. /** defines a callback to call when animation ends if it is not looping */
  13050. onAnimationEnd?: (() => void) | null | undefined;
  13051. /** defines a callback to call when animation loops */
  13052. onAnimationLoop?: (() => void) | null | undefined;
  13053. private _localDelayOffset;
  13054. private _pausedDelay;
  13055. private _runtimeAnimations;
  13056. private _paused;
  13057. private _scene;
  13058. private _speedRatio;
  13059. private _weight;
  13060. private _syncRoot;
  13061. /**
  13062. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13063. * This will only apply for non looping animation (default is true)
  13064. */
  13065. disposeOnEnd: boolean;
  13066. /**
  13067. * Gets a boolean indicating if the animation has started
  13068. */
  13069. animationStarted: boolean;
  13070. /**
  13071. * Observer raised when the animation ends
  13072. */
  13073. onAnimationEndObservable: Observable<Animatable>;
  13074. /**
  13075. * Observer raised when the animation loops
  13076. */
  13077. onAnimationLoopObservable: Observable<Animatable>;
  13078. /**
  13079. * Gets the root Animatable used to synchronize and normalize animations
  13080. */
  13081. readonly syncRoot: Nullable<Animatable>;
  13082. /**
  13083. * Gets the current frame of the first RuntimeAnimation
  13084. * Used to synchronize Animatables
  13085. */
  13086. readonly masterFrame: number;
  13087. /**
  13088. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13089. */
  13090. weight: number;
  13091. /**
  13092. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13093. */
  13094. speedRatio: number;
  13095. /**
  13096. * Creates a new Animatable
  13097. * @param scene defines the hosting scene
  13098. * @param target defines the target object
  13099. * @param fromFrame defines the starting frame number (default is 0)
  13100. * @param toFrame defines the ending frame number (default is 100)
  13101. * @param loopAnimation defines if the animation must loop (default is false)
  13102. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13103. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13104. * @param animations defines a group of animation to add to the new Animatable
  13105. * @param onAnimationLoop defines a callback to call when animation loops
  13106. */
  13107. constructor(scene: Scene,
  13108. /** defines the target object */
  13109. target: any,
  13110. /** defines the starting frame number (default is 0) */
  13111. fromFrame?: number,
  13112. /** defines the ending frame number (default is 100) */
  13113. toFrame?: number,
  13114. /** defines if the animation must loop (default is false) */
  13115. loopAnimation?: boolean, speedRatio?: number,
  13116. /** defines a callback to call when animation ends if it is not looping */
  13117. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13118. /** defines a callback to call when animation loops */
  13119. onAnimationLoop?: (() => void) | null | undefined);
  13120. /**
  13121. * Synchronize and normalize current Animatable with a source Animatable
  13122. * This is useful when using animation weights and when animations are not of the same length
  13123. * @param root defines the root Animatable to synchronize with
  13124. * @returns the current Animatable
  13125. */
  13126. syncWith(root: Animatable): Animatable;
  13127. /**
  13128. * Gets the list of runtime animations
  13129. * @returns an array of RuntimeAnimation
  13130. */
  13131. getAnimations(): RuntimeAnimation[];
  13132. /**
  13133. * Adds more animations to the current animatable
  13134. * @param target defines the target of the animations
  13135. * @param animations defines the new animations to add
  13136. */
  13137. appendAnimations(target: any, animations: Animation[]): void;
  13138. /**
  13139. * Gets the source animation for a specific property
  13140. * @param property defines the propertyu to look for
  13141. * @returns null or the source animation for the given property
  13142. */
  13143. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13144. /**
  13145. * Gets the runtime animation for a specific property
  13146. * @param property defines the propertyu to look for
  13147. * @returns null or the runtime animation for the given property
  13148. */
  13149. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13150. /**
  13151. * Resets the animatable to its original state
  13152. */
  13153. reset(): void;
  13154. /**
  13155. * Allows the animatable to blend with current running animations
  13156. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13157. * @param blendingSpeed defines the blending speed to use
  13158. */
  13159. enableBlending(blendingSpeed: number): void;
  13160. /**
  13161. * Disable animation blending
  13162. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13163. */
  13164. disableBlending(): void;
  13165. /**
  13166. * Jump directly to a given frame
  13167. * @param frame defines the frame to jump to
  13168. */
  13169. goToFrame(frame: number): void;
  13170. /**
  13171. * Pause the animation
  13172. */
  13173. pause(): void;
  13174. /**
  13175. * Restart the animation
  13176. */
  13177. restart(): void;
  13178. private _raiseOnAnimationEnd;
  13179. /**
  13180. * Stop and delete the current animation
  13181. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13182. * @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)
  13183. */
  13184. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13185. /**
  13186. * Wait asynchronously for the animation to end
  13187. * @returns a promise which will be fullfilled when the animation ends
  13188. */
  13189. waitAsync(): Promise<Animatable>;
  13190. /** @hidden */
  13191. _animate(delay: number): boolean;
  13192. }
  13193. module "babylonjs/scene" {
  13194. interface Scene {
  13195. /** @hidden */
  13196. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13197. /** @hidden */
  13198. _processLateAnimationBindingsForMatrices(holder: {
  13199. totalWeight: number;
  13200. animations: RuntimeAnimation[];
  13201. originalValue: Matrix;
  13202. }): any;
  13203. /** @hidden */
  13204. _processLateAnimationBindingsForQuaternions(holder: {
  13205. totalWeight: number;
  13206. animations: RuntimeAnimation[];
  13207. originalValue: Quaternion;
  13208. }, refQuaternion: Quaternion): Quaternion;
  13209. /** @hidden */
  13210. _processLateAnimationBindings(): void;
  13211. /**
  13212. * Will start the animation sequence of a given target
  13213. * @param target defines the target
  13214. * @param from defines from which frame should animation start
  13215. * @param to defines until which frame should animation run.
  13216. * @param weight defines the weight to apply to the animation (1.0 by default)
  13217. * @param loop defines if the animation loops
  13218. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13219. * @param onAnimationEnd defines the function to be executed when the animation ends
  13220. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13221. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13222. * @param onAnimationLoop defines the callback to call when an animation loops
  13223. * @returns the animatable object created for this animation
  13224. */
  13225. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13226. /**
  13227. * Will start the animation sequence of a given target
  13228. * @param target defines the target
  13229. * @param from defines from which frame should animation start
  13230. * @param to defines until which frame should animation run.
  13231. * @param loop defines if the animation loops
  13232. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13233. * @param onAnimationEnd defines the function to be executed when the animation ends
  13234. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13235. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13236. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13237. * @param onAnimationLoop defines the callback to call when an animation loops
  13238. * @returns the animatable object created for this animation
  13239. */
  13240. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13241. /**
  13242. * Will start the animation sequence of a given target and its hierarchy
  13243. * @param target defines the target
  13244. * @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.
  13245. * @param from defines from which frame should animation start
  13246. * @param to defines until which frame should animation run.
  13247. * @param loop defines if the animation loops
  13248. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13249. * @param onAnimationEnd defines the function to be executed when the animation ends
  13250. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13251. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13252. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13253. * @param onAnimationLoop defines the callback to call when an animation loops
  13254. * @returns the list of created animatables
  13255. */
  13256. 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[];
  13257. /**
  13258. * Begin a new animation on a given node
  13259. * @param target defines the target where the animation will take place
  13260. * @param animations defines the list of animations to start
  13261. * @param from defines the initial value
  13262. * @param to defines the final value
  13263. * @param loop defines if you want animation to loop (off by default)
  13264. * @param speedRatio defines the speed ratio to apply to all animations
  13265. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13266. * @param onAnimationLoop defines the callback to call when an animation loops
  13267. * @returns the list of created animatables
  13268. */
  13269. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13270. /**
  13271. * Begin a new animation on a given node and its hierarchy
  13272. * @param target defines the root node where the animation will take place
  13273. * @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.
  13274. * @param animations defines the list of animations to start
  13275. * @param from defines the initial value
  13276. * @param to defines the final value
  13277. * @param loop defines if you want animation to loop (off by default)
  13278. * @param speedRatio defines the speed ratio to apply to all animations
  13279. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13280. * @param onAnimationLoop defines the callback to call when an animation loops
  13281. * @returns the list of animatables created for all nodes
  13282. */
  13283. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13284. /**
  13285. * Gets the animatable associated with a specific target
  13286. * @param target defines the target of the animatable
  13287. * @returns the required animatable if found
  13288. */
  13289. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13290. /**
  13291. * Gets all animatables associated with a given target
  13292. * @param target defines the target to look animatables for
  13293. * @returns an array of Animatables
  13294. */
  13295. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13296. /**
  13297. * Stops and removes all animations that have been applied to the scene
  13298. */
  13299. stopAllAnimations(): void;
  13300. }
  13301. }
  13302. module "babylonjs/Bones/bone" {
  13303. interface Bone {
  13304. /**
  13305. * Copy an animation range from another bone
  13306. * @param source defines the source bone
  13307. * @param rangeName defines the range name to copy
  13308. * @param frameOffset defines the frame offset
  13309. * @param rescaleAsRequired defines if rescaling must be applied if required
  13310. * @param skelDimensionsRatio defines the scaling ratio
  13311. * @returns true if operation was successful
  13312. */
  13313. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13314. }
  13315. }
  13316. }
  13317. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13318. /**
  13319. * Class used to override all child animations of a given target
  13320. */
  13321. export class AnimationPropertiesOverride {
  13322. /**
  13323. * Gets or sets a value indicating if animation blending must be used
  13324. */
  13325. enableBlending: boolean;
  13326. /**
  13327. * Gets or sets the blending speed to use when enableBlending is true
  13328. */
  13329. blendingSpeed: number;
  13330. /**
  13331. * Gets or sets the default loop mode to use
  13332. */
  13333. loopMode: number;
  13334. }
  13335. }
  13336. declare module "babylonjs/Bones/skeleton" {
  13337. import { Bone } from "babylonjs/Bones/bone";
  13338. import { Observable } from "babylonjs/Misc/observable";
  13339. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13340. import { Scene } from "babylonjs/scene";
  13341. import { Nullable } from "babylonjs/types";
  13342. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13343. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13344. import { Animatable } from "babylonjs/Animations/animatable";
  13345. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13346. import { Animation } from "babylonjs/Animations/animation";
  13347. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13348. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13349. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13350. /**
  13351. * Class used to handle skinning animations
  13352. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13353. */
  13354. export class Skeleton implements IAnimatable {
  13355. /** defines the skeleton name */
  13356. name: string;
  13357. /** defines the skeleton Id */
  13358. id: string;
  13359. /**
  13360. * Defines the list of child bones
  13361. */
  13362. bones: Bone[];
  13363. /**
  13364. * Defines an estimate of the dimension of the skeleton at rest
  13365. */
  13366. dimensionsAtRest: Vector3;
  13367. /**
  13368. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13369. */
  13370. needInitialSkinMatrix: boolean;
  13371. /**
  13372. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13373. */
  13374. overrideMesh: Nullable<AbstractMesh>;
  13375. /**
  13376. * Gets the list of animations attached to this skeleton
  13377. */
  13378. animations: Array<Animation>;
  13379. private _scene;
  13380. private _isDirty;
  13381. private _transformMatrices;
  13382. private _transformMatrixTexture;
  13383. private _meshesWithPoseMatrix;
  13384. private _animatables;
  13385. private _identity;
  13386. private _synchronizedWithMesh;
  13387. private _ranges;
  13388. private _lastAbsoluteTransformsUpdateId;
  13389. private _canUseTextureForBones;
  13390. private _uniqueId;
  13391. /** @hidden */
  13392. _numBonesWithLinkedTransformNode: number;
  13393. /** @hidden */
  13394. _hasWaitingData: Nullable<boolean>;
  13395. /**
  13396. * Specifies if the skeleton should be serialized
  13397. */
  13398. doNotSerialize: boolean;
  13399. private _useTextureToStoreBoneMatrices;
  13400. /**
  13401. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13402. * Please note that this option is not available if the hardware does not support it
  13403. */
  13404. useTextureToStoreBoneMatrices: boolean;
  13405. private _animationPropertiesOverride;
  13406. /**
  13407. * Gets or sets the animation properties override
  13408. */
  13409. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13410. /**
  13411. * List of inspectable custom properties (used by the Inspector)
  13412. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13413. */
  13414. inspectableCustomProperties: IInspectable[];
  13415. /**
  13416. * An observable triggered before computing the skeleton's matrices
  13417. */
  13418. onBeforeComputeObservable: Observable<Skeleton>;
  13419. /**
  13420. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13421. */
  13422. readonly isUsingTextureForMatrices: boolean;
  13423. /**
  13424. * Gets the unique ID of this skeleton
  13425. */
  13426. readonly uniqueId: number;
  13427. /**
  13428. * Creates a new skeleton
  13429. * @param name defines the skeleton name
  13430. * @param id defines the skeleton Id
  13431. * @param scene defines the hosting scene
  13432. */
  13433. constructor(
  13434. /** defines the skeleton name */
  13435. name: string,
  13436. /** defines the skeleton Id */
  13437. id: string, scene: Scene);
  13438. /**
  13439. * Gets the current object class name.
  13440. * @return the class name
  13441. */
  13442. getClassName(): string;
  13443. /**
  13444. * Returns an array containing the root bones
  13445. * @returns an array containing the root bones
  13446. */
  13447. getChildren(): Array<Bone>;
  13448. /**
  13449. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13450. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13451. * @returns a Float32Array containing matrices data
  13452. */
  13453. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13454. /**
  13455. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13456. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13457. * @returns a raw texture containing the data
  13458. */
  13459. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13460. /**
  13461. * Gets the current hosting scene
  13462. * @returns a scene object
  13463. */
  13464. getScene(): Scene;
  13465. /**
  13466. * Gets a string representing the current skeleton data
  13467. * @param fullDetails defines a boolean indicating if we want a verbose version
  13468. * @returns a string representing the current skeleton data
  13469. */
  13470. toString(fullDetails?: boolean): string;
  13471. /**
  13472. * Get bone's index searching by name
  13473. * @param name defines bone's name to search for
  13474. * @return the indice of the bone. Returns -1 if not found
  13475. */
  13476. getBoneIndexByName(name: string): number;
  13477. /**
  13478. * Creater a new animation range
  13479. * @param name defines the name of the range
  13480. * @param from defines the start key
  13481. * @param to defines the end key
  13482. */
  13483. createAnimationRange(name: string, from: number, to: number): void;
  13484. /**
  13485. * Delete a specific animation range
  13486. * @param name defines the name of the range
  13487. * @param deleteFrames defines if frames must be removed as well
  13488. */
  13489. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13490. /**
  13491. * Gets a specific animation range
  13492. * @param name defines the name of the range to look for
  13493. * @returns the requested animation range or null if not found
  13494. */
  13495. getAnimationRange(name: string): Nullable<AnimationRange>;
  13496. /**
  13497. * Gets the list of all animation ranges defined on this skeleton
  13498. * @returns an array
  13499. */
  13500. getAnimationRanges(): Nullable<AnimationRange>[];
  13501. /**
  13502. * Copy animation range from a source skeleton.
  13503. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13504. * @param source defines the source skeleton
  13505. * @param name defines the name of the range to copy
  13506. * @param rescaleAsRequired defines if rescaling must be applied if required
  13507. * @returns true if operation was successful
  13508. */
  13509. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13510. /**
  13511. * Forces the skeleton to go to rest pose
  13512. */
  13513. returnToRest(): void;
  13514. private _getHighestAnimationFrame;
  13515. /**
  13516. * Begin a specific animation range
  13517. * @param name defines the name of the range to start
  13518. * @param loop defines if looping must be turned on (false by default)
  13519. * @param speedRatio defines the speed ratio to apply (1 by default)
  13520. * @param onAnimationEnd defines a callback which will be called when animation will end
  13521. * @returns a new animatable
  13522. */
  13523. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13524. /** @hidden */
  13525. _markAsDirty(): void;
  13526. /** @hidden */
  13527. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13528. /** @hidden */
  13529. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13530. private _computeTransformMatrices;
  13531. /**
  13532. * Build all resources required to render a skeleton
  13533. */
  13534. prepare(): void;
  13535. /**
  13536. * Gets the list of animatables currently running for this skeleton
  13537. * @returns an array of animatables
  13538. */
  13539. getAnimatables(): IAnimatable[];
  13540. /**
  13541. * Clone the current skeleton
  13542. * @param name defines the name of the new skeleton
  13543. * @param id defines the id of the new skeleton
  13544. * @returns the new skeleton
  13545. */
  13546. clone(name: string, id: string): Skeleton;
  13547. /**
  13548. * Enable animation blending for this skeleton
  13549. * @param blendingSpeed defines the blending speed to apply
  13550. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13551. */
  13552. enableBlending(blendingSpeed?: number): void;
  13553. /**
  13554. * Releases all resources associated with the current skeleton
  13555. */
  13556. dispose(): void;
  13557. /**
  13558. * Serialize the skeleton in a JSON object
  13559. * @returns a JSON object
  13560. */
  13561. serialize(): any;
  13562. /**
  13563. * Creates a new skeleton from serialized data
  13564. * @param parsedSkeleton defines the serialized data
  13565. * @param scene defines the hosting scene
  13566. * @returns a new skeleton
  13567. */
  13568. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13569. /**
  13570. * Compute all node absolute transforms
  13571. * @param forceUpdate defines if computation must be done even if cache is up to date
  13572. */
  13573. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13574. /**
  13575. * Gets the root pose matrix
  13576. * @returns a matrix
  13577. */
  13578. getPoseMatrix(): Nullable<Matrix>;
  13579. /**
  13580. * Sorts bones per internal index
  13581. */
  13582. sortBones(): void;
  13583. private _sortBones;
  13584. }
  13585. }
  13586. declare module "babylonjs/Bones/bone" {
  13587. import { Skeleton } from "babylonjs/Bones/skeleton";
  13588. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13589. import { Nullable } from "babylonjs/types";
  13590. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13591. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13592. import { Node } from "babylonjs/node";
  13593. import { Space } from "babylonjs/Maths/math.axis";
  13594. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13595. /**
  13596. * Class used to store bone information
  13597. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13598. */
  13599. export class Bone extends Node {
  13600. /**
  13601. * defines the bone name
  13602. */
  13603. name: string;
  13604. private static _tmpVecs;
  13605. private static _tmpQuat;
  13606. private static _tmpMats;
  13607. /**
  13608. * Gets the list of child bones
  13609. */
  13610. children: Bone[];
  13611. /** Gets the animations associated with this bone */
  13612. animations: import("babylonjs/Animations/animation").Animation[];
  13613. /**
  13614. * Gets or sets bone length
  13615. */
  13616. length: number;
  13617. /**
  13618. * @hidden Internal only
  13619. * Set this value to map this bone to a different index in the transform matrices
  13620. * Set this value to -1 to exclude the bone from the transform matrices
  13621. */
  13622. _index: Nullable<number>;
  13623. private _skeleton;
  13624. private _localMatrix;
  13625. private _restPose;
  13626. private _baseMatrix;
  13627. private _absoluteTransform;
  13628. private _invertedAbsoluteTransform;
  13629. private _parent;
  13630. private _scalingDeterminant;
  13631. private _worldTransform;
  13632. private _localScaling;
  13633. private _localRotation;
  13634. private _localPosition;
  13635. private _needToDecompose;
  13636. private _needToCompose;
  13637. /** @hidden */
  13638. _linkedTransformNode: Nullable<TransformNode>;
  13639. /** @hidden */
  13640. _waitingTransformNodeId: Nullable<string>;
  13641. /** @hidden */
  13642. /** @hidden */
  13643. _matrix: Matrix;
  13644. /**
  13645. * Create a new bone
  13646. * @param name defines the bone name
  13647. * @param skeleton defines the parent skeleton
  13648. * @param parentBone defines the parent (can be null if the bone is the root)
  13649. * @param localMatrix defines the local matrix
  13650. * @param restPose defines the rest pose matrix
  13651. * @param baseMatrix defines the base matrix
  13652. * @param index defines index of the bone in the hiearchy
  13653. */
  13654. constructor(
  13655. /**
  13656. * defines the bone name
  13657. */
  13658. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13659. /**
  13660. * Gets the current object class name.
  13661. * @return the class name
  13662. */
  13663. getClassName(): string;
  13664. /**
  13665. * Gets the parent skeleton
  13666. * @returns a skeleton
  13667. */
  13668. getSkeleton(): Skeleton;
  13669. /**
  13670. * Gets parent bone
  13671. * @returns a bone or null if the bone is the root of the bone hierarchy
  13672. */
  13673. getParent(): Nullable<Bone>;
  13674. /**
  13675. * Returns an array containing the root bones
  13676. * @returns an array containing the root bones
  13677. */
  13678. getChildren(): Array<Bone>;
  13679. /**
  13680. * Sets the parent bone
  13681. * @param parent defines the parent (can be null if the bone is the root)
  13682. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13683. */
  13684. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13685. /**
  13686. * Gets the local matrix
  13687. * @returns a matrix
  13688. */
  13689. getLocalMatrix(): Matrix;
  13690. /**
  13691. * Gets the base matrix (initial matrix which remains unchanged)
  13692. * @returns a matrix
  13693. */
  13694. getBaseMatrix(): Matrix;
  13695. /**
  13696. * Gets the rest pose matrix
  13697. * @returns a matrix
  13698. */
  13699. getRestPose(): Matrix;
  13700. /**
  13701. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13702. */
  13703. getWorldMatrix(): Matrix;
  13704. /**
  13705. * Sets the local matrix to rest pose matrix
  13706. */
  13707. returnToRest(): void;
  13708. /**
  13709. * Gets the inverse of the absolute transform matrix.
  13710. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13711. * @returns a matrix
  13712. */
  13713. getInvertedAbsoluteTransform(): Matrix;
  13714. /**
  13715. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13716. * @returns a matrix
  13717. */
  13718. getAbsoluteTransform(): Matrix;
  13719. /**
  13720. * Links with the given transform node.
  13721. * The local matrix of this bone is copied from the transform node every frame.
  13722. * @param transformNode defines the transform node to link to
  13723. */
  13724. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13725. /**
  13726. * Gets the node used to drive the bone's transformation
  13727. * @returns a transform node or null
  13728. */
  13729. getTransformNode(): Nullable<TransformNode>;
  13730. /** Gets or sets current position (in local space) */
  13731. position: Vector3;
  13732. /** Gets or sets current rotation (in local space) */
  13733. rotation: Vector3;
  13734. /** Gets or sets current rotation quaternion (in local space) */
  13735. rotationQuaternion: Quaternion;
  13736. /** Gets or sets current scaling (in local space) */
  13737. scaling: Vector3;
  13738. /**
  13739. * Gets the animation properties override
  13740. */
  13741. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13742. private _decompose;
  13743. private _compose;
  13744. /**
  13745. * Update the base and local matrices
  13746. * @param matrix defines the new base or local matrix
  13747. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13748. * @param updateLocalMatrix defines if the local matrix should be updated
  13749. */
  13750. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13751. /** @hidden */
  13752. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13753. /**
  13754. * Flag the bone as dirty (Forcing it to update everything)
  13755. */
  13756. markAsDirty(): void;
  13757. /** @hidden */
  13758. _markAsDirtyAndCompose(): void;
  13759. private _markAsDirtyAndDecompose;
  13760. /**
  13761. * Translate the bone in local or world space
  13762. * @param vec The amount to translate the bone
  13763. * @param space The space that the translation is in
  13764. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13765. */
  13766. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13767. /**
  13768. * Set the postion of the bone in local or world space
  13769. * @param position The position to set the bone
  13770. * @param space The space that the position is in
  13771. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13772. */
  13773. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13774. /**
  13775. * Set the absolute position of the bone (world space)
  13776. * @param position The position to set the bone
  13777. * @param mesh The mesh that this bone is attached to
  13778. */
  13779. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13780. /**
  13781. * Scale the bone on the x, y and z axes (in local space)
  13782. * @param x The amount to scale the bone on the x axis
  13783. * @param y The amount to scale the bone on the y axis
  13784. * @param z The amount to scale the bone on the z axis
  13785. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13786. */
  13787. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13788. /**
  13789. * Set the bone scaling in local space
  13790. * @param scale defines the scaling vector
  13791. */
  13792. setScale(scale: Vector3): void;
  13793. /**
  13794. * Gets the current scaling in local space
  13795. * @returns the current scaling vector
  13796. */
  13797. getScale(): Vector3;
  13798. /**
  13799. * Gets the current scaling in local space and stores it in a target vector
  13800. * @param result defines the target vector
  13801. */
  13802. getScaleToRef(result: Vector3): void;
  13803. /**
  13804. * Set the yaw, pitch, and roll of the bone in local or world space
  13805. * @param yaw The rotation of the bone on the y axis
  13806. * @param pitch The rotation of the bone on the x axis
  13807. * @param roll The rotation of the bone on the z axis
  13808. * @param space The space that the axes of rotation are in
  13809. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13810. */
  13811. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13812. /**
  13813. * Add a rotation to the bone on an axis in local or world space
  13814. * @param axis The axis to rotate the bone on
  13815. * @param amount The amount to rotate the bone
  13816. * @param space The space that the axis is in
  13817. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13818. */
  13819. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13820. /**
  13821. * Set the rotation of the bone to a particular axis angle in local or world space
  13822. * @param axis The axis to rotate the bone on
  13823. * @param angle The angle that the bone should be rotated to
  13824. * @param space The space that the axis is in
  13825. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13826. */
  13827. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13828. /**
  13829. * Set the euler rotation of the bone in local of world space
  13830. * @param rotation The euler rotation that the bone should be set to
  13831. * @param space The space that the rotation is in
  13832. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13833. */
  13834. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13835. /**
  13836. * Set the quaternion rotation of the bone in local of world space
  13837. * @param quat The quaternion rotation that the bone should be set to
  13838. * @param space The space that the rotation is in
  13839. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13840. */
  13841. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13842. /**
  13843. * Set the rotation matrix of the bone in local of world space
  13844. * @param rotMat The rotation matrix that the bone should be set to
  13845. * @param space The space that the rotation is in
  13846. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13847. */
  13848. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13849. private _rotateWithMatrix;
  13850. private _getNegativeRotationToRef;
  13851. /**
  13852. * Get the position of the bone in local or world space
  13853. * @param space The space that the returned position is in
  13854. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13855. * @returns The position of the bone
  13856. */
  13857. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13858. /**
  13859. * Copy the position of the bone to a vector3 in local or world space
  13860. * @param space The space that the returned position is in
  13861. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13862. * @param result The vector3 to copy the position to
  13863. */
  13864. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13865. /**
  13866. * Get the absolute position of the bone (world space)
  13867. * @param mesh The mesh that this bone is attached to
  13868. * @returns The absolute position of the bone
  13869. */
  13870. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13871. /**
  13872. * Copy the absolute position of the bone (world space) to the result param
  13873. * @param mesh The mesh that this bone is attached to
  13874. * @param result The vector3 to copy the absolute position to
  13875. */
  13876. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13877. /**
  13878. * Compute the absolute transforms of this bone and its children
  13879. */
  13880. computeAbsoluteTransforms(): void;
  13881. /**
  13882. * Get the world direction from an axis that is in the local space of the bone
  13883. * @param localAxis The local direction that is used to compute the world direction
  13884. * @param mesh The mesh that this bone is attached to
  13885. * @returns The world direction
  13886. */
  13887. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13888. /**
  13889. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13890. * @param localAxis The local direction that is used to compute the world direction
  13891. * @param mesh The mesh that this bone is attached to
  13892. * @param result The vector3 that the world direction will be copied to
  13893. */
  13894. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13895. /**
  13896. * Get the euler rotation of the bone in local or world space
  13897. * @param space The space that the rotation should be in
  13898. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13899. * @returns The euler rotation
  13900. */
  13901. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13902. /**
  13903. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13904. * @param space The space that the rotation should be in
  13905. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13906. * @param result The vector3 that the rotation should be copied to
  13907. */
  13908. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13909. /**
  13910. * Get the quaternion rotation of the bone in either local or world space
  13911. * @param space The space that the rotation should be in
  13912. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13913. * @returns The quaternion rotation
  13914. */
  13915. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13916. /**
  13917. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13918. * @param space The space that the rotation should be in
  13919. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13920. * @param result The quaternion that the rotation should be copied to
  13921. */
  13922. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13923. /**
  13924. * Get the rotation matrix of the bone in local or world space
  13925. * @param space The space that the rotation should be in
  13926. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13927. * @returns The rotation matrix
  13928. */
  13929. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13930. /**
  13931. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13932. * @param space The space that the rotation should be in
  13933. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13934. * @param result The quaternion that the rotation should be copied to
  13935. */
  13936. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13937. /**
  13938. * Get the world position of a point that is in the local space of the bone
  13939. * @param position The local position
  13940. * @param mesh The mesh that this bone is attached to
  13941. * @returns The world position
  13942. */
  13943. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13944. /**
  13945. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13946. * @param position The local position
  13947. * @param mesh The mesh that this bone is attached to
  13948. * @param result The vector3 that the world position should be copied to
  13949. */
  13950. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13951. /**
  13952. * Get the local position of a point that is in world space
  13953. * @param position The world position
  13954. * @param mesh The mesh that this bone is attached to
  13955. * @returns The local position
  13956. */
  13957. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13958. /**
  13959. * Get the local position of a point that is in world space and copy it to the result param
  13960. * @param position The world position
  13961. * @param mesh The mesh that this bone is attached to
  13962. * @param result The vector3 that the local position should be copied to
  13963. */
  13964. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13965. }
  13966. }
  13967. declare module "babylonjs/Meshes/transformNode" {
  13968. import { DeepImmutable } from "babylonjs/types";
  13969. import { Observable } from "babylonjs/Misc/observable";
  13970. import { Nullable } from "babylonjs/types";
  13971. import { Camera } from "babylonjs/Cameras/camera";
  13972. import { Scene } from "babylonjs/scene";
  13973. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  13974. import { Node } from "babylonjs/node";
  13975. import { Bone } from "babylonjs/Bones/bone";
  13976. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13977. import { Space } from "babylonjs/Maths/math.axis";
  13978. /**
  13979. * 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.
  13980. * @see https://doc.babylonjs.com/how_to/transformnode
  13981. */
  13982. export class TransformNode extends Node {
  13983. /**
  13984. * Object will not rotate to face the camera
  13985. */
  13986. static BILLBOARDMODE_NONE: number;
  13987. /**
  13988. * Object will rotate to face the camera but only on the x axis
  13989. */
  13990. static BILLBOARDMODE_X: number;
  13991. /**
  13992. * Object will rotate to face the camera but only on the y axis
  13993. */
  13994. static BILLBOARDMODE_Y: number;
  13995. /**
  13996. * Object will rotate to face the camera but only on the z axis
  13997. */
  13998. static BILLBOARDMODE_Z: number;
  13999. /**
  14000. * Object will rotate to face the camera
  14001. */
  14002. static BILLBOARDMODE_ALL: number;
  14003. /**
  14004. * Object will rotate to face the camera's position instead of orientation
  14005. */
  14006. static BILLBOARDMODE_USE_POSITION: number;
  14007. private _forward;
  14008. private _forwardInverted;
  14009. private _up;
  14010. private _right;
  14011. private _rightInverted;
  14012. private _position;
  14013. private _rotation;
  14014. private _rotationQuaternion;
  14015. protected _scaling: Vector3;
  14016. protected _isDirty: boolean;
  14017. private _transformToBoneReferal;
  14018. private _isAbsoluteSynced;
  14019. private _billboardMode;
  14020. /**
  14021. * Gets or sets the billboard mode. Default is 0.
  14022. *
  14023. * | Value | Type | Description |
  14024. * | --- | --- | --- |
  14025. * | 0 | BILLBOARDMODE_NONE | |
  14026. * | 1 | BILLBOARDMODE_X | |
  14027. * | 2 | BILLBOARDMODE_Y | |
  14028. * | 4 | BILLBOARDMODE_Z | |
  14029. * | 7 | BILLBOARDMODE_ALL | |
  14030. *
  14031. */
  14032. billboardMode: number;
  14033. private _preserveParentRotationForBillboard;
  14034. /**
  14035. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14036. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14037. */
  14038. preserveParentRotationForBillboard: boolean;
  14039. /**
  14040. * 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
  14041. */
  14042. scalingDeterminant: number;
  14043. private _infiniteDistance;
  14044. /**
  14045. * Gets or sets the distance of the object to max, often used by skybox
  14046. */
  14047. infiniteDistance: boolean;
  14048. /**
  14049. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14050. * By default the system will update normals to compensate
  14051. */
  14052. ignoreNonUniformScaling: boolean;
  14053. /**
  14054. * 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
  14055. */
  14056. reIntegrateRotationIntoRotationQuaternion: boolean;
  14057. /** @hidden */
  14058. _poseMatrix: Nullable<Matrix>;
  14059. /** @hidden */
  14060. _localMatrix: Matrix;
  14061. private _usePivotMatrix;
  14062. private _absolutePosition;
  14063. private _absoluteScaling;
  14064. private _absoluteRotationQuaternion;
  14065. private _pivotMatrix;
  14066. private _pivotMatrixInverse;
  14067. protected _postMultiplyPivotMatrix: boolean;
  14068. protected _isWorldMatrixFrozen: boolean;
  14069. /** @hidden */
  14070. _indexInSceneTransformNodesArray: number;
  14071. /**
  14072. * An event triggered after the world matrix is updated
  14073. */
  14074. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14075. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14076. /**
  14077. * Gets a string identifying the name of the class
  14078. * @returns "TransformNode" string
  14079. */
  14080. getClassName(): string;
  14081. /**
  14082. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14083. */
  14084. position: Vector3;
  14085. /**
  14086. * 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)).
  14087. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14088. */
  14089. rotation: Vector3;
  14090. /**
  14091. * 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)).
  14092. */
  14093. scaling: Vector3;
  14094. /**
  14095. * 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).
  14096. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14097. */
  14098. rotationQuaternion: Nullable<Quaternion>;
  14099. /**
  14100. * The forward direction of that transform in world space.
  14101. */
  14102. readonly forward: Vector3;
  14103. /**
  14104. * The up direction of that transform in world space.
  14105. */
  14106. readonly up: Vector3;
  14107. /**
  14108. * The right direction of that transform in world space.
  14109. */
  14110. readonly right: Vector3;
  14111. /**
  14112. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14113. * @param matrix the matrix to copy the pose from
  14114. * @returns this TransformNode.
  14115. */
  14116. updatePoseMatrix(matrix: Matrix): TransformNode;
  14117. /**
  14118. * Returns the mesh Pose matrix.
  14119. * @returns the pose matrix
  14120. */
  14121. getPoseMatrix(): Matrix;
  14122. /** @hidden */
  14123. _isSynchronized(): boolean;
  14124. /** @hidden */
  14125. _initCache(): void;
  14126. /**
  14127. * Flag the transform node as dirty (Forcing it to update everything)
  14128. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14129. * @returns this transform node
  14130. */
  14131. markAsDirty(property: string): TransformNode;
  14132. /**
  14133. * Returns the current mesh absolute position.
  14134. * Returns a Vector3.
  14135. */
  14136. readonly absolutePosition: Vector3;
  14137. /**
  14138. * Returns the current mesh absolute scaling.
  14139. * Returns a Vector3.
  14140. */
  14141. readonly absoluteScaling: Vector3;
  14142. /**
  14143. * Returns the current mesh absolute rotation.
  14144. * Returns a Quaternion.
  14145. */
  14146. readonly absoluteRotationQuaternion: Quaternion;
  14147. /**
  14148. * Sets a new matrix to apply before all other transformation
  14149. * @param matrix defines the transform matrix
  14150. * @returns the current TransformNode
  14151. */
  14152. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14153. /**
  14154. * Sets a new pivot matrix to the current node
  14155. * @param matrix defines the new pivot matrix to use
  14156. * @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
  14157. * @returns the current TransformNode
  14158. */
  14159. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14160. /**
  14161. * Returns the mesh pivot matrix.
  14162. * Default : Identity.
  14163. * @returns the matrix
  14164. */
  14165. getPivotMatrix(): Matrix;
  14166. /**
  14167. * Instantiate (when possible) or clone that node with its hierarchy
  14168. * @param newParent defines the new parent to use for the instance (or clone)
  14169. * @returns an instance (or a clone) of the current node with its hiearchy
  14170. */
  14171. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  14172. /**
  14173. * Prevents the World matrix to be computed any longer
  14174. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14175. * @returns the TransformNode.
  14176. */
  14177. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14178. /**
  14179. * Allows back the World matrix computation.
  14180. * @returns the TransformNode.
  14181. */
  14182. unfreezeWorldMatrix(): this;
  14183. /**
  14184. * True if the World matrix has been frozen.
  14185. */
  14186. readonly isWorldMatrixFrozen: boolean;
  14187. /**
  14188. * Retuns the mesh absolute position in the World.
  14189. * @returns a Vector3.
  14190. */
  14191. getAbsolutePosition(): Vector3;
  14192. /**
  14193. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14194. * @param absolutePosition the absolute position to set
  14195. * @returns the TransformNode.
  14196. */
  14197. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14198. /**
  14199. * Sets the mesh position in its local space.
  14200. * @param vector3 the position to set in localspace
  14201. * @returns the TransformNode.
  14202. */
  14203. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14204. /**
  14205. * Returns the mesh position in the local space from the current World matrix values.
  14206. * @returns a new Vector3.
  14207. */
  14208. getPositionExpressedInLocalSpace(): Vector3;
  14209. /**
  14210. * Translates the mesh along the passed Vector3 in its local space.
  14211. * @param vector3 the distance to translate in localspace
  14212. * @returns the TransformNode.
  14213. */
  14214. locallyTranslate(vector3: Vector3): TransformNode;
  14215. private static _lookAtVectorCache;
  14216. /**
  14217. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14218. * @param targetPoint the position (must be in same space as current mesh) to look at
  14219. * @param yawCor optional yaw (y-axis) correction in radians
  14220. * @param pitchCor optional pitch (x-axis) correction in radians
  14221. * @param rollCor optional roll (z-axis) correction in radians
  14222. * @param space the choosen space of the target
  14223. * @returns the TransformNode.
  14224. */
  14225. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14226. /**
  14227. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14228. * This Vector3 is expressed in the World space.
  14229. * @param localAxis axis to rotate
  14230. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14231. */
  14232. getDirection(localAxis: Vector3): Vector3;
  14233. /**
  14234. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14235. * localAxis is expressed in the mesh local space.
  14236. * result is computed in the Wordl space from the mesh World matrix.
  14237. * @param localAxis axis to rotate
  14238. * @param result the resulting transformnode
  14239. * @returns this TransformNode.
  14240. */
  14241. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14242. /**
  14243. * Sets this transform node rotation to the given local axis.
  14244. * @param localAxis the axis in local space
  14245. * @param yawCor optional yaw (y-axis) correction in radians
  14246. * @param pitchCor optional pitch (x-axis) correction in radians
  14247. * @param rollCor optional roll (z-axis) correction in radians
  14248. * @returns this TransformNode
  14249. */
  14250. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14251. /**
  14252. * Sets a new pivot point to the current node
  14253. * @param point defines the new pivot point to use
  14254. * @param space defines if the point is in world or local space (local by default)
  14255. * @returns the current TransformNode
  14256. */
  14257. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14258. /**
  14259. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14260. * @returns the pivot point
  14261. */
  14262. getPivotPoint(): Vector3;
  14263. /**
  14264. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14265. * @param result the vector3 to store the result
  14266. * @returns this TransformNode.
  14267. */
  14268. getPivotPointToRef(result: Vector3): TransformNode;
  14269. /**
  14270. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14271. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14272. */
  14273. getAbsolutePivotPoint(): Vector3;
  14274. /**
  14275. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14276. * @param result vector3 to store the result
  14277. * @returns this TransformNode.
  14278. */
  14279. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14280. /**
  14281. * Defines the passed node as the parent of the current node.
  14282. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14283. * @see https://doc.babylonjs.com/how_to/parenting
  14284. * @param node the node ot set as the parent
  14285. * @returns this TransformNode.
  14286. */
  14287. setParent(node: Nullable<Node>): TransformNode;
  14288. private _nonUniformScaling;
  14289. /**
  14290. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14291. */
  14292. readonly nonUniformScaling: boolean;
  14293. /** @hidden */
  14294. _updateNonUniformScalingState(value: boolean): boolean;
  14295. /**
  14296. * Attach the current TransformNode to another TransformNode associated with a bone
  14297. * @param bone Bone affecting the TransformNode
  14298. * @param affectedTransformNode TransformNode associated with the bone
  14299. * @returns this object
  14300. */
  14301. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14302. /**
  14303. * Detach the transform node if its associated with a bone
  14304. * @returns this object
  14305. */
  14306. detachFromBone(): TransformNode;
  14307. private static _rotationAxisCache;
  14308. /**
  14309. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14310. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14311. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14312. * The passed axis is also normalized.
  14313. * @param axis the axis to rotate around
  14314. * @param amount the amount to rotate in radians
  14315. * @param space Space to rotate in (Default: local)
  14316. * @returns the TransformNode.
  14317. */
  14318. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14319. /**
  14320. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14321. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14322. * The passed axis is also normalized. .
  14323. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14324. * @param point the point to rotate around
  14325. * @param axis the axis to rotate around
  14326. * @param amount the amount to rotate in radians
  14327. * @returns the TransformNode
  14328. */
  14329. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14330. /**
  14331. * Translates the mesh along the axis vector for the passed distance in the given space.
  14332. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14333. * @param axis the axis to translate in
  14334. * @param distance the distance to translate
  14335. * @param space Space to rotate in (Default: local)
  14336. * @returns the TransformNode.
  14337. */
  14338. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14339. /**
  14340. * Adds a rotation step to the mesh current rotation.
  14341. * x, y, z are Euler angles expressed in radians.
  14342. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14343. * This means this rotation is made in the mesh local space only.
  14344. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14345. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14346. * ```javascript
  14347. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14348. * ```
  14349. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14350. * 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.
  14351. * @param x Rotation to add
  14352. * @param y Rotation to add
  14353. * @param z Rotation to add
  14354. * @returns the TransformNode.
  14355. */
  14356. addRotation(x: number, y: number, z: number): TransformNode;
  14357. /**
  14358. * @hidden
  14359. */
  14360. protected _getEffectiveParent(): Nullable<Node>;
  14361. /**
  14362. * Computes the world matrix of the node
  14363. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14364. * @returns the world matrix
  14365. */
  14366. computeWorldMatrix(force?: boolean): Matrix;
  14367. protected _afterComputeWorldMatrix(): void;
  14368. /**
  14369. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14370. * @param func callback function to add
  14371. *
  14372. * @returns the TransformNode.
  14373. */
  14374. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14375. /**
  14376. * Removes a registered callback function.
  14377. * @param func callback function to remove
  14378. * @returns the TransformNode.
  14379. */
  14380. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14381. /**
  14382. * Gets the position of the current mesh in camera space
  14383. * @param camera defines the camera to use
  14384. * @returns a position
  14385. */
  14386. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14387. /**
  14388. * Returns the distance from the mesh to the active camera
  14389. * @param camera defines the camera to use
  14390. * @returns the distance
  14391. */
  14392. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14393. /**
  14394. * Clone the current transform node
  14395. * @param name Name of the new clone
  14396. * @param newParent New parent for the clone
  14397. * @param doNotCloneChildren Do not clone children hierarchy
  14398. * @returns the new transform node
  14399. */
  14400. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14401. /**
  14402. * Serializes the objects information.
  14403. * @param currentSerializationObject defines the object to serialize in
  14404. * @returns the serialized object
  14405. */
  14406. serialize(currentSerializationObject?: any): any;
  14407. /**
  14408. * Returns a new TransformNode object parsed from the source provided.
  14409. * @param parsedTransformNode is the source.
  14410. * @param scene the scne the object belongs to
  14411. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14412. * @returns a new TransformNode object parsed from the source provided.
  14413. */
  14414. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14415. /**
  14416. * Get all child-transformNodes of this node
  14417. * @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
  14418. * @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
  14419. * @returns an array of TransformNode
  14420. */
  14421. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14422. /**
  14423. * Releases resources associated with this transform node.
  14424. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14425. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14426. */
  14427. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14428. /**
  14429. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14430. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14431. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14432. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14433. * @returns the current mesh
  14434. */
  14435. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14436. private _syncAbsoluteScalingAndRotation;
  14437. }
  14438. }
  14439. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14440. import { Observable } from "babylonjs/Misc/observable";
  14441. import { Nullable } from "babylonjs/types";
  14442. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14443. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14444. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14445. import { Ray } from "babylonjs/Culling/ray";
  14446. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14447. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14448. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14449. /**
  14450. * Defines the types of pose enabled controllers that are supported
  14451. */
  14452. export enum PoseEnabledControllerType {
  14453. /**
  14454. * HTC Vive
  14455. */
  14456. VIVE = 0,
  14457. /**
  14458. * Oculus Rift
  14459. */
  14460. OCULUS = 1,
  14461. /**
  14462. * Windows mixed reality
  14463. */
  14464. WINDOWS = 2,
  14465. /**
  14466. * Samsung gear VR
  14467. */
  14468. GEAR_VR = 3,
  14469. /**
  14470. * Google Daydream
  14471. */
  14472. DAYDREAM = 4,
  14473. /**
  14474. * Generic
  14475. */
  14476. GENERIC = 5
  14477. }
  14478. /**
  14479. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14480. */
  14481. export interface MutableGamepadButton {
  14482. /**
  14483. * Value of the button/trigger
  14484. */
  14485. value: number;
  14486. /**
  14487. * If the button/trigger is currently touched
  14488. */
  14489. touched: boolean;
  14490. /**
  14491. * If the button/trigger is currently pressed
  14492. */
  14493. pressed: boolean;
  14494. }
  14495. /**
  14496. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14497. * @hidden
  14498. */
  14499. export interface ExtendedGamepadButton extends GamepadButton {
  14500. /**
  14501. * If the button/trigger is currently pressed
  14502. */
  14503. readonly pressed: boolean;
  14504. /**
  14505. * If the button/trigger is currently touched
  14506. */
  14507. readonly touched: boolean;
  14508. /**
  14509. * Value of the button/trigger
  14510. */
  14511. readonly value: number;
  14512. }
  14513. /** @hidden */
  14514. export interface _GamePadFactory {
  14515. /**
  14516. * Returns wether or not the current gamepad can be created for this type of controller.
  14517. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14518. * @returns true if it can be created, otherwise false
  14519. */
  14520. canCreate(gamepadInfo: any): boolean;
  14521. /**
  14522. * Creates a new instance of the Gamepad.
  14523. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14524. * @returns the new gamepad instance
  14525. */
  14526. create(gamepadInfo: any): Gamepad;
  14527. }
  14528. /**
  14529. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14530. */
  14531. export class PoseEnabledControllerHelper {
  14532. /** @hidden */
  14533. static _ControllerFactories: _GamePadFactory[];
  14534. /** @hidden */
  14535. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14536. /**
  14537. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14538. * @param vrGamepad the gamepad to initialized
  14539. * @returns a vr controller of the type the gamepad identified as
  14540. */
  14541. static InitiateController(vrGamepad: any): Gamepad;
  14542. }
  14543. /**
  14544. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14545. */
  14546. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14547. /**
  14548. * If the controller is used in a webXR session
  14549. */
  14550. isXR: boolean;
  14551. private _deviceRoomPosition;
  14552. private _deviceRoomRotationQuaternion;
  14553. /**
  14554. * The device position in babylon space
  14555. */
  14556. devicePosition: Vector3;
  14557. /**
  14558. * The device rotation in babylon space
  14559. */
  14560. deviceRotationQuaternion: Quaternion;
  14561. /**
  14562. * The scale factor of the device in babylon space
  14563. */
  14564. deviceScaleFactor: number;
  14565. /**
  14566. * (Likely devicePosition should be used instead) The device position in its room space
  14567. */
  14568. position: Vector3;
  14569. /**
  14570. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14571. */
  14572. rotationQuaternion: Quaternion;
  14573. /**
  14574. * The type of controller (Eg. Windows mixed reality)
  14575. */
  14576. controllerType: PoseEnabledControllerType;
  14577. protected _calculatedPosition: Vector3;
  14578. private _calculatedRotation;
  14579. /**
  14580. * The raw pose from the device
  14581. */
  14582. rawPose: DevicePose;
  14583. private _trackPosition;
  14584. private _maxRotationDistFromHeadset;
  14585. private _draggedRoomRotation;
  14586. /**
  14587. * @hidden
  14588. */
  14589. _disableTrackPosition(fixedPosition: Vector3): void;
  14590. /**
  14591. * Internal, the mesh attached to the controller
  14592. * @hidden
  14593. */
  14594. _mesh: Nullable<AbstractMesh>;
  14595. private _poseControlledCamera;
  14596. private _leftHandSystemQuaternion;
  14597. /**
  14598. * Internal, matrix used to convert room space to babylon space
  14599. * @hidden
  14600. */
  14601. _deviceToWorld: Matrix;
  14602. /**
  14603. * Node to be used when casting a ray from the controller
  14604. * @hidden
  14605. */
  14606. _pointingPoseNode: Nullable<TransformNode>;
  14607. /**
  14608. * Name of the child mesh that can be used to cast a ray from the controller
  14609. */
  14610. static readonly POINTING_POSE: string;
  14611. /**
  14612. * Creates a new PoseEnabledController from a gamepad
  14613. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14614. */
  14615. constructor(browserGamepad: any);
  14616. private _workingMatrix;
  14617. /**
  14618. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14619. */
  14620. update(): void;
  14621. /**
  14622. * Updates only the pose device and mesh without doing any button event checking
  14623. */
  14624. protected _updatePoseAndMesh(): void;
  14625. /**
  14626. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14627. * @param poseData raw pose fromthe device
  14628. */
  14629. updateFromDevice(poseData: DevicePose): void;
  14630. /**
  14631. * @hidden
  14632. */
  14633. _meshAttachedObservable: Observable<AbstractMesh>;
  14634. /**
  14635. * Attaches a mesh to the controller
  14636. * @param mesh the mesh to be attached
  14637. */
  14638. attachToMesh(mesh: AbstractMesh): void;
  14639. /**
  14640. * Attaches the controllers mesh to a camera
  14641. * @param camera the camera the mesh should be attached to
  14642. */
  14643. attachToPoseControlledCamera(camera: TargetCamera): void;
  14644. /**
  14645. * Disposes of the controller
  14646. */
  14647. dispose(): void;
  14648. /**
  14649. * The mesh that is attached to the controller
  14650. */
  14651. readonly mesh: Nullable<AbstractMesh>;
  14652. /**
  14653. * Gets the ray of the controller in the direction the controller is pointing
  14654. * @param length the length the resulting ray should be
  14655. * @returns a ray in the direction the controller is pointing
  14656. */
  14657. getForwardRay(length?: number): Ray;
  14658. }
  14659. }
  14660. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14661. import { Observable } from "babylonjs/Misc/observable";
  14662. import { Scene } from "babylonjs/scene";
  14663. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14664. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14665. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14666. /**
  14667. * Defines the WebVRController object that represents controllers tracked in 3D space
  14668. */
  14669. export abstract class WebVRController extends PoseEnabledController {
  14670. /**
  14671. * Internal, the default controller model for the controller
  14672. */
  14673. protected _defaultModel: AbstractMesh;
  14674. /**
  14675. * Fired when the trigger state has changed
  14676. */
  14677. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14678. /**
  14679. * Fired when the main button state has changed
  14680. */
  14681. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14682. /**
  14683. * Fired when the secondary button state has changed
  14684. */
  14685. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14686. /**
  14687. * Fired when the pad state has changed
  14688. */
  14689. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14690. /**
  14691. * Fired when controllers stick values have changed
  14692. */
  14693. onPadValuesChangedObservable: Observable<StickValues>;
  14694. /**
  14695. * Array of button availible on the controller
  14696. */
  14697. protected _buttons: Array<MutableGamepadButton>;
  14698. private _onButtonStateChange;
  14699. /**
  14700. * Fired when a controller button's state has changed
  14701. * @param callback the callback containing the button that was modified
  14702. */
  14703. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14704. /**
  14705. * X and Y axis corresponding to the controllers joystick
  14706. */
  14707. pad: StickValues;
  14708. /**
  14709. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14710. */
  14711. hand: string;
  14712. /**
  14713. * The default controller model for the controller
  14714. */
  14715. readonly defaultModel: AbstractMesh;
  14716. /**
  14717. * Creates a new WebVRController from a gamepad
  14718. * @param vrGamepad the gamepad that the WebVRController should be created from
  14719. */
  14720. constructor(vrGamepad: any);
  14721. /**
  14722. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14723. */
  14724. update(): void;
  14725. /**
  14726. * Function to be called when a button is modified
  14727. */
  14728. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14729. /**
  14730. * Loads a mesh and attaches it to the controller
  14731. * @param scene the scene the mesh should be added to
  14732. * @param meshLoaded callback for when the mesh has been loaded
  14733. */
  14734. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14735. private _setButtonValue;
  14736. private _changes;
  14737. private _checkChanges;
  14738. /**
  14739. * Disposes of th webVRCOntroller
  14740. */
  14741. dispose(): void;
  14742. }
  14743. }
  14744. declare module "babylonjs/Lights/hemisphericLight" {
  14745. import { Nullable } from "babylonjs/types";
  14746. import { Scene } from "babylonjs/scene";
  14747. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14748. import { Color3 } from "babylonjs/Maths/math.color";
  14749. import { Effect } from "babylonjs/Materials/effect";
  14750. import { Light } from "babylonjs/Lights/light";
  14751. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14752. /**
  14753. * The HemisphericLight simulates the ambient environment light,
  14754. * so the passed direction is the light reflection direction, not the incoming direction.
  14755. */
  14756. export class HemisphericLight extends Light {
  14757. /**
  14758. * The groundColor is the light in the opposite direction to the one specified during creation.
  14759. * 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.
  14760. */
  14761. groundColor: Color3;
  14762. /**
  14763. * The light reflection direction, not the incoming direction.
  14764. */
  14765. direction: Vector3;
  14766. /**
  14767. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14768. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14769. * The HemisphericLight can't cast shadows.
  14770. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14771. * @param name The friendly name of the light
  14772. * @param direction The direction of the light reflection
  14773. * @param scene The scene the light belongs to
  14774. */
  14775. constructor(name: string, direction: Vector3, scene: Scene);
  14776. protected _buildUniformLayout(): void;
  14777. /**
  14778. * Returns the string "HemisphericLight".
  14779. * @return The class name
  14780. */
  14781. getClassName(): string;
  14782. /**
  14783. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14784. * Returns the updated direction.
  14785. * @param target The target the direction should point to
  14786. * @return The computed direction
  14787. */
  14788. setDirectionToTarget(target: Vector3): Vector3;
  14789. /**
  14790. * Returns the shadow generator associated to the light.
  14791. * @returns Always null for hemispheric lights because it does not support shadows.
  14792. */
  14793. getShadowGenerator(): Nullable<IShadowGenerator>;
  14794. /**
  14795. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14796. * @param effect The effect to update
  14797. * @param lightIndex The index of the light in the effect to update
  14798. * @returns The hemispheric light
  14799. */
  14800. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14801. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  14802. /**
  14803. * Computes the world matrix of the node
  14804. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14805. * @param useWasUpdatedFlag defines a reserved property
  14806. * @returns the world matrix
  14807. */
  14808. computeWorldMatrix(): Matrix;
  14809. /**
  14810. * Returns the integer 3.
  14811. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14812. */
  14813. getTypeID(): number;
  14814. /**
  14815. * Prepares the list of defines specific to the light type.
  14816. * @param defines the list of defines
  14817. * @param lightIndex defines the index of the light for the effect
  14818. */
  14819. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14820. }
  14821. }
  14822. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14823. /** @hidden */
  14824. export var vrMultiviewToSingleviewPixelShader: {
  14825. name: string;
  14826. shader: string;
  14827. };
  14828. }
  14829. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14830. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14831. import { Scene } from "babylonjs/scene";
  14832. /**
  14833. * Renders to multiple views with a single draw call
  14834. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14835. */
  14836. export class MultiviewRenderTarget extends RenderTargetTexture {
  14837. /**
  14838. * Creates a multiview render target
  14839. * @param scene scene used with the render target
  14840. * @param size the size of the render target (used for each view)
  14841. */
  14842. constructor(scene: Scene, size?: number | {
  14843. width: number;
  14844. height: number;
  14845. } | {
  14846. ratio: number;
  14847. });
  14848. /**
  14849. * @hidden
  14850. * @param faceIndex the face index, if its a cube texture
  14851. */
  14852. _bindFrameBuffer(faceIndex?: number): void;
  14853. /**
  14854. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14855. * @returns the view count
  14856. */
  14857. getViewCount(): number;
  14858. }
  14859. }
  14860. declare module "babylonjs/Maths/math.frustum" {
  14861. import { Matrix } from "babylonjs/Maths/math.vector";
  14862. import { DeepImmutable } from "babylonjs/types";
  14863. import { Plane } from "babylonjs/Maths/math.plane";
  14864. /**
  14865. * Reprasents a camera frustum
  14866. */
  14867. export class Frustum {
  14868. /**
  14869. * Gets the planes representing the frustum
  14870. * @param transform matrix to be applied to the returned planes
  14871. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14872. */
  14873. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14874. /**
  14875. * Gets the near frustum plane transformed by the transform matrix
  14876. * @param transform transformation matrix to be applied to the resulting frustum plane
  14877. * @param frustumPlane the resuling frustum plane
  14878. */
  14879. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14880. /**
  14881. * Gets the far frustum plane transformed by the transform matrix
  14882. * @param transform transformation matrix to be applied to the resulting frustum plane
  14883. * @param frustumPlane the resuling frustum plane
  14884. */
  14885. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14886. /**
  14887. * Gets the left frustum plane transformed by the transform matrix
  14888. * @param transform transformation matrix to be applied to the resulting frustum plane
  14889. * @param frustumPlane the resuling frustum plane
  14890. */
  14891. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14892. /**
  14893. * Gets the right frustum plane transformed by the transform matrix
  14894. * @param transform transformation matrix to be applied to the resulting frustum plane
  14895. * @param frustumPlane the resuling frustum plane
  14896. */
  14897. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14898. /**
  14899. * Gets the top frustum plane transformed by the transform matrix
  14900. * @param transform transformation matrix to be applied to the resulting frustum plane
  14901. * @param frustumPlane the resuling frustum plane
  14902. */
  14903. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14904. /**
  14905. * Gets the bottom frustum plane transformed by the transform matrix
  14906. * @param transform transformation matrix to be applied to the resulting frustum plane
  14907. * @param frustumPlane the resuling frustum plane
  14908. */
  14909. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14910. /**
  14911. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14912. * @param transform transformation matrix to be applied to the resulting frustum planes
  14913. * @param frustumPlanes the resuling frustum planes
  14914. */
  14915. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14916. }
  14917. }
  14918. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  14919. import { Camera } from "babylonjs/Cameras/camera";
  14920. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  14921. import { Nullable } from "babylonjs/types";
  14922. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14923. import { Matrix } from "babylonjs/Maths/math.vector";
  14924. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  14925. module "babylonjs/Engines/engine" {
  14926. interface Engine {
  14927. /**
  14928. * Creates a new multiview render target
  14929. * @param width defines the width of the texture
  14930. * @param height defines the height of the texture
  14931. * @returns the created multiview texture
  14932. */
  14933. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14934. /**
  14935. * Binds a multiview framebuffer to be drawn to
  14936. * @param multiviewTexture texture to bind
  14937. */
  14938. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14939. }
  14940. }
  14941. module "babylonjs/Cameras/camera" {
  14942. interface Camera {
  14943. /**
  14944. * @hidden
  14945. * 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)
  14946. */
  14947. _useMultiviewToSingleView: boolean;
  14948. /**
  14949. * @hidden
  14950. * 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)
  14951. */
  14952. _multiviewTexture: Nullable<RenderTargetTexture>;
  14953. /**
  14954. * @hidden
  14955. * ensures the multiview texture of the camera exists and has the specified width/height
  14956. * @param width height to set on the multiview texture
  14957. * @param height width to set on the multiview texture
  14958. */
  14959. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14960. }
  14961. }
  14962. module "babylonjs/scene" {
  14963. interface Scene {
  14964. /** @hidden */
  14965. _transformMatrixR: Matrix;
  14966. /** @hidden */
  14967. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14968. /** @hidden */
  14969. _createMultiviewUbo(): void;
  14970. /** @hidden */
  14971. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14972. /** @hidden */
  14973. _renderMultiviewToSingleView(camera: Camera): void;
  14974. }
  14975. }
  14976. }
  14977. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  14978. import { Camera } from "babylonjs/Cameras/camera";
  14979. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  14980. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  14981. import "babylonjs/Engines/Extensions/engine.multiview";
  14982. /**
  14983. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14984. * This will not be used for webXR as it supports displaying texture arrays directly
  14985. */
  14986. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14987. /**
  14988. * Initializes a VRMultiviewToSingleview
  14989. * @param name name of the post process
  14990. * @param camera camera to be applied to
  14991. * @param scaleFactor scaling factor to the size of the output texture
  14992. */
  14993. constructor(name: string, camera: Camera, scaleFactor: number);
  14994. }
  14995. }
  14996. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  14997. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  14998. import { Nullable } from "babylonjs/types";
  14999. import { Size } from "babylonjs/Maths/math.size";
  15000. import { Observable } from "babylonjs/Misc/observable";
  15001. module "babylonjs/Engines/engine" {
  15002. interface Engine {
  15003. /** @hidden */
  15004. _vrDisplay: any;
  15005. /** @hidden */
  15006. _vrSupported: boolean;
  15007. /** @hidden */
  15008. _oldSize: Size;
  15009. /** @hidden */
  15010. _oldHardwareScaleFactor: number;
  15011. /** @hidden */
  15012. _vrExclusivePointerMode: boolean;
  15013. /** @hidden */
  15014. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15015. /** @hidden */
  15016. _onVRDisplayPointerRestricted: () => void;
  15017. /** @hidden */
  15018. _onVRDisplayPointerUnrestricted: () => void;
  15019. /** @hidden */
  15020. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15021. /** @hidden */
  15022. _onVrDisplayDisconnect: Nullable<() => void>;
  15023. /** @hidden */
  15024. _onVrDisplayPresentChange: Nullable<() => void>;
  15025. /**
  15026. * Observable signaled when VR display mode changes
  15027. */
  15028. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15029. /**
  15030. * Observable signaled when VR request present is complete
  15031. */
  15032. onVRRequestPresentComplete: Observable<boolean>;
  15033. /**
  15034. * Observable signaled when VR request present starts
  15035. */
  15036. onVRRequestPresentStart: Observable<Engine>;
  15037. /**
  15038. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15039. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15040. */
  15041. isInVRExclusivePointerMode: boolean;
  15042. /**
  15043. * Gets a boolean indicating if a webVR device was detected
  15044. * @returns true if a webVR device was detected
  15045. */
  15046. isVRDevicePresent(): boolean;
  15047. /**
  15048. * Gets the current webVR device
  15049. * @returns the current webVR device (or null)
  15050. */
  15051. getVRDevice(): any;
  15052. /**
  15053. * Initializes a webVR display and starts listening to display change events
  15054. * The onVRDisplayChangedObservable will be notified upon these changes
  15055. * @returns A promise containing a VRDisplay and if vr is supported
  15056. */
  15057. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15058. /** @hidden */
  15059. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15060. /**
  15061. * Call this function to switch to webVR mode
  15062. * Will do nothing if webVR is not supported or if there is no webVR device
  15063. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15064. */
  15065. enableVR(): void;
  15066. /** @hidden */
  15067. _onVRFullScreenTriggered(): void;
  15068. }
  15069. }
  15070. }
  15071. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15072. import { Nullable } from "babylonjs/types";
  15073. import { Observable } from "babylonjs/Misc/observable";
  15074. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15075. import { Scene } from "babylonjs/scene";
  15076. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15077. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15078. import { Node } from "babylonjs/node";
  15079. import { Ray } from "babylonjs/Culling/ray";
  15080. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15081. import "babylonjs/Engines/Extensions/engine.webVR";
  15082. /**
  15083. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15084. * IMPORTANT!! The data is right-hand data.
  15085. * @export
  15086. * @interface DevicePose
  15087. */
  15088. export interface DevicePose {
  15089. /**
  15090. * The position of the device, values in array are [x,y,z].
  15091. */
  15092. readonly position: Nullable<Float32Array>;
  15093. /**
  15094. * The linearVelocity of the device, values in array are [x,y,z].
  15095. */
  15096. readonly linearVelocity: Nullable<Float32Array>;
  15097. /**
  15098. * The linearAcceleration of the device, values in array are [x,y,z].
  15099. */
  15100. readonly linearAcceleration: Nullable<Float32Array>;
  15101. /**
  15102. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15103. */
  15104. readonly orientation: Nullable<Float32Array>;
  15105. /**
  15106. * The angularVelocity of the device, values in array are [x,y,z].
  15107. */
  15108. readonly angularVelocity: Nullable<Float32Array>;
  15109. /**
  15110. * The angularAcceleration of the device, values in array are [x,y,z].
  15111. */
  15112. readonly angularAcceleration: Nullable<Float32Array>;
  15113. }
  15114. /**
  15115. * Interface representing a pose controlled object in Babylon.
  15116. * A pose controlled object has both regular pose values as well as pose values
  15117. * from an external device such as a VR head mounted display
  15118. */
  15119. export interface PoseControlled {
  15120. /**
  15121. * The position of the object in babylon space.
  15122. */
  15123. position: Vector3;
  15124. /**
  15125. * The rotation quaternion of the object in babylon space.
  15126. */
  15127. rotationQuaternion: Quaternion;
  15128. /**
  15129. * The position of the device in babylon space.
  15130. */
  15131. devicePosition?: Vector3;
  15132. /**
  15133. * The rotation quaternion of the device in babylon space.
  15134. */
  15135. deviceRotationQuaternion: Quaternion;
  15136. /**
  15137. * The raw pose coming from the device.
  15138. */
  15139. rawPose: Nullable<DevicePose>;
  15140. /**
  15141. * The scale of the device to be used when translating from device space to babylon space.
  15142. */
  15143. deviceScaleFactor: number;
  15144. /**
  15145. * Updates the poseControlled values based on the input device pose.
  15146. * @param poseData the pose data to update the object with
  15147. */
  15148. updateFromDevice(poseData: DevicePose): void;
  15149. }
  15150. /**
  15151. * Set of options to customize the webVRCamera
  15152. */
  15153. export interface WebVROptions {
  15154. /**
  15155. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15156. */
  15157. trackPosition?: boolean;
  15158. /**
  15159. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15160. */
  15161. positionScale?: number;
  15162. /**
  15163. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15164. */
  15165. displayName?: string;
  15166. /**
  15167. * Should the native controller meshes be initialized. (default: true)
  15168. */
  15169. controllerMeshes?: boolean;
  15170. /**
  15171. * Creating a default HemiLight only on controllers. (default: true)
  15172. */
  15173. defaultLightingOnControllers?: boolean;
  15174. /**
  15175. * If you don't want to use the default VR button of the helper. (default: false)
  15176. */
  15177. useCustomVRButton?: boolean;
  15178. /**
  15179. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15180. */
  15181. customVRButton?: HTMLButtonElement;
  15182. /**
  15183. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15184. */
  15185. rayLength?: number;
  15186. /**
  15187. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15188. */
  15189. defaultHeight?: number;
  15190. /**
  15191. * If multiview should be used if availible (default: false)
  15192. */
  15193. useMultiview?: boolean;
  15194. }
  15195. /**
  15196. * This represents a WebVR camera.
  15197. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15198. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15199. */
  15200. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15201. private webVROptions;
  15202. /**
  15203. * @hidden
  15204. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15205. */
  15206. _vrDevice: any;
  15207. /**
  15208. * The rawPose of the vrDevice.
  15209. */
  15210. rawPose: Nullable<DevicePose>;
  15211. private _onVREnabled;
  15212. private _specsVersion;
  15213. private _attached;
  15214. private _frameData;
  15215. protected _descendants: Array<Node>;
  15216. private _deviceRoomPosition;
  15217. /** @hidden */
  15218. _deviceRoomRotationQuaternion: Quaternion;
  15219. private _standingMatrix;
  15220. /**
  15221. * Represents device position in babylon space.
  15222. */
  15223. devicePosition: Vector3;
  15224. /**
  15225. * Represents device rotation in babylon space.
  15226. */
  15227. deviceRotationQuaternion: Quaternion;
  15228. /**
  15229. * The scale of the device to be used when translating from device space to babylon space.
  15230. */
  15231. deviceScaleFactor: number;
  15232. private _deviceToWorld;
  15233. private _worldToDevice;
  15234. /**
  15235. * References to the webVR controllers for the vrDevice.
  15236. */
  15237. controllers: Array<WebVRController>;
  15238. /**
  15239. * Emits an event when a controller is attached.
  15240. */
  15241. onControllersAttachedObservable: Observable<WebVRController[]>;
  15242. /**
  15243. * Emits an event when a controller's mesh has been loaded;
  15244. */
  15245. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15246. /**
  15247. * Emits an event when the HMD's pose has been updated.
  15248. */
  15249. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15250. private _poseSet;
  15251. /**
  15252. * If the rig cameras be used as parent instead of this camera.
  15253. */
  15254. rigParenting: boolean;
  15255. private _lightOnControllers;
  15256. private _defaultHeight?;
  15257. /**
  15258. * Instantiates a WebVRFreeCamera.
  15259. * @param name The name of the WebVRFreeCamera
  15260. * @param position The starting anchor position for the camera
  15261. * @param scene The scene the camera belongs to
  15262. * @param webVROptions a set of customizable options for the webVRCamera
  15263. */
  15264. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15265. /**
  15266. * Gets the device distance from the ground in meters.
  15267. * @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.
  15268. */
  15269. deviceDistanceToRoomGround(): number;
  15270. /**
  15271. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15272. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15273. */
  15274. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15275. /**
  15276. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15277. * @returns A promise with a boolean set to if the standing matrix is supported.
  15278. */
  15279. useStandingMatrixAsync(): Promise<boolean>;
  15280. /**
  15281. * Disposes the camera
  15282. */
  15283. dispose(): void;
  15284. /**
  15285. * Gets a vrController by name.
  15286. * @param name The name of the controller to retreive
  15287. * @returns the controller matching the name specified or null if not found
  15288. */
  15289. getControllerByName(name: string): Nullable<WebVRController>;
  15290. private _leftController;
  15291. /**
  15292. * The controller corresponding to the users left hand.
  15293. */
  15294. readonly leftController: Nullable<WebVRController>;
  15295. private _rightController;
  15296. /**
  15297. * The controller corresponding to the users right hand.
  15298. */
  15299. readonly rightController: Nullable<WebVRController>;
  15300. /**
  15301. * Casts a ray forward from the vrCamera's gaze.
  15302. * @param length Length of the ray (default: 100)
  15303. * @returns the ray corresponding to the gaze
  15304. */
  15305. getForwardRay(length?: number): Ray;
  15306. /**
  15307. * @hidden
  15308. * Updates the camera based on device's frame data
  15309. */
  15310. _checkInputs(): void;
  15311. /**
  15312. * Updates the poseControlled values based on the input device pose.
  15313. * @param poseData Pose coming from the device
  15314. */
  15315. updateFromDevice(poseData: DevicePose): void;
  15316. private _htmlElementAttached;
  15317. private _detachIfAttached;
  15318. /**
  15319. * WebVR's attach control will start broadcasting frames to the device.
  15320. * Note that in certain browsers (chrome for example) this function must be called
  15321. * within a user-interaction callback. Example:
  15322. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15323. *
  15324. * @param element html element to attach the vrDevice to
  15325. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15326. */
  15327. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15328. /**
  15329. * Detaches the camera from the html element and disables VR
  15330. *
  15331. * @param element html element to detach from
  15332. */
  15333. detachControl(element: HTMLElement): void;
  15334. /**
  15335. * @returns the name of this class
  15336. */
  15337. getClassName(): string;
  15338. /**
  15339. * Calls resetPose on the vrDisplay
  15340. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15341. */
  15342. resetToCurrentRotation(): void;
  15343. /**
  15344. * @hidden
  15345. * Updates the rig cameras (left and right eye)
  15346. */
  15347. _updateRigCameras(): void;
  15348. private _workingVector;
  15349. private _oneVector;
  15350. private _workingMatrix;
  15351. private updateCacheCalled;
  15352. private _correctPositionIfNotTrackPosition;
  15353. /**
  15354. * @hidden
  15355. * Updates the cached values of the camera
  15356. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15357. */
  15358. _updateCache(ignoreParentClass?: boolean): void;
  15359. /**
  15360. * @hidden
  15361. * Get current device position in babylon world
  15362. */
  15363. _computeDevicePosition(): void;
  15364. /**
  15365. * Updates the current device position and rotation in the babylon world
  15366. */
  15367. update(): void;
  15368. /**
  15369. * @hidden
  15370. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15371. * @returns an identity matrix
  15372. */
  15373. _getViewMatrix(): Matrix;
  15374. private _tmpMatrix;
  15375. /**
  15376. * This function is called by the two RIG cameras.
  15377. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15378. * @hidden
  15379. */
  15380. _getWebVRViewMatrix(): Matrix;
  15381. /** @hidden */
  15382. _getWebVRProjectionMatrix(): Matrix;
  15383. private _onGamepadConnectedObserver;
  15384. private _onGamepadDisconnectedObserver;
  15385. private _updateCacheWhenTrackingDisabledObserver;
  15386. /**
  15387. * Initializes the controllers and their meshes
  15388. */
  15389. initControllers(): void;
  15390. }
  15391. }
  15392. declare module "babylonjs/PostProcesses/postProcess" {
  15393. import { Nullable } from "babylonjs/types";
  15394. import { SmartArray } from "babylonjs/Misc/smartArray";
  15395. import { Observable } from "babylonjs/Misc/observable";
  15396. import { Vector2 } from "babylonjs/Maths/math.vector";
  15397. import { Camera } from "babylonjs/Cameras/camera";
  15398. import { Effect } from "babylonjs/Materials/effect";
  15399. import "babylonjs/Shaders/postprocess.vertex";
  15400. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15401. import { Engine } from "babylonjs/Engines/engine";
  15402. import { Color4 } from "babylonjs/Maths/math.color";
  15403. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15404. /**
  15405. * Size options for a post process
  15406. */
  15407. export type PostProcessOptions = {
  15408. width: number;
  15409. height: number;
  15410. };
  15411. /**
  15412. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15413. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15414. */
  15415. export class PostProcess {
  15416. /** Name of the PostProcess. */
  15417. name: string;
  15418. /**
  15419. * Gets or sets the unique id of the post process
  15420. */
  15421. uniqueId: number;
  15422. /**
  15423. * Width of the texture to apply the post process on
  15424. */
  15425. width: number;
  15426. /**
  15427. * Height of the texture to apply the post process on
  15428. */
  15429. height: number;
  15430. /**
  15431. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15432. * @hidden
  15433. */
  15434. _outputTexture: Nullable<InternalTexture>;
  15435. /**
  15436. * Sampling mode used by the shader
  15437. * See https://doc.babylonjs.com/classes/3.1/texture
  15438. */
  15439. renderTargetSamplingMode: number;
  15440. /**
  15441. * Clear color to use when screen clearing
  15442. */
  15443. clearColor: Color4;
  15444. /**
  15445. * If the buffer needs to be cleared before applying the post process. (default: true)
  15446. * Should be set to false if shader will overwrite all previous pixels.
  15447. */
  15448. autoClear: boolean;
  15449. /**
  15450. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15451. */
  15452. alphaMode: number;
  15453. /**
  15454. * Sets the setAlphaBlendConstants of the babylon engine
  15455. */
  15456. alphaConstants: Color4;
  15457. /**
  15458. * Animations to be used for the post processing
  15459. */
  15460. animations: import("babylonjs/Animations/animation").Animation[];
  15461. /**
  15462. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15463. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15464. */
  15465. enablePixelPerfectMode: boolean;
  15466. /**
  15467. * Force the postprocess to be applied without taking in account viewport
  15468. */
  15469. forceFullscreenViewport: boolean;
  15470. /**
  15471. * List of inspectable custom properties (used by the Inspector)
  15472. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15473. */
  15474. inspectableCustomProperties: IInspectable[];
  15475. /**
  15476. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15477. *
  15478. * | Value | Type | Description |
  15479. * | ----- | ----------------------------------- | ----------- |
  15480. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15481. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15482. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15483. *
  15484. */
  15485. scaleMode: number;
  15486. /**
  15487. * Force textures to be a power of two (default: false)
  15488. */
  15489. alwaysForcePOT: boolean;
  15490. private _samples;
  15491. /**
  15492. * Number of sample textures (default: 1)
  15493. */
  15494. samples: number;
  15495. /**
  15496. * Modify the scale of the post process to be the same as the viewport (default: false)
  15497. */
  15498. adaptScaleToCurrentViewport: boolean;
  15499. private _camera;
  15500. private _scene;
  15501. private _engine;
  15502. private _options;
  15503. private _reusable;
  15504. private _textureType;
  15505. /**
  15506. * Smart array of input and output textures for the post process.
  15507. * @hidden
  15508. */
  15509. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15510. /**
  15511. * The index in _textures that corresponds to the output texture.
  15512. * @hidden
  15513. */
  15514. _currentRenderTextureInd: number;
  15515. private _effect;
  15516. private _samplers;
  15517. private _fragmentUrl;
  15518. private _vertexUrl;
  15519. private _parameters;
  15520. private _scaleRatio;
  15521. protected _indexParameters: any;
  15522. private _shareOutputWithPostProcess;
  15523. private _texelSize;
  15524. private _forcedOutputTexture;
  15525. /**
  15526. * Returns the fragment url or shader name used in the post process.
  15527. * @returns the fragment url or name in the shader store.
  15528. */
  15529. getEffectName(): string;
  15530. /**
  15531. * An event triggered when the postprocess is activated.
  15532. */
  15533. onActivateObservable: Observable<Camera>;
  15534. private _onActivateObserver;
  15535. /**
  15536. * A function that is added to the onActivateObservable
  15537. */
  15538. onActivate: Nullable<(camera: Camera) => void>;
  15539. /**
  15540. * An event triggered when the postprocess changes its size.
  15541. */
  15542. onSizeChangedObservable: Observable<PostProcess>;
  15543. private _onSizeChangedObserver;
  15544. /**
  15545. * A function that is added to the onSizeChangedObservable
  15546. */
  15547. onSizeChanged: (postProcess: PostProcess) => void;
  15548. /**
  15549. * An event triggered when the postprocess applies its effect.
  15550. */
  15551. onApplyObservable: Observable<Effect>;
  15552. private _onApplyObserver;
  15553. /**
  15554. * A function that is added to the onApplyObservable
  15555. */
  15556. onApply: (effect: Effect) => void;
  15557. /**
  15558. * An event triggered before rendering the postprocess
  15559. */
  15560. onBeforeRenderObservable: Observable<Effect>;
  15561. private _onBeforeRenderObserver;
  15562. /**
  15563. * A function that is added to the onBeforeRenderObservable
  15564. */
  15565. onBeforeRender: (effect: Effect) => void;
  15566. /**
  15567. * An event triggered after rendering the postprocess
  15568. */
  15569. onAfterRenderObservable: Observable<Effect>;
  15570. private _onAfterRenderObserver;
  15571. /**
  15572. * A function that is added to the onAfterRenderObservable
  15573. */
  15574. onAfterRender: (efect: Effect) => void;
  15575. /**
  15576. * 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
  15577. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15578. */
  15579. inputTexture: InternalTexture;
  15580. /**
  15581. * Gets the camera which post process is applied to.
  15582. * @returns The camera the post process is applied to.
  15583. */
  15584. getCamera(): Camera;
  15585. /**
  15586. * Gets the texel size of the postprocess.
  15587. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15588. */
  15589. readonly texelSize: Vector2;
  15590. /**
  15591. * Creates a new instance PostProcess
  15592. * @param name The name of the PostProcess.
  15593. * @param fragmentUrl The url of the fragment shader to be used.
  15594. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15595. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15596. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15597. * @param camera The camera to apply the render pass to.
  15598. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15599. * @param engine The engine which the post process will be applied. (default: current engine)
  15600. * @param reusable If the post process can be reused on the same frame. (default: false)
  15601. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15602. * @param textureType Type of textures used when performing the post process. (default: 0)
  15603. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15604. * @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
  15605. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15606. */
  15607. constructor(
  15608. /** Name of the PostProcess. */
  15609. 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);
  15610. /**
  15611. * Gets a string idenfifying the name of the class
  15612. * @returns "PostProcess" string
  15613. */
  15614. getClassName(): string;
  15615. /**
  15616. * Gets the engine which this post process belongs to.
  15617. * @returns The engine the post process was enabled with.
  15618. */
  15619. getEngine(): Engine;
  15620. /**
  15621. * The effect that is created when initializing the post process.
  15622. * @returns The created effect corresponding the the postprocess.
  15623. */
  15624. getEffect(): Effect;
  15625. /**
  15626. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15627. * @param postProcess The post process to share the output with.
  15628. * @returns This post process.
  15629. */
  15630. shareOutputWith(postProcess: PostProcess): PostProcess;
  15631. /**
  15632. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15633. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15634. */
  15635. useOwnOutput(): void;
  15636. /**
  15637. * Updates the effect with the current post process compile time values and recompiles the shader.
  15638. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15639. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15640. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15641. * @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
  15642. * @param onCompiled Called when the shader has been compiled.
  15643. * @param onError Called if there is an error when compiling a shader.
  15644. */
  15645. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15646. /**
  15647. * The post process is reusable if it can be used multiple times within one frame.
  15648. * @returns If the post process is reusable
  15649. */
  15650. isReusable(): boolean;
  15651. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15652. markTextureDirty(): void;
  15653. /**
  15654. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15655. * 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.
  15656. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15657. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15658. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15659. * @returns The target texture that was bound to be written to.
  15660. */
  15661. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15662. /**
  15663. * If the post process is supported.
  15664. */
  15665. readonly isSupported: boolean;
  15666. /**
  15667. * The aspect ratio of the output texture.
  15668. */
  15669. readonly aspectRatio: number;
  15670. /**
  15671. * Get a value indicating if the post-process is ready to be used
  15672. * @returns true if the post-process is ready (shader is compiled)
  15673. */
  15674. isReady(): boolean;
  15675. /**
  15676. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15677. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15678. */
  15679. apply(): Nullable<Effect>;
  15680. private _disposeTextures;
  15681. /**
  15682. * Disposes the post process.
  15683. * @param camera The camera to dispose the post process on.
  15684. */
  15685. dispose(camera?: Camera): void;
  15686. }
  15687. }
  15688. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15689. /** @hidden */
  15690. export var kernelBlurVaryingDeclaration: {
  15691. name: string;
  15692. shader: string;
  15693. };
  15694. }
  15695. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15696. /** @hidden */
  15697. export var kernelBlurFragment: {
  15698. name: string;
  15699. shader: string;
  15700. };
  15701. }
  15702. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15703. /** @hidden */
  15704. export var kernelBlurFragment2: {
  15705. name: string;
  15706. shader: string;
  15707. };
  15708. }
  15709. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15710. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15711. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15712. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15713. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15714. /** @hidden */
  15715. export var kernelBlurPixelShader: {
  15716. name: string;
  15717. shader: string;
  15718. };
  15719. }
  15720. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15721. /** @hidden */
  15722. export var kernelBlurVertex: {
  15723. name: string;
  15724. shader: string;
  15725. };
  15726. }
  15727. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15728. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15729. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15730. /** @hidden */
  15731. export var kernelBlurVertexShader: {
  15732. name: string;
  15733. shader: string;
  15734. };
  15735. }
  15736. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15737. import { Vector2 } from "babylonjs/Maths/math.vector";
  15738. import { Nullable } from "babylonjs/types";
  15739. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15740. import { Camera } from "babylonjs/Cameras/camera";
  15741. import { Effect } from "babylonjs/Materials/effect";
  15742. import { Engine } from "babylonjs/Engines/engine";
  15743. import "babylonjs/Shaders/kernelBlur.fragment";
  15744. import "babylonjs/Shaders/kernelBlur.vertex";
  15745. /**
  15746. * The Blur Post Process which blurs an image based on a kernel and direction.
  15747. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15748. */
  15749. export class BlurPostProcess extends PostProcess {
  15750. /** The direction in which to blur the image. */
  15751. direction: Vector2;
  15752. private blockCompilation;
  15753. protected _kernel: number;
  15754. protected _idealKernel: number;
  15755. protected _packedFloat: boolean;
  15756. private _staticDefines;
  15757. /**
  15758. * Sets the length in pixels of the blur sample region
  15759. */
  15760. /**
  15761. * Gets the length in pixels of the blur sample region
  15762. */
  15763. kernel: number;
  15764. /**
  15765. * Sets wether or not the blur needs to unpack/repack floats
  15766. */
  15767. /**
  15768. * Gets wether or not the blur is unpacking/repacking floats
  15769. */
  15770. packedFloat: boolean;
  15771. /**
  15772. * Creates a new instance BlurPostProcess
  15773. * @param name The name of the effect.
  15774. * @param direction The direction in which to blur the image.
  15775. * @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.
  15776. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15777. * @param camera The camera to apply the render pass to.
  15778. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15779. * @param engine The engine which the post process will be applied. (default: current engine)
  15780. * @param reusable If the post process can be reused on the same frame. (default: false)
  15781. * @param textureType Type of textures used when performing the post process. (default: 0)
  15782. * @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)
  15783. */
  15784. constructor(name: string,
  15785. /** The direction in which to blur the image. */
  15786. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15787. /**
  15788. * Updates the effect with the current post process compile time values and recompiles the shader.
  15789. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15790. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15791. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15792. * @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
  15793. * @param onCompiled Called when the shader has been compiled.
  15794. * @param onError Called if there is an error when compiling a shader.
  15795. */
  15796. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15797. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15798. /**
  15799. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15800. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15801. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15802. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15803. * The gaps between physical kernels are compensated for in the weighting of the samples
  15804. * @param idealKernel Ideal blur kernel.
  15805. * @return Nearest best kernel.
  15806. */
  15807. protected _nearestBestKernel(idealKernel: number): number;
  15808. /**
  15809. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15810. * @param x The point on the Gaussian distribution to sample.
  15811. * @return the value of the Gaussian function at x.
  15812. */
  15813. protected _gaussianWeight(x: number): number;
  15814. /**
  15815. * Generates a string that can be used as a floating point number in GLSL.
  15816. * @param x Value to print.
  15817. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15818. * @return GLSL float string.
  15819. */
  15820. protected _glslFloat(x: number, decimalFigures?: number): string;
  15821. }
  15822. }
  15823. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15824. import { Scene } from "babylonjs/scene";
  15825. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15826. import { Plane } from "babylonjs/Maths/math.plane";
  15827. /**
  15828. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15829. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15830. * You can then easily use it as a reflectionTexture on a flat surface.
  15831. * In case the surface is not a plane, please consider relying on reflection probes.
  15832. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15833. */
  15834. export class MirrorTexture extends RenderTargetTexture {
  15835. private scene;
  15836. /**
  15837. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15838. * 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.
  15839. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15840. */
  15841. mirrorPlane: Plane;
  15842. /**
  15843. * Define the blur ratio used to blur the reflection if needed.
  15844. */
  15845. blurRatio: number;
  15846. /**
  15847. * Define the adaptive blur kernel used to blur the reflection if needed.
  15848. * This will autocompute the closest best match for the `blurKernel`
  15849. */
  15850. adaptiveBlurKernel: number;
  15851. /**
  15852. * Define the blur kernel used to blur the reflection if needed.
  15853. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15854. */
  15855. blurKernel: number;
  15856. /**
  15857. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15858. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15859. */
  15860. blurKernelX: number;
  15861. /**
  15862. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15863. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15864. */
  15865. blurKernelY: number;
  15866. private _autoComputeBlurKernel;
  15867. protected _onRatioRescale(): void;
  15868. private _updateGammaSpace;
  15869. private _imageProcessingConfigChangeObserver;
  15870. private _transformMatrix;
  15871. private _mirrorMatrix;
  15872. private _savedViewMatrix;
  15873. private _blurX;
  15874. private _blurY;
  15875. private _adaptiveBlurKernel;
  15876. private _blurKernelX;
  15877. private _blurKernelY;
  15878. private _blurRatio;
  15879. /**
  15880. * Instantiates a Mirror Texture.
  15881. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15882. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15883. * You can then easily use it as a reflectionTexture on a flat surface.
  15884. * In case the surface is not a plane, please consider relying on reflection probes.
  15885. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15886. * @param name
  15887. * @param size
  15888. * @param scene
  15889. * @param generateMipMaps
  15890. * @param type
  15891. * @param samplingMode
  15892. * @param generateDepthBuffer
  15893. */
  15894. constructor(name: string, size: number | {
  15895. width: number;
  15896. height: number;
  15897. } | {
  15898. ratio: number;
  15899. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15900. private _preparePostProcesses;
  15901. /**
  15902. * Clone the mirror texture.
  15903. * @returns the cloned texture
  15904. */
  15905. clone(): MirrorTexture;
  15906. /**
  15907. * Serialize the texture to a JSON representation you could use in Parse later on
  15908. * @returns the serialized JSON representation
  15909. */
  15910. serialize(): any;
  15911. /**
  15912. * Dispose the texture and release its associated resources.
  15913. */
  15914. dispose(): void;
  15915. }
  15916. }
  15917. declare module "babylonjs/Materials/Textures/texture" {
  15918. import { Observable } from "babylonjs/Misc/observable";
  15919. import { Nullable } from "babylonjs/types";
  15920. import { Scene } from "babylonjs/scene";
  15921. import { Matrix } from "babylonjs/Maths/math.vector";
  15922. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  15923. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15924. import { Engine } from "babylonjs/Engines/engine";
  15925. /**
  15926. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15927. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15928. */
  15929. export class Texture extends BaseTexture {
  15930. /** @hidden */
  15931. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15932. /** @hidden */
  15933. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15934. /** @hidden */
  15935. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15936. /** nearest is mag = nearest and min = nearest and mip = linear */
  15937. static readonly NEAREST_SAMPLINGMODE: number;
  15938. /** nearest is mag = nearest and min = nearest and mip = linear */
  15939. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15940. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15941. static readonly BILINEAR_SAMPLINGMODE: number;
  15942. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15943. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15944. /** Trilinear is mag = linear and min = linear and mip = linear */
  15945. static readonly TRILINEAR_SAMPLINGMODE: number;
  15946. /** Trilinear is mag = linear and min = linear and mip = linear */
  15947. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15948. /** mag = nearest and min = nearest and mip = nearest */
  15949. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15950. /** mag = nearest and min = linear and mip = nearest */
  15951. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15952. /** mag = nearest and min = linear and mip = linear */
  15953. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15954. /** mag = nearest and min = linear and mip = none */
  15955. static readonly NEAREST_LINEAR: number;
  15956. /** mag = nearest and min = nearest and mip = none */
  15957. static readonly NEAREST_NEAREST: number;
  15958. /** mag = linear and min = nearest and mip = nearest */
  15959. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15960. /** mag = linear and min = nearest and mip = linear */
  15961. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15962. /** mag = linear and min = linear and mip = none */
  15963. static readonly LINEAR_LINEAR: number;
  15964. /** mag = linear and min = nearest and mip = none */
  15965. static readonly LINEAR_NEAREST: number;
  15966. /** Explicit coordinates mode */
  15967. static readonly EXPLICIT_MODE: number;
  15968. /** Spherical coordinates mode */
  15969. static readonly SPHERICAL_MODE: number;
  15970. /** Planar coordinates mode */
  15971. static readonly PLANAR_MODE: number;
  15972. /** Cubic coordinates mode */
  15973. static readonly CUBIC_MODE: number;
  15974. /** Projection coordinates mode */
  15975. static readonly PROJECTION_MODE: number;
  15976. /** Inverse Cubic coordinates mode */
  15977. static readonly SKYBOX_MODE: number;
  15978. /** Inverse Cubic coordinates mode */
  15979. static readonly INVCUBIC_MODE: number;
  15980. /** Equirectangular coordinates mode */
  15981. static readonly EQUIRECTANGULAR_MODE: number;
  15982. /** Equirectangular Fixed coordinates mode */
  15983. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15984. /** Equirectangular Fixed Mirrored coordinates mode */
  15985. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15986. /** Texture is not repeating outside of 0..1 UVs */
  15987. static readonly CLAMP_ADDRESSMODE: number;
  15988. /** Texture is repeating outside of 0..1 UVs */
  15989. static readonly WRAP_ADDRESSMODE: number;
  15990. /** Texture is repeating and mirrored */
  15991. static readonly MIRROR_ADDRESSMODE: number;
  15992. /**
  15993. * 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
  15994. */
  15995. static UseSerializedUrlIfAny: boolean;
  15996. /**
  15997. * Define the url of the texture.
  15998. */
  15999. url: Nullable<string>;
  16000. /**
  16001. * Define an offset on the texture to offset the u coordinates of the UVs
  16002. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16003. */
  16004. uOffset: number;
  16005. /**
  16006. * Define an offset on the texture to offset the v coordinates of the UVs
  16007. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16008. */
  16009. vOffset: number;
  16010. /**
  16011. * Define an offset on the texture to scale the u coordinates of the UVs
  16012. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16013. */
  16014. uScale: number;
  16015. /**
  16016. * Define an offset on the texture to scale the v coordinates of the UVs
  16017. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16018. */
  16019. vScale: number;
  16020. /**
  16021. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16022. * @see http://doc.babylonjs.com/how_to/more_materials
  16023. */
  16024. uAng: number;
  16025. /**
  16026. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16027. * @see http://doc.babylonjs.com/how_to/more_materials
  16028. */
  16029. vAng: number;
  16030. /**
  16031. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16032. * @see http://doc.babylonjs.com/how_to/more_materials
  16033. */
  16034. wAng: number;
  16035. /**
  16036. * Defines the center of rotation (U)
  16037. */
  16038. uRotationCenter: number;
  16039. /**
  16040. * Defines the center of rotation (V)
  16041. */
  16042. vRotationCenter: number;
  16043. /**
  16044. * Defines the center of rotation (W)
  16045. */
  16046. wRotationCenter: number;
  16047. /**
  16048. * Are mip maps generated for this texture or not.
  16049. */
  16050. readonly noMipmap: boolean;
  16051. /**
  16052. * List of inspectable custom properties (used by the Inspector)
  16053. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16054. */
  16055. inspectableCustomProperties: Nullable<IInspectable[]>;
  16056. private _noMipmap;
  16057. /** @hidden */
  16058. _invertY: boolean;
  16059. private _rowGenerationMatrix;
  16060. private _cachedTextureMatrix;
  16061. private _projectionModeMatrix;
  16062. private _t0;
  16063. private _t1;
  16064. private _t2;
  16065. private _cachedUOffset;
  16066. private _cachedVOffset;
  16067. private _cachedUScale;
  16068. private _cachedVScale;
  16069. private _cachedUAng;
  16070. private _cachedVAng;
  16071. private _cachedWAng;
  16072. private _cachedProjectionMatrixId;
  16073. private _cachedCoordinatesMode;
  16074. /** @hidden */
  16075. protected _initialSamplingMode: number;
  16076. /** @hidden */
  16077. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  16078. private _deleteBuffer;
  16079. protected _format: Nullable<number>;
  16080. private _delayedOnLoad;
  16081. private _delayedOnError;
  16082. /**
  16083. * Observable triggered once the texture has been loaded.
  16084. */
  16085. onLoadObservable: Observable<Texture>;
  16086. protected _isBlocking: boolean;
  16087. /**
  16088. * Is the texture preventing material to render while loading.
  16089. * If false, a default texture will be used instead of the loading one during the preparation step.
  16090. */
  16091. isBlocking: boolean;
  16092. /**
  16093. * Get the current sampling mode associated with the texture.
  16094. */
  16095. readonly samplingMode: number;
  16096. /**
  16097. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16098. */
  16099. readonly invertY: boolean;
  16100. /**
  16101. * Instantiates a new texture.
  16102. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16103. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16104. * @param url define the url of the picture to load as a texture
  16105. * @param scene define the scene or engine the texture will belong to
  16106. * @param noMipmap define if the texture will require mip maps or not
  16107. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16108. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16109. * @param onLoad define a callback triggered when the texture has been loaded
  16110. * @param onError define a callback triggered when an error occurred during the loading session
  16111. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16112. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16113. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16114. */
  16115. 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 | ArrayBufferView | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  16116. /**
  16117. * Update the url (and optional buffer) of this texture if url was null during construction.
  16118. * @param url the url of the texture
  16119. * @param buffer the buffer of the texture (defaults to null)
  16120. * @param onLoad callback called when the texture is loaded (defaults to null)
  16121. */
  16122. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16123. /**
  16124. * Finish the loading sequence of a texture flagged as delayed load.
  16125. * @hidden
  16126. */
  16127. delayLoad(): void;
  16128. private _prepareRowForTextureGeneration;
  16129. /**
  16130. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16131. * @returns the transform matrix of the texture.
  16132. */
  16133. getTextureMatrix(): Matrix;
  16134. /**
  16135. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16136. * @returns The reflection texture transform
  16137. */
  16138. getReflectionTextureMatrix(): Matrix;
  16139. /**
  16140. * Clones the texture.
  16141. * @returns the cloned texture
  16142. */
  16143. clone(): Texture;
  16144. /**
  16145. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16146. * @returns The JSON representation of the texture
  16147. */
  16148. serialize(): any;
  16149. /**
  16150. * Get the current class name of the texture useful for serialization or dynamic coding.
  16151. * @returns "Texture"
  16152. */
  16153. getClassName(): string;
  16154. /**
  16155. * Dispose the texture and release its associated resources.
  16156. */
  16157. dispose(): void;
  16158. /**
  16159. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16160. * @param parsedTexture Define the JSON representation of the texture
  16161. * @param scene Define the scene the parsed texture should be instantiated in
  16162. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16163. * @returns The parsed texture if successful
  16164. */
  16165. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16166. /**
  16167. * Creates a texture from its base 64 representation.
  16168. * @param data Define the base64 payload without the data: prefix
  16169. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16170. * @param scene Define the scene the texture should belong to
  16171. * @param noMipmap Forces the texture to not create mip map information if true
  16172. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16173. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16174. * @param onLoad define a callback triggered when the texture has been loaded
  16175. * @param onError define a callback triggered when an error occurred during the loading session
  16176. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16177. * @returns the created texture
  16178. */
  16179. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16180. /**
  16181. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16182. * @param data Define the base64 payload without the data: prefix
  16183. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16184. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16185. * @param scene Define the scene the texture should belong to
  16186. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16187. * @param noMipmap Forces the texture to not create mip map information if true
  16188. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16189. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16190. * @param onLoad define a callback triggered when the texture has been loaded
  16191. * @param onError define a callback triggered when an error occurred during the loading session
  16192. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16193. * @returns the created texture
  16194. */
  16195. 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;
  16196. }
  16197. }
  16198. declare module "babylonjs/PostProcesses/postProcessManager" {
  16199. import { Nullable } from "babylonjs/types";
  16200. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16201. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16202. import { Scene } from "babylonjs/scene";
  16203. /**
  16204. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16205. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16206. */
  16207. export class PostProcessManager {
  16208. private _scene;
  16209. private _indexBuffer;
  16210. private _vertexBuffers;
  16211. /**
  16212. * Creates a new instance PostProcess
  16213. * @param scene The scene that the post process is associated with.
  16214. */
  16215. constructor(scene: Scene);
  16216. private _prepareBuffers;
  16217. private _buildIndexBuffer;
  16218. /**
  16219. * Rebuilds the vertex buffers of the manager.
  16220. * @hidden
  16221. */
  16222. _rebuild(): void;
  16223. /**
  16224. * Prepares a frame to be run through a post process.
  16225. * @param sourceTexture The input texture to the post procesess. (default: null)
  16226. * @param postProcesses An array of post processes to be run. (default: null)
  16227. * @returns True if the post processes were able to be run.
  16228. * @hidden
  16229. */
  16230. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16231. /**
  16232. * Manually render a set of post processes to a texture.
  16233. * @param postProcesses An array of post processes to be run.
  16234. * @param targetTexture The target texture to render to.
  16235. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16236. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16237. * @param lodLevel defines which lod of the texture to render to
  16238. */
  16239. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16240. /**
  16241. * Finalize the result of the output of the postprocesses.
  16242. * @param doNotPresent If true the result will not be displayed to the screen.
  16243. * @param targetTexture The target texture to render to.
  16244. * @param faceIndex The index of the face to bind the target texture to.
  16245. * @param postProcesses The array of post processes to render.
  16246. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16247. * @hidden
  16248. */
  16249. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16250. /**
  16251. * Disposes of the post process manager.
  16252. */
  16253. dispose(): void;
  16254. }
  16255. }
  16256. declare module "babylonjs/Misc/gradients" {
  16257. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16258. /** Interface used by value gradients (color, factor, ...) */
  16259. export interface IValueGradient {
  16260. /**
  16261. * Gets or sets the gradient value (between 0 and 1)
  16262. */
  16263. gradient: number;
  16264. }
  16265. /** Class used to store color4 gradient */
  16266. export class ColorGradient implements IValueGradient {
  16267. /**
  16268. * Gets or sets the gradient value (between 0 and 1)
  16269. */
  16270. gradient: number;
  16271. /**
  16272. * Gets or sets first associated color
  16273. */
  16274. color1: Color4;
  16275. /**
  16276. * Gets or sets second associated color
  16277. */
  16278. color2?: Color4;
  16279. /**
  16280. * Will get a color picked randomly between color1 and color2.
  16281. * If color2 is undefined then color1 will be used
  16282. * @param result defines the target Color4 to store the result in
  16283. */
  16284. getColorToRef(result: Color4): void;
  16285. }
  16286. /** Class used to store color 3 gradient */
  16287. export class Color3Gradient implements IValueGradient {
  16288. /**
  16289. * Gets or sets the gradient value (between 0 and 1)
  16290. */
  16291. gradient: number;
  16292. /**
  16293. * Gets or sets the associated color
  16294. */
  16295. color: Color3;
  16296. }
  16297. /** Class used to store factor gradient */
  16298. export class FactorGradient implements IValueGradient {
  16299. /**
  16300. * Gets or sets the gradient value (between 0 and 1)
  16301. */
  16302. gradient: number;
  16303. /**
  16304. * Gets or sets first associated factor
  16305. */
  16306. factor1: number;
  16307. /**
  16308. * Gets or sets second associated factor
  16309. */
  16310. factor2?: number;
  16311. /**
  16312. * Will get a number picked randomly between factor1 and factor2.
  16313. * If factor2 is undefined then factor1 will be used
  16314. * @returns the picked number
  16315. */
  16316. getFactor(): number;
  16317. }
  16318. /**
  16319. * Helper used to simplify some generic gradient tasks
  16320. */
  16321. export class GradientHelper {
  16322. /**
  16323. * Gets the current gradient from an array of IValueGradient
  16324. * @param ratio defines the current ratio to get
  16325. * @param gradients defines the array of IValueGradient
  16326. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16327. */
  16328. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16329. }
  16330. }
  16331. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16332. import { Scene } from "babylonjs/scene";
  16333. import { ISceneComponent } from "babylonjs/sceneComponent";
  16334. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16335. module "babylonjs/abstractScene" {
  16336. interface AbstractScene {
  16337. /**
  16338. * The list of procedural textures added to the scene
  16339. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16340. */
  16341. proceduralTextures: Array<ProceduralTexture>;
  16342. }
  16343. }
  16344. /**
  16345. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16346. * in a given scene.
  16347. */
  16348. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16349. /**
  16350. * The component name helpfull to identify the component in the list of scene components.
  16351. */
  16352. readonly name: string;
  16353. /**
  16354. * The scene the component belongs to.
  16355. */
  16356. scene: Scene;
  16357. /**
  16358. * Creates a new instance of the component for the given scene
  16359. * @param scene Defines the scene to register the component in
  16360. */
  16361. constructor(scene: Scene);
  16362. /**
  16363. * Registers the component in a given scene
  16364. */
  16365. register(): void;
  16366. /**
  16367. * Rebuilds the elements related to this component in case of
  16368. * context lost for instance.
  16369. */
  16370. rebuild(): void;
  16371. /**
  16372. * Disposes the component and the associated ressources.
  16373. */
  16374. dispose(): void;
  16375. private _beforeClear;
  16376. }
  16377. }
  16378. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16379. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16380. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16381. module "babylonjs/Engines/engine" {
  16382. interface Engine {
  16383. /**
  16384. * Creates a new render target cube texture
  16385. * @param size defines the size of the texture
  16386. * @param options defines the options used to create the texture
  16387. * @returns a new render target cube texture stored in an InternalTexture
  16388. */
  16389. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16390. }
  16391. }
  16392. }
  16393. declare module "babylonjs/Shaders/procedural.vertex" {
  16394. /** @hidden */
  16395. export var proceduralVertexShader: {
  16396. name: string;
  16397. shader: string;
  16398. };
  16399. }
  16400. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16401. import { Observable } from "babylonjs/Misc/observable";
  16402. import { Nullable } from "babylonjs/types";
  16403. import { Scene } from "babylonjs/scene";
  16404. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16405. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16406. import { Effect } from "babylonjs/Materials/effect";
  16407. import { Texture } from "babylonjs/Materials/Textures/texture";
  16408. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16409. import "babylonjs/Shaders/procedural.vertex";
  16410. /**
  16411. * 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.
  16412. * This is the base class of any Procedural texture and contains most of the shareable code.
  16413. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16414. */
  16415. export class ProceduralTexture extends Texture {
  16416. isCube: boolean;
  16417. /**
  16418. * Define if the texture is enabled or not (disabled texture will not render)
  16419. */
  16420. isEnabled: boolean;
  16421. /**
  16422. * Define if the texture must be cleared before rendering (default is true)
  16423. */
  16424. autoClear: boolean;
  16425. /**
  16426. * Callback called when the texture is generated
  16427. */
  16428. onGenerated: () => void;
  16429. /**
  16430. * Event raised when the texture is generated
  16431. */
  16432. onGeneratedObservable: Observable<ProceduralTexture>;
  16433. /** @hidden */
  16434. _generateMipMaps: boolean;
  16435. /** @hidden **/
  16436. _effect: Effect;
  16437. /** @hidden */
  16438. _textures: {
  16439. [key: string]: Texture;
  16440. };
  16441. private _size;
  16442. private _currentRefreshId;
  16443. private _refreshRate;
  16444. private _vertexBuffers;
  16445. private _indexBuffer;
  16446. private _uniforms;
  16447. private _samplers;
  16448. private _fragment;
  16449. private _floats;
  16450. private _ints;
  16451. private _floatsArrays;
  16452. private _colors3;
  16453. private _colors4;
  16454. private _vectors2;
  16455. private _vectors3;
  16456. private _matrices;
  16457. private _fallbackTexture;
  16458. private _fallbackTextureUsed;
  16459. private _engine;
  16460. private _cachedDefines;
  16461. private _contentUpdateId;
  16462. private _contentData;
  16463. /**
  16464. * Instantiates a new procedural texture.
  16465. * 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.
  16466. * This is the base class of any Procedural texture and contains most of the shareable code.
  16467. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16468. * @param name Define the name of the texture
  16469. * @param size Define the size of the texture to create
  16470. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16471. * @param scene Define the scene the texture belongs to
  16472. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16473. * @param generateMipMaps Define if the texture should creates mip maps or not
  16474. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16475. */
  16476. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16477. /**
  16478. * The effect that is created when initializing the post process.
  16479. * @returns The created effect corresponding the the postprocess.
  16480. */
  16481. getEffect(): Effect;
  16482. /**
  16483. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16484. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16485. */
  16486. getContent(): Nullable<ArrayBufferView>;
  16487. private _createIndexBuffer;
  16488. /** @hidden */
  16489. _rebuild(): void;
  16490. /**
  16491. * Resets the texture in order to recreate its associated resources.
  16492. * This can be called in case of context loss
  16493. */
  16494. reset(): void;
  16495. protected _getDefines(): string;
  16496. /**
  16497. * Is the texture ready to be used ? (rendered at least once)
  16498. * @returns true if ready, otherwise, false.
  16499. */
  16500. isReady(): boolean;
  16501. /**
  16502. * Resets the refresh counter of the texture and start bak from scratch.
  16503. * Could be useful to regenerate the texture if it is setup to render only once.
  16504. */
  16505. resetRefreshCounter(): void;
  16506. /**
  16507. * Set the fragment shader to use in order to render the texture.
  16508. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16509. */
  16510. setFragment(fragment: any): void;
  16511. /**
  16512. * Define the refresh rate of the texture or the rendering frequency.
  16513. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16514. */
  16515. refreshRate: number;
  16516. /** @hidden */
  16517. _shouldRender(): boolean;
  16518. /**
  16519. * Get the size the texture is rendering at.
  16520. * @returns the size (texture is always squared)
  16521. */
  16522. getRenderSize(): number;
  16523. /**
  16524. * Resize the texture to new value.
  16525. * @param size Define the new size the texture should have
  16526. * @param generateMipMaps Define whether the new texture should create mip maps
  16527. */
  16528. resize(size: number, generateMipMaps: boolean): void;
  16529. private _checkUniform;
  16530. /**
  16531. * Set a texture in the shader program used to render.
  16532. * @param name Define the name of the uniform samplers as defined in the shader
  16533. * @param texture Define the texture to bind to this sampler
  16534. * @return the texture itself allowing "fluent" like uniform updates
  16535. */
  16536. setTexture(name: string, texture: Texture): ProceduralTexture;
  16537. /**
  16538. * Set a float in the shader.
  16539. * @param name Define the name of the uniform as defined in the shader
  16540. * @param value Define the value to give to the uniform
  16541. * @return the texture itself allowing "fluent" like uniform updates
  16542. */
  16543. setFloat(name: string, value: number): ProceduralTexture;
  16544. /**
  16545. * Set a int in the shader.
  16546. * @param name Define the name of the uniform as defined in the shader
  16547. * @param value Define the value to give to the uniform
  16548. * @return the texture itself allowing "fluent" like uniform updates
  16549. */
  16550. setInt(name: string, value: number): ProceduralTexture;
  16551. /**
  16552. * Set an array of floats in the shader.
  16553. * @param name Define the name of the uniform as defined in the shader
  16554. * @param value Define the value to give to the uniform
  16555. * @return the texture itself allowing "fluent" like uniform updates
  16556. */
  16557. setFloats(name: string, value: number[]): ProceduralTexture;
  16558. /**
  16559. * Set a vec3 in the shader from a Color3.
  16560. * @param name Define the name of the uniform as defined in the shader
  16561. * @param value Define the value to give to the uniform
  16562. * @return the texture itself allowing "fluent" like uniform updates
  16563. */
  16564. setColor3(name: string, value: Color3): ProceduralTexture;
  16565. /**
  16566. * Set a vec4 in the shader from a Color4.
  16567. * @param name Define the name of the uniform as defined in the shader
  16568. * @param value Define the value to give to the uniform
  16569. * @return the texture itself allowing "fluent" like uniform updates
  16570. */
  16571. setColor4(name: string, value: Color4): ProceduralTexture;
  16572. /**
  16573. * Set a vec2 in the shader from a Vector2.
  16574. * @param name Define the name of the uniform as defined in the shader
  16575. * @param value Define the value to give to the uniform
  16576. * @return the texture itself allowing "fluent" like uniform updates
  16577. */
  16578. setVector2(name: string, value: Vector2): ProceduralTexture;
  16579. /**
  16580. * Set a vec3 in the shader from a Vector3.
  16581. * @param name Define the name of the uniform as defined in the shader
  16582. * @param value Define the value to give to the uniform
  16583. * @return the texture itself allowing "fluent" like uniform updates
  16584. */
  16585. setVector3(name: string, value: Vector3): ProceduralTexture;
  16586. /**
  16587. * Set a mat4 in the shader from a MAtrix.
  16588. * @param name Define the name of the uniform as defined in the shader
  16589. * @param value Define the value to give to the uniform
  16590. * @return the texture itself allowing "fluent" like uniform updates
  16591. */
  16592. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16593. /**
  16594. * Render the texture to its associated render target.
  16595. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16596. */
  16597. render(useCameraPostProcess?: boolean): void;
  16598. /**
  16599. * Clone the texture.
  16600. * @returns the cloned texture
  16601. */
  16602. clone(): ProceduralTexture;
  16603. /**
  16604. * Dispose the texture and release its asoociated resources.
  16605. */
  16606. dispose(): void;
  16607. }
  16608. }
  16609. declare module "babylonjs/Particles/baseParticleSystem" {
  16610. import { Nullable } from "babylonjs/types";
  16611. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16612. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16613. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16614. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16615. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16616. import { Scene } from "babylonjs/scene";
  16617. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16618. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16619. import { Texture } from "babylonjs/Materials/Textures/texture";
  16620. import { Color4 } from "babylonjs/Maths/math.color";
  16621. import { Animation } from "babylonjs/Animations/animation";
  16622. /**
  16623. * This represents the base class for particle system in Babylon.
  16624. * 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.
  16625. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16626. * @example https://doc.babylonjs.com/babylon101/particles
  16627. */
  16628. export class BaseParticleSystem {
  16629. /**
  16630. * Source color is added to the destination color without alpha affecting the result
  16631. */
  16632. static BLENDMODE_ONEONE: number;
  16633. /**
  16634. * Blend current color and particle color using particle’s alpha
  16635. */
  16636. static BLENDMODE_STANDARD: number;
  16637. /**
  16638. * Add current color and particle color multiplied by particle’s alpha
  16639. */
  16640. static BLENDMODE_ADD: number;
  16641. /**
  16642. * Multiply current color with particle color
  16643. */
  16644. static BLENDMODE_MULTIPLY: number;
  16645. /**
  16646. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16647. */
  16648. static BLENDMODE_MULTIPLYADD: number;
  16649. /**
  16650. * List of animations used by the particle system.
  16651. */
  16652. animations: Animation[];
  16653. /**
  16654. * The id of the Particle system.
  16655. */
  16656. id: string;
  16657. /**
  16658. * The friendly name of the Particle system.
  16659. */
  16660. name: string;
  16661. /**
  16662. * The rendering group used by the Particle system to chose when to render.
  16663. */
  16664. renderingGroupId: number;
  16665. /**
  16666. * The emitter represents the Mesh or position we are attaching the particle system to.
  16667. */
  16668. emitter: Nullable<AbstractMesh | Vector3>;
  16669. /**
  16670. * The maximum number of particles to emit per frame
  16671. */
  16672. emitRate: number;
  16673. /**
  16674. * If you want to launch only a few particles at once, that can be done, as well.
  16675. */
  16676. manualEmitCount: number;
  16677. /**
  16678. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16679. */
  16680. updateSpeed: number;
  16681. /**
  16682. * The amount of time the particle system is running (depends of the overall update speed).
  16683. */
  16684. targetStopDuration: number;
  16685. /**
  16686. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16687. */
  16688. disposeOnStop: boolean;
  16689. /**
  16690. * Minimum power of emitting particles.
  16691. */
  16692. minEmitPower: number;
  16693. /**
  16694. * Maximum power of emitting particles.
  16695. */
  16696. maxEmitPower: number;
  16697. /**
  16698. * Minimum life time of emitting particles.
  16699. */
  16700. minLifeTime: number;
  16701. /**
  16702. * Maximum life time of emitting particles.
  16703. */
  16704. maxLifeTime: number;
  16705. /**
  16706. * Minimum Size of emitting particles.
  16707. */
  16708. minSize: number;
  16709. /**
  16710. * Maximum Size of emitting particles.
  16711. */
  16712. maxSize: number;
  16713. /**
  16714. * Minimum scale of emitting particles on X axis.
  16715. */
  16716. minScaleX: number;
  16717. /**
  16718. * Maximum scale of emitting particles on X axis.
  16719. */
  16720. maxScaleX: number;
  16721. /**
  16722. * Minimum scale of emitting particles on Y axis.
  16723. */
  16724. minScaleY: number;
  16725. /**
  16726. * Maximum scale of emitting particles on Y axis.
  16727. */
  16728. maxScaleY: number;
  16729. /**
  16730. * Gets or sets the minimal initial rotation in radians.
  16731. */
  16732. minInitialRotation: number;
  16733. /**
  16734. * Gets or sets the maximal initial rotation in radians.
  16735. */
  16736. maxInitialRotation: number;
  16737. /**
  16738. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16739. */
  16740. minAngularSpeed: number;
  16741. /**
  16742. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16743. */
  16744. maxAngularSpeed: number;
  16745. /**
  16746. * The texture used to render each particle. (this can be a spritesheet)
  16747. */
  16748. particleTexture: Nullable<Texture>;
  16749. /**
  16750. * The layer mask we are rendering the particles through.
  16751. */
  16752. layerMask: number;
  16753. /**
  16754. * This can help using your own shader to render the particle system.
  16755. * The according effect will be created
  16756. */
  16757. customShader: any;
  16758. /**
  16759. * By default particle system starts as soon as they are created. This prevents the
  16760. * automatic start to happen and let you decide when to start emitting particles.
  16761. */
  16762. preventAutoStart: boolean;
  16763. private _noiseTexture;
  16764. /**
  16765. * Gets or sets a texture used to add random noise to particle positions
  16766. */
  16767. noiseTexture: Nullable<ProceduralTexture>;
  16768. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16769. noiseStrength: Vector3;
  16770. /**
  16771. * Callback triggered when the particle animation is ending.
  16772. */
  16773. onAnimationEnd: Nullable<() => void>;
  16774. /**
  16775. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16776. */
  16777. blendMode: number;
  16778. /**
  16779. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16780. * to override the particles.
  16781. */
  16782. forceDepthWrite: boolean;
  16783. /** 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 */
  16784. preWarmCycles: number;
  16785. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16786. preWarmStepOffset: number;
  16787. /**
  16788. * 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)
  16789. */
  16790. spriteCellChangeSpeed: number;
  16791. /**
  16792. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16793. */
  16794. startSpriteCellID: number;
  16795. /**
  16796. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16797. */
  16798. endSpriteCellID: number;
  16799. /**
  16800. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16801. */
  16802. spriteCellWidth: number;
  16803. /**
  16804. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16805. */
  16806. spriteCellHeight: number;
  16807. /**
  16808. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16809. */
  16810. spriteRandomStartCell: boolean;
  16811. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16812. translationPivot: Vector2;
  16813. /** @hidden */
  16814. protected _isAnimationSheetEnabled: boolean;
  16815. /**
  16816. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16817. */
  16818. beginAnimationOnStart: boolean;
  16819. /**
  16820. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16821. */
  16822. beginAnimationFrom: number;
  16823. /**
  16824. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16825. */
  16826. beginAnimationTo: number;
  16827. /**
  16828. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16829. */
  16830. beginAnimationLoop: boolean;
  16831. /**
  16832. * Gets or sets a world offset applied to all particles
  16833. */
  16834. worldOffset: Vector3;
  16835. /**
  16836. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16837. */
  16838. isAnimationSheetEnabled: boolean;
  16839. /**
  16840. * Get hosting scene
  16841. * @returns the scene
  16842. */
  16843. getScene(): Scene;
  16844. /**
  16845. * You can use gravity if you want to give an orientation to your particles.
  16846. */
  16847. gravity: Vector3;
  16848. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16849. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16850. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16851. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16852. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16853. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16854. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16855. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16856. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16857. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16858. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16859. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16860. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16861. /**
  16862. * Defines the delay in milliseconds before starting the system (0 by default)
  16863. */
  16864. startDelay: number;
  16865. /**
  16866. * Gets the current list of drag gradients.
  16867. * You must use addDragGradient and removeDragGradient to udpate this list
  16868. * @returns the list of drag gradients
  16869. */
  16870. getDragGradients(): Nullable<Array<FactorGradient>>;
  16871. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16872. limitVelocityDamping: number;
  16873. /**
  16874. * Gets the current list of limit velocity gradients.
  16875. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16876. * @returns the list of limit velocity gradients
  16877. */
  16878. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16879. /**
  16880. * Gets the current list of color gradients.
  16881. * You must use addColorGradient and removeColorGradient to udpate this list
  16882. * @returns the list of color gradients
  16883. */
  16884. getColorGradients(): Nullable<Array<ColorGradient>>;
  16885. /**
  16886. * Gets the current list of size gradients.
  16887. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16888. * @returns the list of size gradients
  16889. */
  16890. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16891. /**
  16892. * Gets the current list of color remap gradients.
  16893. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16894. * @returns the list of color remap gradients
  16895. */
  16896. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16897. /**
  16898. * Gets the current list of alpha remap gradients.
  16899. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16900. * @returns the list of alpha remap gradients
  16901. */
  16902. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16903. /**
  16904. * Gets the current list of life time gradients.
  16905. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16906. * @returns the list of life time gradients
  16907. */
  16908. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16909. /**
  16910. * Gets the current list of angular speed gradients.
  16911. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16912. * @returns the list of angular speed gradients
  16913. */
  16914. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16915. /**
  16916. * Gets the current list of velocity gradients.
  16917. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16918. * @returns the list of velocity gradients
  16919. */
  16920. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16921. /**
  16922. * Gets the current list of start size gradients.
  16923. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16924. * @returns the list of start size gradients
  16925. */
  16926. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16927. /**
  16928. * Gets the current list of emit rate gradients.
  16929. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16930. * @returns the list of emit rate gradients
  16931. */
  16932. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16933. /**
  16934. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16935. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16936. */
  16937. direction1: Vector3;
  16938. /**
  16939. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16940. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16941. */
  16942. direction2: Vector3;
  16943. /**
  16944. * 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.
  16945. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16946. */
  16947. minEmitBox: Vector3;
  16948. /**
  16949. * 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.
  16950. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16951. */
  16952. maxEmitBox: Vector3;
  16953. /**
  16954. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16955. */
  16956. color1: Color4;
  16957. /**
  16958. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16959. */
  16960. color2: Color4;
  16961. /**
  16962. * Color the particle will have at the end of its lifetime
  16963. */
  16964. colorDead: Color4;
  16965. /**
  16966. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16967. */
  16968. textureMask: Color4;
  16969. /**
  16970. * The particle emitter type defines the emitter used by the particle system.
  16971. * It can be for example box, sphere, or cone...
  16972. */
  16973. particleEmitterType: IParticleEmitterType;
  16974. /** @hidden */
  16975. _isSubEmitter: boolean;
  16976. /**
  16977. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16978. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16979. */
  16980. billboardMode: number;
  16981. protected _isBillboardBased: boolean;
  16982. /**
  16983. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16984. */
  16985. isBillboardBased: boolean;
  16986. /**
  16987. * The scene the particle system belongs to.
  16988. */
  16989. protected _scene: Scene;
  16990. /**
  16991. * Local cache of defines for image processing.
  16992. */
  16993. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16994. /**
  16995. * Default configuration related to image processing available in the standard Material.
  16996. */
  16997. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  16998. /**
  16999. * Gets the image processing configuration used either in this material.
  17000. */
  17001. /**
  17002. * Sets the Default image processing configuration used either in the this material.
  17003. *
  17004. * If sets to null, the scene one is in use.
  17005. */
  17006. imageProcessingConfiguration: ImageProcessingConfiguration;
  17007. /**
  17008. * Attaches a new image processing configuration to the Standard Material.
  17009. * @param configuration
  17010. */
  17011. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17012. /** @hidden */
  17013. protected _reset(): void;
  17014. /** @hidden */
  17015. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17016. /**
  17017. * Instantiates a particle system.
  17018. * 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.
  17019. * @param name The name of the particle system
  17020. */
  17021. constructor(name: string);
  17022. /**
  17023. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17024. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17025. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17026. * @returns the emitter
  17027. */
  17028. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17029. /**
  17030. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17031. * @param radius The radius of the hemisphere to emit from
  17032. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17033. * @returns the emitter
  17034. */
  17035. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17036. /**
  17037. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17038. * @param radius The radius of the sphere to emit from
  17039. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17040. * @returns the emitter
  17041. */
  17042. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17043. /**
  17044. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17045. * @param radius The radius of the sphere to emit from
  17046. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17047. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17048. * @returns the emitter
  17049. */
  17050. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17051. /**
  17052. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17053. * @param radius The radius of the emission cylinder
  17054. * @param height The height of the emission cylinder
  17055. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17056. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17057. * @returns the emitter
  17058. */
  17059. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17060. /**
  17061. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17062. * @param radius The radius of the cylinder to emit from
  17063. * @param height The height of the emission cylinder
  17064. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17065. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17066. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17067. * @returns the emitter
  17068. */
  17069. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17070. /**
  17071. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17072. * @param radius The radius of the cone to emit from
  17073. * @param angle The base angle of the cone
  17074. * @returns the emitter
  17075. */
  17076. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17077. /**
  17078. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17079. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17080. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17081. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17082. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17083. * @returns the emitter
  17084. */
  17085. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17086. }
  17087. }
  17088. declare module "babylonjs/Particles/subEmitter" {
  17089. import { Scene } from "babylonjs/scene";
  17090. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17091. /**
  17092. * Type of sub emitter
  17093. */
  17094. export enum SubEmitterType {
  17095. /**
  17096. * Attached to the particle over it's lifetime
  17097. */
  17098. ATTACHED = 0,
  17099. /**
  17100. * Created when the particle dies
  17101. */
  17102. END = 1
  17103. }
  17104. /**
  17105. * Sub emitter class used to emit particles from an existing particle
  17106. */
  17107. export class SubEmitter {
  17108. /**
  17109. * the particle system to be used by the sub emitter
  17110. */
  17111. particleSystem: ParticleSystem;
  17112. /**
  17113. * Type of the submitter (Default: END)
  17114. */
  17115. type: SubEmitterType;
  17116. /**
  17117. * 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)
  17118. * Note: This only is supported when using an emitter of type Mesh
  17119. */
  17120. inheritDirection: boolean;
  17121. /**
  17122. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17123. */
  17124. inheritedVelocityAmount: number;
  17125. /**
  17126. * Creates a sub emitter
  17127. * @param particleSystem the particle system to be used by the sub emitter
  17128. */
  17129. constructor(
  17130. /**
  17131. * the particle system to be used by the sub emitter
  17132. */
  17133. particleSystem: ParticleSystem);
  17134. /**
  17135. * Clones the sub emitter
  17136. * @returns the cloned sub emitter
  17137. */
  17138. clone(): SubEmitter;
  17139. /**
  17140. * Serialize current object to a JSON object
  17141. * @returns the serialized object
  17142. */
  17143. serialize(): any;
  17144. /** @hidden */
  17145. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17146. /**
  17147. * Creates a new SubEmitter from a serialized JSON version
  17148. * @param serializationObject defines the JSON object to read from
  17149. * @param scene defines the hosting scene
  17150. * @param rootUrl defines the rootUrl for data loading
  17151. * @returns a new SubEmitter
  17152. */
  17153. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17154. /** Release associated resources */
  17155. dispose(): void;
  17156. }
  17157. }
  17158. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17159. /** @hidden */
  17160. export var clipPlaneFragmentDeclaration: {
  17161. name: string;
  17162. shader: string;
  17163. };
  17164. }
  17165. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17166. /** @hidden */
  17167. export var imageProcessingDeclaration: {
  17168. name: string;
  17169. shader: string;
  17170. };
  17171. }
  17172. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17173. /** @hidden */
  17174. export var imageProcessingFunctions: {
  17175. name: string;
  17176. shader: string;
  17177. };
  17178. }
  17179. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17180. /** @hidden */
  17181. export var clipPlaneFragment: {
  17182. name: string;
  17183. shader: string;
  17184. };
  17185. }
  17186. declare module "babylonjs/Shaders/particles.fragment" {
  17187. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17188. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17189. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17190. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17191. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17192. /** @hidden */
  17193. export var particlesPixelShader: {
  17194. name: string;
  17195. shader: string;
  17196. };
  17197. }
  17198. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17199. /** @hidden */
  17200. export var clipPlaneVertexDeclaration: {
  17201. name: string;
  17202. shader: string;
  17203. };
  17204. }
  17205. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17206. /** @hidden */
  17207. export var clipPlaneVertex: {
  17208. name: string;
  17209. shader: string;
  17210. };
  17211. }
  17212. declare module "babylonjs/Shaders/particles.vertex" {
  17213. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17214. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17215. /** @hidden */
  17216. export var particlesVertexShader: {
  17217. name: string;
  17218. shader: string;
  17219. };
  17220. }
  17221. declare module "babylonjs/Particles/particleSystem" {
  17222. import { Nullable } from "babylonjs/types";
  17223. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17224. import { Observable } from "babylonjs/Misc/observable";
  17225. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17226. import { Effect } from "babylonjs/Materials/effect";
  17227. import { Scene, IDisposable } from "babylonjs/scene";
  17228. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17229. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17230. import { Particle } from "babylonjs/Particles/particle";
  17231. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17232. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17233. import "babylonjs/Shaders/particles.fragment";
  17234. import "babylonjs/Shaders/particles.vertex";
  17235. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17236. /**
  17237. * This represents a particle system in Babylon.
  17238. * 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.
  17239. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17240. * @example https://doc.babylonjs.com/babylon101/particles
  17241. */
  17242. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17243. /**
  17244. * Billboard mode will only apply to Y axis
  17245. */
  17246. static readonly BILLBOARDMODE_Y: number;
  17247. /**
  17248. * Billboard mode will apply to all axes
  17249. */
  17250. static readonly BILLBOARDMODE_ALL: number;
  17251. /**
  17252. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17253. */
  17254. static readonly BILLBOARDMODE_STRETCHED: number;
  17255. /**
  17256. * This function can be defined to provide custom update for active particles.
  17257. * This function will be called instead of regular update (age, position, color, etc.).
  17258. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17259. */
  17260. updateFunction: (particles: Particle[]) => void;
  17261. private _emitterWorldMatrix;
  17262. /**
  17263. * This function can be defined to specify initial direction for every new particle.
  17264. * It by default use the emitterType defined function
  17265. */
  17266. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17267. /**
  17268. * This function can be defined to specify initial position for every new particle.
  17269. * It by default use the emitterType defined function
  17270. */
  17271. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17272. /**
  17273. * @hidden
  17274. */
  17275. _inheritedVelocityOffset: Vector3;
  17276. /**
  17277. * An event triggered when the system is disposed
  17278. */
  17279. onDisposeObservable: Observable<ParticleSystem>;
  17280. private _onDisposeObserver;
  17281. /**
  17282. * Sets a callback that will be triggered when the system is disposed
  17283. */
  17284. onDispose: () => void;
  17285. private _particles;
  17286. private _epsilon;
  17287. private _capacity;
  17288. private _stockParticles;
  17289. private _newPartsExcess;
  17290. private _vertexData;
  17291. private _vertexBuffer;
  17292. private _vertexBuffers;
  17293. private _spriteBuffer;
  17294. private _indexBuffer;
  17295. private _effect;
  17296. private _customEffect;
  17297. private _cachedDefines;
  17298. private _scaledColorStep;
  17299. private _colorDiff;
  17300. private _scaledDirection;
  17301. private _scaledGravity;
  17302. private _currentRenderId;
  17303. private _alive;
  17304. private _useInstancing;
  17305. private _started;
  17306. private _stopped;
  17307. private _actualFrame;
  17308. private _scaledUpdateSpeed;
  17309. private _vertexBufferSize;
  17310. /** @hidden */
  17311. _currentEmitRateGradient: Nullable<FactorGradient>;
  17312. /** @hidden */
  17313. _currentEmitRate1: number;
  17314. /** @hidden */
  17315. _currentEmitRate2: number;
  17316. /** @hidden */
  17317. _currentStartSizeGradient: Nullable<FactorGradient>;
  17318. /** @hidden */
  17319. _currentStartSize1: number;
  17320. /** @hidden */
  17321. _currentStartSize2: number;
  17322. private readonly _rawTextureWidth;
  17323. private _rampGradientsTexture;
  17324. private _useRampGradients;
  17325. /** Gets or sets a boolean indicating that ramp gradients must be used
  17326. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17327. */
  17328. useRampGradients: boolean;
  17329. /**
  17330. * 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.
  17331. * 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: [])
  17332. */
  17333. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17334. private _subEmitters;
  17335. /**
  17336. * @hidden
  17337. * If the particle systems emitter should be disposed when the particle system is disposed
  17338. */
  17339. _disposeEmitterOnDispose: boolean;
  17340. /**
  17341. * The current active Sub-systems, this property is used by the root particle system only.
  17342. */
  17343. activeSubSystems: Array<ParticleSystem>;
  17344. private _rootParticleSystem;
  17345. /**
  17346. * Gets the current list of active particles
  17347. */
  17348. readonly particles: Particle[];
  17349. /**
  17350. * Returns the string "ParticleSystem"
  17351. * @returns a string containing the class name
  17352. */
  17353. getClassName(): string;
  17354. /**
  17355. * Instantiates a particle system.
  17356. * 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.
  17357. * @param name The name of the particle system
  17358. * @param capacity The max number of particles alive at the same time
  17359. * @param scene The scene the particle system belongs to
  17360. * @param customEffect a custom effect used to change the way particles are rendered by default
  17361. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17362. * @param epsilon Offset used to render the particles
  17363. */
  17364. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17365. private _addFactorGradient;
  17366. private _removeFactorGradient;
  17367. /**
  17368. * Adds a new life time gradient
  17369. * @param gradient defines the gradient to use (between 0 and 1)
  17370. * @param factor defines the life time factor 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. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17375. /**
  17376. * Remove a specific life time gradient
  17377. * @param gradient defines the gradient to remove
  17378. * @returns the current particle system
  17379. */
  17380. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17381. /**
  17382. * Adds a new size gradient
  17383. * @param gradient defines the gradient to use (between 0 and 1)
  17384. * @param factor defines the size factor 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. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17389. /**
  17390. * Remove a specific size gradient
  17391. * @param gradient defines the gradient to remove
  17392. * @returns the current particle system
  17393. */
  17394. removeSizeGradient(gradient: number): IParticleSystem;
  17395. /**
  17396. * Adds a new color remap gradient
  17397. * @param gradient defines the gradient to use (between 0 and 1)
  17398. * @param min defines the color remap minimal range
  17399. * @param max defines the color remap maximal range
  17400. * @returns the current particle system
  17401. */
  17402. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17403. /**
  17404. * Remove a specific color remap gradient
  17405. * @param gradient defines the gradient to remove
  17406. * @returns the current particle system
  17407. */
  17408. removeColorRemapGradient(gradient: number): IParticleSystem;
  17409. /**
  17410. * Adds a new alpha remap gradient
  17411. * @param gradient defines the gradient to use (between 0 and 1)
  17412. * @param min defines the alpha remap minimal range
  17413. * @param max defines the alpha remap maximal range
  17414. * @returns the current particle system
  17415. */
  17416. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17417. /**
  17418. * Remove a specific alpha remap gradient
  17419. * @param gradient defines the gradient to remove
  17420. * @returns the current particle system
  17421. */
  17422. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17423. /**
  17424. * Adds a new angular speed gradient
  17425. * @param gradient defines the gradient to use (between 0 and 1)
  17426. * @param factor defines the angular speed 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. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17431. /**
  17432. * Remove a specific angular speed gradient
  17433. * @param gradient defines the gradient to remove
  17434. * @returns the current particle system
  17435. */
  17436. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17437. /**
  17438. * Adds a new velocity gradient
  17439. * @param gradient defines the gradient to use (between 0 and 1)
  17440. * @param factor defines the velocity to affect to the specified gradient
  17441. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17442. * @returns the current particle system
  17443. */
  17444. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17445. /**
  17446. * Remove a specific velocity gradient
  17447. * @param gradient defines the gradient to remove
  17448. * @returns the current particle system
  17449. */
  17450. removeVelocityGradient(gradient: number): IParticleSystem;
  17451. /**
  17452. * Adds a new limit velocity gradient
  17453. * @param gradient defines the gradient to use (between 0 and 1)
  17454. * @param factor defines the limit velocity value to affect to the specified gradient
  17455. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17456. * @returns the current particle system
  17457. */
  17458. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17459. /**
  17460. * Remove a specific limit velocity gradient
  17461. * @param gradient defines the gradient to remove
  17462. * @returns the current particle system
  17463. */
  17464. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17465. /**
  17466. * Adds a new drag gradient
  17467. * @param gradient defines the gradient to use (between 0 and 1)
  17468. * @param factor defines the drag value to affect to the specified gradient
  17469. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17470. * @returns the current particle system
  17471. */
  17472. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17473. /**
  17474. * Remove a specific drag gradient
  17475. * @param gradient defines the gradient to remove
  17476. * @returns the current particle system
  17477. */
  17478. removeDragGradient(gradient: number): IParticleSystem;
  17479. /**
  17480. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17481. * @param gradient defines the gradient to use (between 0 and 1)
  17482. * @param factor defines the emit rate value to affect to the specified gradient
  17483. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17484. * @returns the current particle system
  17485. */
  17486. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17487. /**
  17488. * Remove a specific emit rate gradient
  17489. * @param gradient defines the gradient to remove
  17490. * @returns the current particle system
  17491. */
  17492. removeEmitRateGradient(gradient: number): IParticleSystem;
  17493. /**
  17494. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17495. * @param gradient defines the gradient to use (between 0 and 1)
  17496. * @param factor defines the start size value to affect to the specified gradient
  17497. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17498. * @returns the current particle system
  17499. */
  17500. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17501. /**
  17502. * Remove a specific start size gradient
  17503. * @param gradient defines the gradient to remove
  17504. * @returns the current particle system
  17505. */
  17506. removeStartSizeGradient(gradient: number): IParticleSystem;
  17507. private _createRampGradientTexture;
  17508. /**
  17509. * Gets the current list of ramp gradients.
  17510. * You must use addRampGradient and removeRampGradient to udpate this list
  17511. * @returns the list of ramp gradients
  17512. */
  17513. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17514. /**
  17515. * Adds a new ramp gradient used to remap particle colors
  17516. * @param gradient defines the gradient to use (between 0 and 1)
  17517. * @param color defines the color to affect to the specified gradient
  17518. * @returns the current particle system
  17519. */
  17520. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17521. /**
  17522. * Remove a specific ramp gradient
  17523. * @param gradient defines the gradient to remove
  17524. * @returns the current particle system
  17525. */
  17526. removeRampGradient(gradient: number): ParticleSystem;
  17527. /**
  17528. * Adds a new color gradient
  17529. * @param gradient defines the gradient to use (between 0 and 1)
  17530. * @param color1 defines the color to affect to the specified gradient
  17531. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17532. * @returns this particle system
  17533. */
  17534. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17535. /**
  17536. * Remove a specific color gradient
  17537. * @param gradient defines the gradient to remove
  17538. * @returns this particle system
  17539. */
  17540. removeColorGradient(gradient: number): IParticleSystem;
  17541. private _fetchR;
  17542. protected _reset(): void;
  17543. private _resetEffect;
  17544. private _createVertexBuffers;
  17545. private _createIndexBuffer;
  17546. /**
  17547. * Gets the maximum number of particles active at the same time.
  17548. * @returns The max number of active particles.
  17549. */
  17550. getCapacity(): number;
  17551. /**
  17552. * Gets whether there are still active particles in the system.
  17553. * @returns True if it is alive, otherwise false.
  17554. */
  17555. isAlive(): boolean;
  17556. /**
  17557. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17558. * @returns True if it has been started, otherwise false.
  17559. */
  17560. isStarted(): boolean;
  17561. private _prepareSubEmitterInternalArray;
  17562. /**
  17563. * Starts the particle system and begins to emit
  17564. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17565. */
  17566. start(delay?: number): void;
  17567. /**
  17568. * Stops the particle system.
  17569. * @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.
  17570. */
  17571. stop(stopSubEmitters?: boolean): void;
  17572. /**
  17573. * Remove all active particles
  17574. */
  17575. reset(): void;
  17576. /**
  17577. * @hidden (for internal use only)
  17578. */
  17579. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17580. /**
  17581. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17582. * Its lifetime will start back at 0.
  17583. */
  17584. recycleParticle: (particle: Particle) => void;
  17585. private _stopSubEmitters;
  17586. private _createParticle;
  17587. private _removeFromRoot;
  17588. private _emitFromParticle;
  17589. private _update;
  17590. /** @hidden */
  17591. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17592. /** @hidden */
  17593. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17594. /** @hidden */
  17595. private _getEffect;
  17596. /**
  17597. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17598. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17599. */
  17600. animate(preWarmOnly?: boolean): void;
  17601. private _appendParticleVertices;
  17602. /**
  17603. * Rebuilds the particle system.
  17604. */
  17605. rebuild(): void;
  17606. /**
  17607. * Is this system ready to be used/rendered
  17608. * @return true if the system is ready
  17609. */
  17610. isReady(): boolean;
  17611. private _render;
  17612. /**
  17613. * Renders the particle system in its current state.
  17614. * @returns the current number of particles
  17615. */
  17616. render(): number;
  17617. /**
  17618. * Disposes the particle system and free the associated resources
  17619. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17620. */
  17621. dispose(disposeTexture?: boolean): void;
  17622. /**
  17623. * Clones the particle system.
  17624. * @param name The name of the cloned object
  17625. * @param newEmitter The new emitter to use
  17626. * @returns the cloned particle system
  17627. */
  17628. clone(name: string, newEmitter: any): ParticleSystem;
  17629. /**
  17630. * Serializes the particle system to a JSON object.
  17631. * @returns the JSON object
  17632. */
  17633. serialize(): any;
  17634. /** @hidden */
  17635. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17636. /** @hidden */
  17637. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17638. /**
  17639. * Parses a JSON object to create a particle system.
  17640. * @param parsedParticleSystem The JSON object to parse
  17641. * @param scene The scene to create the particle system in
  17642. * @param rootUrl The root url to use to load external dependencies like texture
  17643. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17644. * @returns the Parsed particle system
  17645. */
  17646. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17647. }
  17648. }
  17649. declare module "babylonjs/Particles/particle" {
  17650. import { Nullable } from "babylonjs/types";
  17651. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17652. import { Color4 } from "babylonjs/Maths/math.color";
  17653. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17654. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17655. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17656. /**
  17657. * A particle represents one of the element emitted by a particle system.
  17658. * This is mainly define by its coordinates, direction, velocity and age.
  17659. */
  17660. export class Particle {
  17661. /**
  17662. * The particle system the particle belongs to.
  17663. */
  17664. particleSystem: ParticleSystem;
  17665. private static _Count;
  17666. /**
  17667. * Unique ID of the particle
  17668. */
  17669. id: number;
  17670. /**
  17671. * The world position of the particle in the scene.
  17672. */
  17673. position: Vector3;
  17674. /**
  17675. * The world direction of the particle in the scene.
  17676. */
  17677. direction: Vector3;
  17678. /**
  17679. * The color of the particle.
  17680. */
  17681. color: Color4;
  17682. /**
  17683. * The color change of the particle per step.
  17684. */
  17685. colorStep: Color4;
  17686. /**
  17687. * Defines how long will the life of the particle be.
  17688. */
  17689. lifeTime: number;
  17690. /**
  17691. * The current age of the particle.
  17692. */
  17693. age: number;
  17694. /**
  17695. * The current size of the particle.
  17696. */
  17697. size: number;
  17698. /**
  17699. * The current scale of the particle.
  17700. */
  17701. scale: Vector2;
  17702. /**
  17703. * The current angle of the particle.
  17704. */
  17705. angle: number;
  17706. /**
  17707. * Defines how fast is the angle changing.
  17708. */
  17709. angularSpeed: number;
  17710. /**
  17711. * Defines the cell index used by the particle to be rendered from a sprite.
  17712. */
  17713. cellIndex: number;
  17714. /**
  17715. * The information required to support color remapping
  17716. */
  17717. remapData: Vector4;
  17718. /** @hidden */
  17719. _randomCellOffset?: number;
  17720. /** @hidden */
  17721. _initialDirection: Nullable<Vector3>;
  17722. /** @hidden */
  17723. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17724. /** @hidden */
  17725. _initialStartSpriteCellID: number;
  17726. /** @hidden */
  17727. _initialEndSpriteCellID: number;
  17728. /** @hidden */
  17729. _currentColorGradient: Nullable<ColorGradient>;
  17730. /** @hidden */
  17731. _currentColor1: Color4;
  17732. /** @hidden */
  17733. _currentColor2: Color4;
  17734. /** @hidden */
  17735. _currentSizeGradient: Nullable<FactorGradient>;
  17736. /** @hidden */
  17737. _currentSize1: number;
  17738. /** @hidden */
  17739. _currentSize2: number;
  17740. /** @hidden */
  17741. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17742. /** @hidden */
  17743. _currentAngularSpeed1: number;
  17744. /** @hidden */
  17745. _currentAngularSpeed2: number;
  17746. /** @hidden */
  17747. _currentVelocityGradient: Nullable<FactorGradient>;
  17748. /** @hidden */
  17749. _currentVelocity1: number;
  17750. /** @hidden */
  17751. _currentVelocity2: number;
  17752. /** @hidden */
  17753. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17754. /** @hidden */
  17755. _currentLimitVelocity1: number;
  17756. /** @hidden */
  17757. _currentLimitVelocity2: number;
  17758. /** @hidden */
  17759. _currentDragGradient: Nullable<FactorGradient>;
  17760. /** @hidden */
  17761. _currentDrag1: number;
  17762. /** @hidden */
  17763. _currentDrag2: number;
  17764. /** @hidden */
  17765. _randomNoiseCoordinates1: Vector3;
  17766. /** @hidden */
  17767. _randomNoiseCoordinates2: Vector3;
  17768. /**
  17769. * Creates a new instance Particle
  17770. * @param particleSystem the particle system the particle belongs to
  17771. */
  17772. constructor(
  17773. /**
  17774. * The particle system the particle belongs to.
  17775. */
  17776. particleSystem: ParticleSystem);
  17777. private updateCellInfoFromSystem;
  17778. /**
  17779. * Defines how the sprite cell index is updated for the particle
  17780. */
  17781. updateCellIndex(): void;
  17782. /** @hidden */
  17783. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17784. /** @hidden */
  17785. _inheritParticleInfoToSubEmitters(): void;
  17786. /** @hidden */
  17787. _reset(): void;
  17788. /**
  17789. * Copy the properties of particle to another one.
  17790. * @param other the particle to copy the information to.
  17791. */
  17792. copyTo(other: Particle): void;
  17793. }
  17794. }
  17795. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17796. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17797. import { Effect } from "babylonjs/Materials/effect";
  17798. import { Particle } from "babylonjs/Particles/particle";
  17799. /**
  17800. * Particle emitter represents a volume emitting particles.
  17801. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17802. */
  17803. export interface IParticleEmitterType {
  17804. /**
  17805. * Called by the particle System when the direction is computed for the created particle.
  17806. * @param worldMatrix is the world matrix of the particle system
  17807. * @param directionToUpdate is the direction vector to update with the result
  17808. * @param particle is the particle we are computed the direction for
  17809. */
  17810. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17811. /**
  17812. * Called by the particle System when the position is computed for the created particle.
  17813. * @param worldMatrix is the world matrix of the particle system
  17814. * @param positionToUpdate is the position vector to update with the result
  17815. * @param particle is the particle we are computed the position for
  17816. */
  17817. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17818. /**
  17819. * Clones the current emitter and returns a copy of it
  17820. * @returns the new emitter
  17821. */
  17822. clone(): IParticleEmitterType;
  17823. /**
  17824. * Called by the GPUParticleSystem to setup the update shader
  17825. * @param effect defines the update shader
  17826. */
  17827. applyToShader(effect: Effect): void;
  17828. /**
  17829. * Returns a string to use to update the GPU particles update shader
  17830. * @returns the effect defines string
  17831. */
  17832. getEffectDefines(): string;
  17833. /**
  17834. * Returns a string representing the class name
  17835. * @returns a string containing the class name
  17836. */
  17837. getClassName(): string;
  17838. /**
  17839. * Serializes the particle system to a JSON object.
  17840. * @returns the JSON object
  17841. */
  17842. serialize(): any;
  17843. /**
  17844. * Parse properties from a JSON object
  17845. * @param serializationObject defines the JSON object
  17846. */
  17847. parse(serializationObject: any): void;
  17848. }
  17849. }
  17850. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17851. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17852. import { Effect } from "babylonjs/Materials/effect";
  17853. import { Particle } from "babylonjs/Particles/particle";
  17854. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17855. /**
  17856. * Particle emitter emitting particles from the inside of a box.
  17857. * It emits the particles randomly between 2 given directions.
  17858. */
  17859. export class BoxParticleEmitter implements IParticleEmitterType {
  17860. /**
  17861. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17862. */
  17863. direction1: Vector3;
  17864. /**
  17865. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17866. */
  17867. direction2: Vector3;
  17868. /**
  17869. * 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.
  17870. */
  17871. minEmitBox: Vector3;
  17872. /**
  17873. * 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.
  17874. */
  17875. maxEmitBox: Vector3;
  17876. /**
  17877. * Creates a new instance BoxParticleEmitter
  17878. */
  17879. constructor();
  17880. /**
  17881. * Called by the particle System when the direction is computed for the created particle.
  17882. * @param worldMatrix is the world matrix of the particle system
  17883. * @param directionToUpdate is the direction vector to update with the result
  17884. * @param particle is the particle we are computed the direction for
  17885. */
  17886. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17887. /**
  17888. * Called by the particle System when the position is computed for the created particle.
  17889. * @param worldMatrix is the world matrix of the particle system
  17890. * @param positionToUpdate is the position vector to update with the result
  17891. * @param particle is the particle we are computed the position for
  17892. */
  17893. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17894. /**
  17895. * Clones the current emitter and returns a copy of it
  17896. * @returns the new emitter
  17897. */
  17898. clone(): BoxParticleEmitter;
  17899. /**
  17900. * Called by the GPUParticleSystem to setup the update shader
  17901. * @param effect defines the update shader
  17902. */
  17903. applyToShader(effect: Effect): void;
  17904. /**
  17905. * Returns a string to use to update the GPU particles update shader
  17906. * @returns a string containng the defines string
  17907. */
  17908. getEffectDefines(): string;
  17909. /**
  17910. * Returns the string "BoxParticleEmitter"
  17911. * @returns a string containing the class name
  17912. */
  17913. getClassName(): string;
  17914. /**
  17915. * Serializes the particle system to a JSON object.
  17916. * @returns the JSON object
  17917. */
  17918. serialize(): any;
  17919. /**
  17920. * Parse properties from a JSON object
  17921. * @param serializationObject defines the JSON object
  17922. */
  17923. parse(serializationObject: any): void;
  17924. }
  17925. }
  17926. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17927. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17928. import { Effect } from "babylonjs/Materials/effect";
  17929. import { Particle } from "babylonjs/Particles/particle";
  17930. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17931. /**
  17932. * Particle emitter emitting particles from the inside of a cone.
  17933. * It emits the particles alongside the cone volume from the base to the particle.
  17934. * The emission direction might be randomized.
  17935. */
  17936. export class ConeParticleEmitter implements IParticleEmitterType {
  17937. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17938. directionRandomizer: number;
  17939. private _radius;
  17940. private _angle;
  17941. private _height;
  17942. /**
  17943. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17944. */
  17945. radiusRange: number;
  17946. /**
  17947. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17948. */
  17949. heightRange: number;
  17950. /**
  17951. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17952. */
  17953. emitFromSpawnPointOnly: boolean;
  17954. /**
  17955. * Gets or sets the radius of the emission cone
  17956. */
  17957. radius: number;
  17958. /**
  17959. * Gets or sets the angle of the emission cone
  17960. */
  17961. angle: number;
  17962. private _buildHeight;
  17963. /**
  17964. * Creates a new instance ConeParticleEmitter
  17965. * @param radius the radius of the emission cone (1 by default)
  17966. * @param angle the cone base angle (PI by default)
  17967. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17968. */
  17969. constructor(radius?: number, angle?: number,
  17970. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17971. directionRandomizer?: number);
  17972. /**
  17973. * Called by the particle System when the direction is computed for the created particle.
  17974. * @param worldMatrix is the world matrix of the particle system
  17975. * @param directionToUpdate is the direction vector to update with the result
  17976. * @param particle is the particle we are computed the direction for
  17977. */
  17978. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17979. /**
  17980. * Called by the particle System when the position is computed for the created particle.
  17981. * @param worldMatrix is the world matrix of the particle system
  17982. * @param positionToUpdate is the position vector to update with the result
  17983. * @param particle is the particle we are computed the position for
  17984. */
  17985. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17986. /**
  17987. * Clones the current emitter and returns a copy of it
  17988. * @returns the new emitter
  17989. */
  17990. clone(): ConeParticleEmitter;
  17991. /**
  17992. * Called by the GPUParticleSystem to setup the update shader
  17993. * @param effect defines the update shader
  17994. */
  17995. applyToShader(effect: Effect): void;
  17996. /**
  17997. * Returns a string to use to update the GPU particles update shader
  17998. * @returns a string containng the defines string
  17999. */
  18000. getEffectDefines(): string;
  18001. /**
  18002. * Returns the string "ConeParticleEmitter"
  18003. * @returns a string containing the class name
  18004. */
  18005. getClassName(): string;
  18006. /**
  18007. * Serializes the particle system to a JSON object.
  18008. * @returns the JSON object
  18009. */
  18010. serialize(): any;
  18011. /**
  18012. * Parse properties from a JSON object
  18013. * @param serializationObject defines the JSON object
  18014. */
  18015. parse(serializationObject: any): void;
  18016. }
  18017. }
  18018. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18019. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18020. import { Effect } from "babylonjs/Materials/effect";
  18021. import { Particle } from "babylonjs/Particles/particle";
  18022. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18023. /**
  18024. * Particle emitter emitting particles from the inside of a cylinder.
  18025. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18026. */
  18027. export class CylinderParticleEmitter implements IParticleEmitterType {
  18028. /**
  18029. * The radius of the emission cylinder.
  18030. */
  18031. radius: number;
  18032. /**
  18033. * The height of the emission cylinder.
  18034. */
  18035. height: number;
  18036. /**
  18037. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18038. */
  18039. radiusRange: number;
  18040. /**
  18041. * How much to randomize the particle direction [0-1].
  18042. */
  18043. directionRandomizer: number;
  18044. /**
  18045. * Creates a new instance CylinderParticleEmitter
  18046. * @param radius the radius of the emission cylinder (1 by default)
  18047. * @param height the height of the emission cylinder (1 by default)
  18048. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18049. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18050. */
  18051. constructor(
  18052. /**
  18053. * The radius of the emission cylinder.
  18054. */
  18055. radius?: number,
  18056. /**
  18057. * The height of the emission cylinder.
  18058. */
  18059. height?: number,
  18060. /**
  18061. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18062. */
  18063. radiusRange?: number,
  18064. /**
  18065. * How much to randomize the particle direction [0-1].
  18066. */
  18067. directionRandomizer?: number);
  18068. /**
  18069. * Called by the particle System when the direction is computed for the created particle.
  18070. * @param worldMatrix is the world matrix of the particle system
  18071. * @param directionToUpdate is the direction vector to update with the result
  18072. * @param particle is the particle we are computed the direction for
  18073. */
  18074. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18075. /**
  18076. * Called by the particle System when the position is computed for the created particle.
  18077. * @param worldMatrix is the world matrix of the particle system
  18078. * @param positionToUpdate is the position vector to update with the result
  18079. * @param particle is the particle we are computed the position for
  18080. */
  18081. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18082. /**
  18083. * Clones the current emitter and returns a copy of it
  18084. * @returns the new emitter
  18085. */
  18086. clone(): CylinderParticleEmitter;
  18087. /**
  18088. * Called by the GPUParticleSystem to setup the update shader
  18089. * @param effect defines the update shader
  18090. */
  18091. applyToShader(effect: Effect): void;
  18092. /**
  18093. * Returns a string to use to update the GPU particles update shader
  18094. * @returns a string containng the defines string
  18095. */
  18096. getEffectDefines(): string;
  18097. /**
  18098. * Returns the string "CylinderParticleEmitter"
  18099. * @returns a string containing the class name
  18100. */
  18101. getClassName(): string;
  18102. /**
  18103. * Serializes the particle system to a JSON object.
  18104. * @returns the JSON object
  18105. */
  18106. serialize(): any;
  18107. /**
  18108. * Parse properties from a JSON object
  18109. * @param serializationObject defines the JSON object
  18110. */
  18111. parse(serializationObject: any): void;
  18112. }
  18113. /**
  18114. * Particle emitter emitting particles from the inside of a cylinder.
  18115. * It emits the particles randomly between two vectors.
  18116. */
  18117. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18118. /**
  18119. * The min limit of the emission direction.
  18120. */
  18121. direction1: Vector3;
  18122. /**
  18123. * The max limit of the emission direction.
  18124. */
  18125. direction2: Vector3;
  18126. /**
  18127. * Creates a new instance CylinderDirectedParticleEmitter
  18128. * @param radius the radius of the emission cylinder (1 by default)
  18129. * @param height the height of the emission cylinder (1 by default)
  18130. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18131. * @param direction1 the min limit of the emission direction (up vector by default)
  18132. * @param direction2 the max limit of the emission direction (up vector by default)
  18133. */
  18134. constructor(radius?: number, height?: number, radiusRange?: number,
  18135. /**
  18136. * The min limit of the emission direction.
  18137. */
  18138. direction1?: Vector3,
  18139. /**
  18140. * The max limit of the emission direction.
  18141. */
  18142. direction2?: Vector3);
  18143. /**
  18144. * Called by the particle System when the direction is computed for the created particle.
  18145. * @param worldMatrix is the world matrix of the particle system
  18146. * @param directionToUpdate is the direction vector to update with the result
  18147. * @param particle is the particle we are computed the direction for
  18148. */
  18149. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18150. /**
  18151. * Clones the current emitter and returns a copy of it
  18152. * @returns the new emitter
  18153. */
  18154. clone(): CylinderDirectedParticleEmitter;
  18155. /**
  18156. * Called by the GPUParticleSystem to setup the update shader
  18157. * @param effect defines the update shader
  18158. */
  18159. applyToShader(effect: Effect): void;
  18160. /**
  18161. * Returns a string to use to update the GPU particles update shader
  18162. * @returns a string containng the defines string
  18163. */
  18164. getEffectDefines(): string;
  18165. /**
  18166. * Returns the string "CylinderDirectedParticleEmitter"
  18167. * @returns a string containing the class name
  18168. */
  18169. getClassName(): string;
  18170. /**
  18171. * Serializes the particle system to a JSON object.
  18172. * @returns the JSON object
  18173. */
  18174. serialize(): any;
  18175. /**
  18176. * Parse properties from a JSON object
  18177. * @param serializationObject defines the JSON object
  18178. */
  18179. parse(serializationObject: any): void;
  18180. }
  18181. }
  18182. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18183. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18184. import { Effect } from "babylonjs/Materials/effect";
  18185. import { Particle } from "babylonjs/Particles/particle";
  18186. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18187. /**
  18188. * Particle emitter emitting particles from the inside of a hemisphere.
  18189. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18190. */
  18191. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18192. /**
  18193. * The radius of the emission hemisphere.
  18194. */
  18195. radius: number;
  18196. /**
  18197. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18198. */
  18199. radiusRange: number;
  18200. /**
  18201. * How much to randomize the particle direction [0-1].
  18202. */
  18203. directionRandomizer: number;
  18204. /**
  18205. * Creates a new instance HemisphericParticleEmitter
  18206. * @param radius the radius of the emission hemisphere (1 by default)
  18207. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18208. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18209. */
  18210. constructor(
  18211. /**
  18212. * The radius of the emission hemisphere.
  18213. */
  18214. radius?: number,
  18215. /**
  18216. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18217. */
  18218. radiusRange?: number,
  18219. /**
  18220. * How much to randomize the particle direction [0-1].
  18221. */
  18222. directionRandomizer?: number);
  18223. /**
  18224. * Called by the particle System when the direction is computed for the created particle.
  18225. * @param worldMatrix is the world matrix of the particle system
  18226. * @param directionToUpdate is the direction vector to update with the result
  18227. * @param particle is the particle we are computed the direction for
  18228. */
  18229. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18230. /**
  18231. * Called by the particle System when the position is computed for the created particle.
  18232. * @param worldMatrix is the world matrix of the particle system
  18233. * @param positionToUpdate is the position vector to update with the result
  18234. * @param particle is the particle we are computed the position for
  18235. */
  18236. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18237. /**
  18238. * Clones the current emitter and returns a copy of it
  18239. * @returns the new emitter
  18240. */
  18241. clone(): HemisphericParticleEmitter;
  18242. /**
  18243. * Called by the GPUParticleSystem to setup the update shader
  18244. * @param effect defines the update shader
  18245. */
  18246. applyToShader(effect: Effect): void;
  18247. /**
  18248. * Returns a string to use to update the GPU particles update shader
  18249. * @returns a string containng the defines string
  18250. */
  18251. getEffectDefines(): string;
  18252. /**
  18253. * Returns the string "HemisphericParticleEmitter"
  18254. * @returns a string containing the class name
  18255. */
  18256. getClassName(): string;
  18257. /**
  18258. * Serializes the particle system to a JSON object.
  18259. * @returns the JSON object
  18260. */
  18261. serialize(): any;
  18262. /**
  18263. * Parse properties from a JSON object
  18264. * @param serializationObject defines the JSON object
  18265. */
  18266. parse(serializationObject: any): void;
  18267. }
  18268. }
  18269. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18270. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18271. import { Effect } from "babylonjs/Materials/effect";
  18272. import { Particle } from "babylonjs/Particles/particle";
  18273. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18274. /**
  18275. * Particle emitter emitting particles from a point.
  18276. * It emits the particles randomly between 2 given directions.
  18277. */
  18278. export class PointParticleEmitter implements IParticleEmitterType {
  18279. /**
  18280. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18281. */
  18282. direction1: Vector3;
  18283. /**
  18284. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18285. */
  18286. direction2: Vector3;
  18287. /**
  18288. * Creates a new instance PointParticleEmitter
  18289. */
  18290. constructor();
  18291. /**
  18292. * Called by the particle System when the direction is computed for the created particle.
  18293. * @param worldMatrix is the world matrix of the particle system
  18294. * @param directionToUpdate is the direction vector to update with the result
  18295. * @param particle is the particle we are computed the direction for
  18296. */
  18297. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18298. /**
  18299. * Called by the particle System when the position is computed for the created particle.
  18300. * @param worldMatrix is the world matrix of the particle system
  18301. * @param positionToUpdate is the position vector to update with the result
  18302. * @param particle is the particle we are computed the position for
  18303. */
  18304. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18305. /**
  18306. * Clones the current emitter and returns a copy of it
  18307. * @returns the new emitter
  18308. */
  18309. clone(): PointParticleEmitter;
  18310. /**
  18311. * Called by the GPUParticleSystem to setup the update shader
  18312. * @param effect defines the update shader
  18313. */
  18314. applyToShader(effect: Effect): void;
  18315. /**
  18316. * Returns a string to use to update the GPU particles update shader
  18317. * @returns a string containng the defines string
  18318. */
  18319. getEffectDefines(): string;
  18320. /**
  18321. * Returns the string "PointParticleEmitter"
  18322. * @returns a string containing the class name
  18323. */
  18324. getClassName(): string;
  18325. /**
  18326. * Serializes the particle system to a JSON object.
  18327. * @returns the JSON object
  18328. */
  18329. serialize(): any;
  18330. /**
  18331. * Parse properties from a JSON object
  18332. * @param serializationObject defines the JSON object
  18333. */
  18334. parse(serializationObject: any): void;
  18335. }
  18336. }
  18337. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18338. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18339. import { Effect } from "babylonjs/Materials/effect";
  18340. import { Particle } from "babylonjs/Particles/particle";
  18341. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18342. /**
  18343. * Particle emitter emitting particles from the inside of a sphere.
  18344. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18345. */
  18346. export class SphereParticleEmitter implements IParticleEmitterType {
  18347. /**
  18348. * The radius of the emission sphere.
  18349. */
  18350. radius: number;
  18351. /**
  18352. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18353. */
  18354. radiusRange: number;
  18355. /**
  18356. * How much to randomize the particle direction [0-1].
  18357. */
  18358. directionRandomizer: number;
  18359. /**
  18360. * Creates a new instance SphereParticleEmitter
  18361. * @param radius the radius of the emission sphere (1 by default)
  18362. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18363. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18364. */
  18365. constructor(
  18366. /**
  18367. * The radius of the emission sphere.
  18368. */
  18369. radius?: number,
  18370. /**
  18371. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18372. */
  18373. radiusRange?: number,
  18374. /**
  18375. * How much to randomize the particle direction [0-1].
  18376. */
  18377. directionRandomizer?: number);
  18378. /**
  18379. * Called by the particle System when the direction is computed for the created particle.
  18380. * @param worldMatrix is the world matrix of the particle system
  18381. * @param directionToUpdate is the direction vector to update with the result
  18382. * @param particle is the particle we are computed the direction for
  18383. */
  18384. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18385. /**
  18386. * Called by the particle System when the position is computed for the created particle.
  18387. * @param worldMatrix is the world matrix of the particle system
  18388. * @param positionToUpdate is the position vector to update with the result
  18389. * @param particle is the particle we are computed the position for
  18390. */
  18391. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18392. /**
  18393. * Clones the current emitter and returns a copy of it
  18394. * @returns the new emitter
  18395. */
  18396. clone(): SphereParticleEmitter;
  18397. /**
  18398. * Called by the GPUParticleSystem to setup the update shader
  18399. * @param effect defines the update shader
  18400. */
  18401. applyToShader(effect: Effect): void;
  18402. /**
  18403. * Returns a string to use to update the GPU particles update shader
  18404. * @returns a string containng the defines string
  18405. */
  18406. getEffectDefines(): string;
  18407. /**
  18408. * Returns the string "SphereParticleEmitter"
  18409. * @returns a string containing the class name
  18410. */
  18411. getClassName(): string;
  18412. /**
  18413. * Serializes the particle system to a JSON object.
  18414. * @returns the JSON object
  18415. */
  18416. serialize(): any;
  18417. /**
  18418. * Parse properties from a JSON object
  18419. * @param serializationObject defines the JSON object
  18420. */
  18421. parse(serializationObject: any): void;
  18422. }
  18423. /**
  18424. * Particle emitter emitting particles from the inside of a sphere.
  18425. * It emits the particles randomly between two vectors.
  18426. */
  18427. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18428. /**
  18429. * The min limit of the emission direction.
  18430. */
  18431. direction1: Vector3;
  18432. /**
  18433. * The max limit of the emission direction.
  18434. */
  18435. direction2: Vector3;
  18436. /**
  18437. * Creates a new instance SphereDirectedParticleEmitter
  18438. * @param radius the radius of the emission sphere (1 by default)
  18439. * @param direction1 the min limit of the emission direction (up vector by default)
  18440. * @param direction2 the max limit of the emission direction (up vector by default)
  18441. */
  18442. constructor(radius?: number,
  18443. /**
  18444. * The min limit of the emission direction.
  18445. */
  18446. direction1?: Vector3,
  18447. /**
  18448. * The max limit of the emission direction.
  18449. */
  18450. direction2?: Vector3);
  18451. /**
  18452. * Called by the particle System when the direction is computed for the created particle.
  18453. * @param worldMatrix is the world matrix of the particle system
  18454. * @param directionToUpdate is the direction vector to update with the result
  18455. * @param particle is the particle we are computed the direction for
  18456. */
  18457. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18458. /**
  18459. * Clones the current emitter and returns a copy of it
  18460. * @returns the new emitter
  18461. */
  18462. clone(): SphereDirectedParticleEmitter;
  18463. /**
  18464. * Called by the GPUParticleSystem to setup the update shader
  18465. * @param effect defines the update shader
  18466. */
  18467. applyToShader(effect: Effect): void;
  18468. /**
  18469. * Returns a string to use to update the GPU particles update shader
  18470. * @returns a string containng the defines string
  18471. */
  18472. getEffectDefines(): string;
  18473. /**
  18474. * Returns the string "SphereDirectedParticleEmitter"
  18475. * @returns a string containing the class name
  18476. */
  18477. getClassName(): string;
  18478. /**
  18479. * Serializes the particle system to a JSON object.
  18480. * @returns the JSON object
  18481. */
  18482. serialize(): any;
  18483. /**
  18484. * Parse properties from a JSON object
  18485. * @param serializationObject defines the JSON object
  18486. */
  18487. parse(serializationObject: any): void;
  18488. }
  18489. }
  18490. declare module "babylonjs/Particles/EmitterTypes/index" {
  18491. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18492. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18493. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18494. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18495. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18496. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18497. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18498. }
  18499. declare module "babylonjs/Particles/IParticleSystem" {
  18500. import { Nullable } from "babylonjs/types";
  18501. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18502. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18503. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18504. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18505. import { Texture } from "babylonjs/Materials/Textures/texture";
  18506. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18507. import { Scene } from "babylonjs/scene";
  18508. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18509. import { Animation } from "babylonjs/Animations/animation";
  18510. /**
  18511. * Interface representing a particle system in Babylon.js.
  18512. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18513. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18514. */
  18515. export interface IParticleSystem {
  18516. /**
  18517. * List of animations used by the particle system.
  18518. */
  18519. animations: Animation[];
  18520. /**
  18521. * The id of the Particle system.
  18522. */
  18523. id: string;
  18524. /**
  18525. * The name of the Particle system.
  18526. */
  18527. name: string;
  18528. /**
  18529. * The emitter represents the Mesh or position we are attaching the particle system to.
  18530. */
  18531. emitter: Nullable<AbstractMesh | Vector3>;
  18532. /**
  18533. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18534. */
  18535. isBillboardBased: boolean;
  18536. /**
  18537. * The rendering group used by the Particle system to chose when to render.
  18538. */
  18539. renderingGroupId: number;
  18540. /**
  18541. * The layer mask we are rendering the particles through.
  18542. */
  18543. layerMask: number;
  18544. /**
  18545. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18546. */
  18547. updateSpeed: number;
  18548. /**
  18549. * The amount of time the particle system is running (depends of the overall update speed).
  18550. */
  18551. targetStopDuration: number;
  18552. /**
  18553. * The texture used to render each particle. (this can be a spritesheet)
  18554. */
  18555. particleTexture: Nullable<Texture>;
  18556. /**
  18557. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18558. */
  18559. blendMode: number;
  18560. /**
  18561. * Minimum life time of emitting particles.
  18562. */
  18563. minLifeTime: number;
  18564. /**
  18565. * Maximum life time of emitting particles.
  18566. */
  18567. maxLifeTime: number;
  18568. /**
  18569. * Minimum Size of emitting particles.
  18570. */
  18571. minSize: number;
  18572. /**
  18573. * Maximum Size of emitting particles.
  18574. */
  18575. maxSize: number;
  18576. /**
  18577. * Minimum scale of emitting particles on X axis.
  18578. */
  18579. minScaleX: number;
  18580. /**
  18581. * Maximum scale of emitting particles on X axis.
  18582. */
  18583. maxScaleX: number;
  18584. /**
  18585. * Minimum scale of emitting particles on Y axis.
  18586. */
  18587. minScaleY: number;
  18588. /**
  18589. * Maximum scale of emitting particles on Y axis.
  18590. */
  18591. maxScaleY: number;
  18592. /**
  18593. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18594. */
  18595. color1: Color4;
  18596. /**
  18597. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18598. */
  18599. color2: Color4;
  18600. /**
  18601. * Color the particle will have at the end of its lifetime.
  18602. */
  18603. colorDead: Color4;
  18604. /**
  18605. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18606. */
  18607. emitRate: number;
  18608. /**
  18609. * You can use gravity if you want to give an orientation to your particles.
  18610. */
  18611. gravity: Vector3;
  18612. /**
  18613. * Minimum power of emitting particles.
  18614. */
  18615. minEmitPower: number;
  18616. /**
  18617. * Maximum power of emitting particles.
  18618. */
  18619. maxEmitPower: number;
  18620. /**
  18621. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18622. */
  18623. minAngularSpeed: number;
  18624. /**
  18625. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18626. */
  18627. maxAngularSpeed: number;
  18628. /**
  18629. * Gets or sets the minimal initial rotation in radians.
  18630. */
  18631. minInitialRotation: number;
  18632. /**
  18633. * Gets or sets the maximal initial rotation in radians.
  18634. */
  18635. maxInitialRotation: number;
  18636. /**
  18637. * The particle emitter type defines the emitter used by the particle system.
  18638. * It can be for example box, sphere, or cone...
  18639. */
  18640. particleEmitterType: Nullable<IParticleEmitterType>;
  18641. /**
  18642. * Defines the delay in milliseconds before starting the system (0 by default)
  18643. */
  18644. startDelay: number;
  18645. /**
  18646. * 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
  18647. */
  18648. preWarmCycles: number;
  18649. /**
  18650. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18651. */
  18652. preWarmStepOffset: number;
  18653. /**
  18654. * 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)
  18655. */
  18656. spriteCellChangeSpeed: number;
  18657. /**
  18658. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18659. */
  18660. startSpriteCellID: number;
  18661. /**
  18662. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18663. */
  18664. endSpriteCellID: number;
  18665. /**
  18666. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18667. */
  18668. spriteCellWidth: number;
  18669. /**
  18670. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18671. */
  18672. spriteCellHeight: number;
  18673. /**
  18674. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18675. */
  18676. spriteRandomStartCell: boolean;
  18677. /**
  18678. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18679. */
  18680. isAnimationSheetEnabled: boolean;
  18681. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18682. translationPivot: Vector2;
  18683. /**
  18684. * Gets or sets a texture used to add random noise to particle positions
  18685. */
  18686. noiseTexture: Nullable<BaseTexture>;
  18687. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18688. noiseStrength: Vector3;
  18689. /**
  18690. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18691. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18692. */
  18693. billboardMode: number;
  18694. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18695. limitVelocityDamping: number;
  18696. /**
  18697. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18698. */
  18699. beginAnimationOnStart: boolean;
  18700. /**
  18701. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18702. */
  18703. beginAnimationFrom: number;
  18704. /**
  18705. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18706. */
  18707. beginAnimationTo: number;
  18708. /**
  18709. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18710. */
  18711. beginAnimationLoop: boolean;
  18712. /**
  18713. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18714. */
  18715. disposeOnStop: boolean;
  18716. /**
  18717. * Gets the maximum number of particles active at the same time.
  18718. * @returns The max number of active particles.
  18719. */
  18720. getCapacity(): number;
  18721. /**
  18722. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18723. * @returns True if it has been started, otherwise false.
  18724. */
  18725. isStarted(): boolean;
  18726. /**
  18727. * Animates the particle system for this frame.
  18728. */
  18729. animate(): void;
  18730. /**
  18731. * Renders the particle system in its current state.
  18732. * @returns the current number of particles
  18733. */
  18734. render(): number;
  18735. /**
  18736. * Dispose the particle system and frees its associated resources.
  18737. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18738. */
  18739. dispose(disposeTexture?: boolean): void;
  18740. /**
  18741. * Clones the particle system.
  18742. * @param name The name of the cloned object
  18743. * @param newEmitter The new emitter to use
  18744. * @returns the cloned particle system
  18745. */
  18746. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18747. /**
  18748. * Serializes the particle system to a JSON object.
  18749. * @returns the JSON object
  18750. */
  18751. serialize(): any;
  18752. /**
  18753. * Rebuild the particle system
  18754. */
  18755. rebuild(): void;
  18756. /**
  18757. * Starts the particle system and begins to emit
  18758. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18759. */
  18760. start(delay?: number): void;
  18761. /**
  18762. * Stops the particle system.
  18763. */
  18764. stop(): void;
  18765. /**
  18766. * Remove all active particles
  18767. */
  18768. reset(): void;
  18769. /**
  18770. * Is this system ready to be used/rendered
  18771. * @return true if the system is ready
  18772. */
  18773. isReady(): boolean;
  18774. /**
  18775. * Adds a new color gradient
  18776. * @param gradient defines the gradient to use (between 0 and 1)
  18777. * @param color1 defines the color to affect to the specified gradient
  18778. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18779. * @returns the current particle system
  18780. */
  18781. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18782. /**
  18783. * Remove a specific color gradient
  18784. * @param gradient defines the gradient to remove
  18785. * @returns the current particle system
  18786. */
  18787. removeColorGradient(gradient: number): IParticleSystem;
  18788. /**
  18789. * Adds a new size gradient
  18790. * @param gradient defines the gradient to use (between 0 and 1)
  18791. * @param factor defines the size factor to affect to the specified gradient
  18792. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18793. * @returns the current particle system
  18794. */
  18795. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18796. /**
  18797. * Remove a specific size gradient
  18798. * @param gradient defines the gradient to remove
  18799. * @returns the current particle system
  18800. */
  18801. removeSizeGradient(gradient: number): IParticleSystem;
  18802. /**
  18803. * Gets the current list of color gradients.
  18804. * You must use addColorGradient and removeColorGradient to udpate this list
  18805. * @returns the list of color gradients
  18806. */
  18807. getColorGradients(): Nullable<Array<ColorGradient>>;
  18808. /**
  18809. * Gets the current list of size gradients.
  18810. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18811. * @returns the list of size gradients
  18812. */
  18813. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18814. /**
  18815. * Gets the current list of angular speed gradients.
  18816. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18817. * @returns the list of angular speed gradients
  18818. */
  18819. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18820. /**
  18821. * Adds a new angular speed gradient
  18822. * @param gradient defines the gradient to use (between 0 and 1)
  18823. * @param factor defines the angular speed to affect to the specified gradient
  18824. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18825. * @returns the current particle system
  18826. */
  18827. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18828. /**
  18829. * Remove a specific angular speed gradient
  18830. * @param gradient defines the gradient to remove
  18831. * @returns the current particle system
  18832. */
  18833. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18834. /**
  18835. * Gets the current list of velocity gradients.
  18836. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18837. * @returns the list of velocity gradients
  18838. */
  18839. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18840. /**
  18841. * Adds a new velocity gradient
  18842. * @param gradient defines the gradient to use (between 0 and 1)
  18843. * @param factor defines the velocity to affect to the specified gradient
  18844. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18845. * @returns the current particle system
  18846. */
  18847. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18848. /**
  18849. * Remove a specific velocity gradient
  18850. * @param gradient defines the gradient to remove
  18851. * @returns the current particle system
  18852. */
  18853. removeVelocityGradient(gradient: number): IParticleSystem;
  18854. /**
  18855. * Gets the current list of limit velocity gradients.
  18856. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18857. * @returns the list of limit velocity gradients
  18858. */
  18859. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18860. /**
  18861. * Adds a new limit velocity gradient
  18862. * @param gradient defines the gradient to use (between 0 and 1)
  18863. * @param factor defines the limit velocity to affect to the specified gradient
  18864. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18865. * @returns the current particle system
  18866. */
  18867. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18868. /**
  18869. * Remove a specific limit velocity gradient
  18870. * @param gradient defines the gradient to remove
  18871. * @returns the current particle system
  18872. */
  18873. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18874. /**
  18875. * Adds a new drag gradient
  18876. * @param gradient defines the gradient to use (between 0 and 1)
  18877. * @param factor defines the drag to affect to the specified gradient
  18878. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18879. * @returns the current particle system
  18880. */
  18881. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18882. /**
  18883. * Remove a specific drag gradient
  18884. * @param gradient defines the gradient to remove
  18885. * @returns the current particle system
  18886. */
  18887. removeDragGradient(gradient: number): IParticleSystem;
  18888. /**
  18889. * Gets the current list of drag gradients.
  18890. * You must use addDragGradient and removeDragGradient to udpate this list
  18891. * @returns the list of drag gradients
  18892. */
  18893. getDragGradients(): Nullable<Array<FactorGradient>>;
  18894. /**
  18895. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18896. * @param gradient defines the gradient to use (between 0 and 1)
  18897. * @param factor defines the emit rate to affect to the specified gradient
  18898. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18899. * @returns the current particle system
  18900. */
  18901. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18902. /**
  18903. * Remove a specific emit rate gradient
  18904. * @param gradient defines the gradient to remove
  18905. * @returns the current particle system
  18906. */
  18907. removeEmitRateGradient(gradient: number): IParticleSystem;
  18908. /**
  18909. * Gets the current list of emit rate gradients.
  18910. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18911. * @returns the list of emit rate gradients
  18912. */
  18913. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18914. /**
  18915. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18916. * @param gradient defines the gradient to use (between 0 and 1)
  18917. * @param factor defines the start size to affect to the specified gradient
  18918. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18919. * @returns the current particle system
  18920. */
  18921. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18922. /**
  18923. * Remove a specific start size gradient
  18924. * @param gradient defines the gradient to remove
  18925. * @returns the current particle system
  18926. */
  18927. removeStartSizeGradient(gradient: number): IParticleSystem;
  18928. /**
  18929. * Gets the current list of start size gradients.
  18930. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18931. * @returns the list of start size gradients
  18932. */
  18933. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18934. /**
  18935. * Adds a new life time gradient
  18936. * @param gradient defines the gradient to use (between 0 and 1)
  18937. * @param factor defines the life time factor to affect to the specified gradient
  18938. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18939. * @returns the current particle system
  18940. */
  18941. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18942. /**
  18943. * Remove a specific life time gradient
  18944. * @param gradient defines the gradient to remove
  18945. * @returns the current particle system
  18946. */
  18947. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18948. /**
  18949. * Gets the current list of life time gradients.
  18950. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18951. * @returns the list of life time gradients
  18952. */
  18953. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18954. /**
  18955. * Gets the current list of color gradients.
  18956. * You must use addColorGradient and removeColorGradient to udpate this list
  18957. * @returns the list of color gradients
  18958. */
  18959. getColorGradients(): Nullable<Array<ColorGradient>>;
  18960. /**
  18961. * Adds a new ramp gradient used to remap particle colors
  18962. * @param gradient defines the gradient to use (between 0 and 1)
  18963. * @param color defines the color to affect to the specified gradient
  18964. * @returns the current particle system
  18965. */
  18966. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18967. /**
  18968. * Gets the current list of ramp gradients.
  18969. * You must use addRampGradient and removeRampGradient to udpate this list
  18970. * @returns the list of ramp gradients
  18971. */
  18972. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18973. /** Gets or sets a boolean indicating that ramp gradients must be used
  18974. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18975. */
  18976. useRampGradients: boolean;
  18977. /**
  18978. * Adds a new color remap gradient
  18979. * @param gradient defines the gradient to use (between 0 and 1)
  18980. * @param min defines the color remap minimal range
  18981. * @param max defines the color remap maximal range
  18982. * @returns the current particle system
  18983. */
  18984. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18985. /**
  18986. * Gets the current list of color remap gradients.
  18987. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18988. * @returns the list of color remap gradients
  18989. */
  18990. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18991. /**
  18992. * Adds a new alpha remap gradient
  18993. * @param gradient defines the gradient to use (between 0 and 1)
  18994. * @param min defines the alpha remap minimal range
  18995. * @param max defines the alpha remap maximal range
  18996. * @returns the current particle system
  18997. */
  18998. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18999. /**
  19000. * Gets the current list of alpha remap gradients.
  19001. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19002. * @returns the list of alpha remap gradients
  19003. */
  19004. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19005. /**
  19006. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19007. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19008. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19009. * @returns the emitter
  19010. */
  19011. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19012. /**
  19013. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19014. * @param radius The radius of the hemisphere to emit from
  19015. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19016. * @returns the emitter
  19017. */
  19018. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19019. /**
  19020. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19021. * @param radius The radius of the sphere to emit from
  19022. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19023. * @returns the emitter
  19024. */
  19025. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19026. /**
  19027. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19028. * @param radius The radius of the sphere to emit from
  19029. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19030. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19031. * @returns the emitter
  19032. */
  19033. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19034. /**
  19035. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19036. * @param radius The radius of the emission cylinder
  19037. * @param height The height of the emission cylinder
  19038. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19039. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19040. * @returns the emitter
  19041. */
  19042. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19043. /**
  19044. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19045. * @param radius The radius of the cylinder to emit from
  19046. * @param height The height of the emission cylinder
  19047. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19048. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19049. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19050. * @returns the emitter
  19051. */
  19052. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19053. /**
  19054. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19055. * @param radius The radius of the cone to emit from
  19056. * @param angle The base angle of the cone
  19057. * @returns the emitter
  19058. */
  19059. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19060. /**
  19061. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19062. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19063. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19064. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19065. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19066. * @returns the emitter
  19067. */
  19068. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19069. /**
  19070. * Get hosting scene
  19071. * @returns the scene
  19072. */
  19073. getScene(): Scene;
  19074. }
  19075. }
  19076. declare module "babylonjs/Meshes/instancedMesh" {
  19077. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19078. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19079. import { Camera } from "babylonjs/Cameras/camera";
  19080. import { Node } from "babylonjs/node";
  19081. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19082. import { Mesh } from "babylonjs/Meshes/mesh";
  19083. import { Material } from "babylonjs/Materials/material";
  19084. import { Skeleton } from "babylonjs/Bones/skeleton";
  19085. import { Light } from "babylonjs/Lights/light";
  19086. /**
  19087. * Creates an instance based on a source mesh.
  19088. */
  19089. export class InstancedMesh extends AbstractMesh {
  19090. private _sourceMesh;
  19091. private _currentLOD;
  19092. /** @hidden */
  19093. _indexInSourceMeshInstanceArray: number;
  19094. constructor(name: string, source: Mesh);
  19095. /**
  19096. * Returns the string "InstancedMesh".
  19097. */
  19098. getClassName(): string;
  19099. /** Gets the list of lights affecting that mesh */
  19100. readonly lightSources: Light[];
  19101. _resyncLightSources(): void;
  19102. _resyncLighSource(light: Light): void;
  19103. _removeLightSource(light: Light, dispose: boolean): void;
  19104. /**
  19105. * If the source mesh receives shadows
  19106. */
  19107. readonly receiveShadows: boolean;
  19108. /**
  19109. * The material of the source mesh
  19110. */
  19111. readonly material: Nullable<Material>;
  19112. /**
  19113. * Visibility of the source mesh
  19114. */
  19115. readonly visibility: number;
  19116. /**
  19117. * Skeleton of the source mesh
  19118. */
  19119. readonly skeleton: Nullable<Skeleton>;
  19120. /**
  19121. * Rendering ground id of the source mesh
  19122. */
  19123. renderingGroupId: number;
  19124. /**
  19125. * Returns the total number of vertices (integer).
  19126. */
  19127. getTotalVertices(): number;
  19128. /**
  19129. * Returns a positive integer : the total number of indices in this mesh geometry.
  19130. * @returns the numner of indices or zero if the mesh has no geometry.
  19131. */
  19132. getTotalIndices(): number;
  19133. /**
  19134. * The source mesh of the instance
  19135. */
  19136. readonly sourceMesh: Mesh;
  19137. /**
  19138. * Is this node ready to be used/rendered
  19139. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19140. * @return {boolean} is it ready
  19141. */
  19142. isReady(completeCheck?: boolean): boolean;
  19143. /**
  19144. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19145. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19146. * @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.
  19147. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19148. */
  19149. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19150. /**
  19151. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19152. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19153. * The `data` are either a numeric array either a Float32Array.
  19154. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19155. * 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).
  19156. * Note that a new underlying VertexBuffer object is created each call.
  19157. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19158. *
  19159. * Possible `kind` values :
  19160. * - VertexBuffer.PositionKind
  19161. * - VertexBuffer.UVKind
  19162. * - VertexBuffer.UV2Kind
  19163. * - VertexBuffer.UV3Kind
  19164. * - VertexBuffer.UV4Kind
  19165. * - VertexBuffer.UV5Kind
  19166. * - VertexBuffer.UV6Kind
  19167. * - VertexBuffer.ColorKind
  19168. * - VertexBuffer.MatricesIndicesKind
  19169. * - VertexBuffer.MatricesIndicesExtraKind
  19170. * - VertexBuffer.MatricesWeightsKind
  19171. * - VertexBuffer.MatricesWeightsExtraKind
  19172. *
  19173. * Returns the Mesh.
  19174. */
  19175. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19176. /**
  19177. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19178. * If the mesh has no geometry, it is simply returned as it is.
  19179. * The `data` are either a numeric array either a Float32Array.
  19180. * No new underlying VertexBuffer object is created.
  19181. * 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.
  19182. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19183. *
  19184. * Possible `kind` values :
  19185. * - VertexBuffer.PositionKind
  19186. * - VertexBuffer.UVKind
  19187. * - VertexBuffer.UV2Kind
  19188. * - VertexBuffer.UV3Kind
  19189. * - VertexBuffer.UV4Kind
  19190. * - VertexBuffer.UV5Kind
  19191. * - VertexBuffer.UV6Kind
  19192. * - VertexBuffer.ColorKind
  19193. * - VertexBuffer.MatricesIndicesKind
  19194. * - VertexBuffer.MatricesIndicesExtraKind
  19195. * - VertexBuffer.MatricesWeightsKind
  19196. * - VertexBuffer.MatricesWeightsExtraKind
  19197. *
  19198. * Returns the Mesh.
  19199. */
  19200. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19201. /**
  19202. * Sets the mesh indices.
  19203. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19204. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19205. * This method creates a new index buffer each call.
  19206. * Returns the Mesh.
  19207. */
  19208. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19209. /**
  19210. * Boolean : True if the mesh owns the requested kind of data.
  19211. */
  19212. isVerticesDataPresent(kind: string): boolean;
  19213. /**
  19214. * Returns an array of indices (IndicesArray).
  19215. */
  19216. getIndices(): Nullable<IndicesArray>;
  19217. readonly _positions: Nullable<Vector3[]>;
  19218. /**
  19219. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19220. * This means the mesh underlying bounding box and sphere are recomputed.
  19221. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19222. * @returns the current mesh
  19223. */
  19224. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19225. /** @hidden */
  19226. _preActivate(): InstancedMesh;
  19227. /** @hidden */
  19228. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19229. /** @hidden */
  19230. _postActivate(): void;
  19231. getWorldMatrix(): Matrix;
  19232. readonly isAnInstance: boolean;
  19233. /**
  19234. * Returns the current associated LOD AbstractMesh.
  19235. */
  19236. getLOD(camera: Camera): AbstractMesh;
  19237. /** @hidden */
  19238. _syncSubMeshes(): InstancedMesh;
  19239. /** @hidden */
  19240. _generatePointsArray(): boolean;
  19241. /**
  19242. * Creates a new InstancedMesh from the current mesh.
  19243. * - name (string) : the cloned mesh name
  19244. * - newParent (optional Node) : the optional Node to parent the clone to.
  19245. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19246. *
  19247. * Returns the clone.
  19248. */
  19249. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19250. /**
  19251. * Disposes the InstancedMesh.
  19252. * Returns nothing.
  19253. */
  19254. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19255. }
  19256. }
  19257. declare module "babylonjs/Materials/shaderMaterial" {
  19258. import { Scene } from "babylonjs/scene";
  19259. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19260. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19261. import { Mesh } from "babylonjs/Meshes/mesh";
  19262. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19263. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19264. import { Texture } from "babylonjs/Materials/Textures/texture";
  19265. import { Material } from "babylonjs/Materials/material";
  19266. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19267. /**
  19268. * Defines the options associated with the creation of a shader material.
  19269. */
  19270. export interface IShaderMaterialOptions {
  19271. /**
  19272. * Does the material work in alpha blend mode
  19273. */
  19274. needAlphaBlending: boolean;
  19275. /**
  19276. * Does the material work in alpha test mode
  19277. */
  19278. needAlphaTesting: boolean;
  19279. /**
  19280. * The list of attribute names used in the shader
  19281. */
  19282. attributes: string[];
  19283. /**
  19284. * The list of unifrom names used in the shader
  19285. */
  19286. uniforms: string[];
  19287. /**
  19288. * The list of UBO names used in the shader
  19289. */
  19290. uniformBuffers: string[];
  19291. /**
  19292. * The list of sampler names used in the shader
  19293. */
  19294. samplers: string[];
  19295. /**
  19296. * The list of defines used in the shader
  19297. */
  19298. defines: string[];
  19299. }
  19300. /**
  19301. * 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.
  19302. *
  19303. * This returned material effects how the mesh will look based on the code in the shaders.
  19304. *
  19305. * @see http://doc.babylonjs.com/how_to/shader_material
  19306. */
  19307. export class ShaderMaterial extends Material {
  19308. private _shaderPath;
  19309. private _options;
  19310. private _textures;
  19311. private _textureArrays;
  19312. private _floats;
  19313. private _ints;
  19314. private _floatsArrays;
  19315. private _colors3;
  19316. private _colors3Arrays;
  19317. private _colors4;
  19318. private _colors4Arrays;
  19319. private _vectors2;
  19320. private _vectors3;
  19321. private _vectors4;
  19322. private _matrices;
  19323. private _matrices3x3;
  19324. private _matrices2x2;
  19325. private _vectors2Arrays;
  19326. private _vectors3Arrays;
  19327. private _vectors4Arrays;
  19328. private _cachedWorldViewMatrix;
  19329. private _cachedWorldViewProjectionMatrix;
  19330. private _renderId;
  19331. /**
  19332. * Instantiate a new shader material.
  19333. * 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.
  19334. * This returned material effects how the mesh will look based on the code in the shaders.
  19335. * @see http://doc.babylonjs.com/how_to/shader_material
  19336. * @param name Define the name of the material in the scene
  19337. * @param scene Define the scene the material belongs to
  19338. * @param shaderPath Defines the route to the shader code in one of three ways:
  19339. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19340. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19341. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19342. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19343. * @param options Define the options used to create the shader
  19344. */
  19345. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19346. /**
  19347. * Gets the options used to compile the shader.
  19348. * They can be modified to trigger a new compilation
  19349. */
  19350. readonly options: IShaderMaterialOptions;
  19351. /**
  19352. * Gets the current class name of the material e.g. "ShaderMaterial"
  19353. * Mainly use in serialization.
  19354. * @returns the class name
  19355. */
  19356. getClassName(): string;
  19357. /**
  19358. * Specifies if the material will require alpha blending
  19359. * @returns a boolean specifying if alpha blending is needed
  19360. */
  19361. needAlphaBlending(): boolean;
  19362. /**
  19363. * Specifies if this material should be rendered in alpha test mode
  19364. * @returns a boolean specifying if an alpha test is needed.
  19365. */
  19366. needAlphaTesting(): boolean;
  19367. private _checkUniform;
  19368. /**
  19369. * Set a texture in the shader.
  19370. * @param name Define the name of the uniform samplers as defined in the shader
  19371. * @param texture Define the texture to bind to this sampler
  19372. * @return the material itself allowing "fluent" like uniform updates
  19373. */
  19374. setTexture(name: string, texture: Texture): ShaderMaterial;
  19375. /**
  19376. * Set a texture array in the shader.
  19377. * @param name Define the name of the uniform sampler array as defined in the shader
  19378. * @param textures Define the list of textures to bind to this sampler
  19379. * @return the material itself allowing "fluent" like uniform updates
  19380. */
  19381. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19382. /**
  19383. * Set a float in the shader.
  19384. * @param name Define the name of the uniform as defined in the shader
  19385. * @param value Define the value to give to the uniform
  19386. * @return the material itself allowing "fluent" like uniform updates
  19387. */
  19388. setFloat(name: string, value: number): ShaderMaterial;
  19389. /**
  19390. * Set a int in the shader.
  19391. * @param name Define the name of the uniform as defined in the shader
  19392. * @param value Define the value to give to the uniform
  19393. * @return the material itself allowing "fluent" like uniform updates
  19394. */
  19395. setInt(name: string, value: number): ShaderMaterial;
  19396. /**
  19397. * Set an array of floats in the shader.
  19398. * @param name Define the name of the uniform as defined in the shader
  19399. * @param value Define the value to give to the uniform
  19400. * @return the material itself allowing "fluent" like uniform updates
  19401. */
  19402. setFloats(name: string, value: number[]): ShaderMaterial;
  19403. /**
  19404. * Set a vec3 in the shader from a Color3.
  19405. * @param name Define the name of the uniform as defined in the shader
  19406. * @param value Define the value to give to the uniform
  19407. * @return the material itself allowing "fluent" like uniform updates
  19408. */
  19409. setColor3(name: string, value: Color3): ShaderMaterial;
  19410. /**
  19411. * Set a vec3 array in the shader from a Color3 array.
  19412. * @param name Define the name of the uniform as defined in the shader
  19413. * @param value Define the value to give to the uniform
  19414. * @return the material itself allowing "fluent" like uniform updates
  19415. */
  19416. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19417. /**
  19418. * Set a vec4 in the shader from a Color4.
  19419. * @param name Define the name of the uniform as defined in the shader
  19420. * @param value Define the value to give to the uniform
  19421. * @return the material itself allowing "fluent" like uniform updates
  19422. */
  19423. setColor4(name: string, value: Color4): ShaderMaterial;
  19424. /**
  19425. * Set a vec4 array in the shader from a Color4 array.
  19426. * @param name Define the name of the uniform as defined in the shader
  19427. * @param value Define the value to give to the uniform
  19428. * @return the material itself allowing "fluent" like uniform updates
  19429. */
  19430. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19431. /**
  19432. * Set a vec2 in the shader from a Vector2.
  19433. * @param name Define the name of the uniform as defined in the shader
  19434. * @param value Define the value to give to the uniform
  19435. * @return the material itself allowing "fluent" like uniform updates
  19436. */
  19437. setVector2(name: string, value: Vector2): ShaderMaterial;
  19438. /**
  19439. * Set a vec3 in the shader from a Vector3.
  19440. * @param name Define the name of the uniform as defined in the shader
  19441. * @param value Define the value to give to the uniform
  19442. * @return the material itself allowing "fluent" like uniform updates
  19443. */
  19444. setVector3(name: string, value: Vector3): ShaderMaterial;
  19445. /**
  19446. * Set a vec4 in the shader from a Vector4.
  19447. * @param name Define the name of the uniform as defined in the shader
  19448. * @param value Define the value to give to the uniform
  19449. * @return the material itself allowing "fluent" like uniform updates
  19450. */
  19451. setVector4(name: string, value: Vector4): ShaderMaterial;
  19452. /**
  19453. * Set a mat4 in the shader from a Matrix.
  19454. * @param name Define the name of the uniform as defined in the shader
  19455. * @param value Define the value to give to the uniform
  19456. * @return the material itself allowing "fluent" like uniform updates
  19457. */
  19458. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19459. /**
  19460. * Set a mat3 in the shader from a Float32Array.
  19461. * @param name Define the name of the uniform as defined in the shader
  19462. * @param value Define the value to give to the uniform
  19463. * @return the material itself allowing "fluent" like uniform updates
  19464. */
  19465. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19466. /**
  19467. * Set a mat2 in the shader from a Float32Array.
  19468. * @param name Define the name of the uniform as defined in the shader
  19469. * @param value Define the value to give to the uniform
  19470. * @return the material itself allowing "fluent" like uniform updates
  19471. */
  19472. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19473. /**
  19474. * Set a vec2 array in the shader from a number array.
  19475. * @param name Define the name of the uniform as defined in the shader
  19476. * @param value Define the value to give to the uniform
  19477. * @return the material itself allowing "fluent" like uniform updates
  19478. */
  19479. setArray2(name: string, value: number[]): ShaderMaterial;
  19480. /**
  19481. * Set a vec3 array in the shader from a number array.
  19482. * @param name Define the name of the uniform as defined in the shader
  19483. * @param value Define the value to give to the uniform
  19484. * @return the material itself allowing "fluent" like uniform updates
  19485. */
  19486. setArray3(name: string, value: number[]): ShaderMaterial;
  19487. /**
  19488. * Set a vec4 array in the shader from a number array.
  19489. * @param name Define the name of the uniform as defined in the shader
  19490. * @param value Define the value to give to the uniform
  19491. * @return the material itself allowing "fluent" like uniform updates
  19492. */
  19493. setArray4(name: string, value: number[]): ShaderMaterial;
  19494. private _checkCache;
  19495. /**
  19496. * Specifies that the submesh is ready to be used
  19497. * @param mesh defines the mesh to check
  19498. * @param subMesh defines which submesh to check
  19499. * @param useInstances specifies that instances should be used
  19500. * @returns a boolean indicating that the submesh is ready or not
  19501. */
  19502. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19503. /**
  19504. * Checks if the material is ready to render the requested mesh
  19505. * @param mesh Define the mesh to render
  19506. * @param useInstances Define whether or not the material is used with instances
  19507. * @returns true if ready, otherwise false
  19508. */
  19509. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19510. /**
  19511. * Binds the world matrix to the material
  19512. * @param world defines the world transformation matrix
  19513. */
  19514. bindOnlyWorldMatrix(world: Matrix): void;
  19515. /**
  19516. * Binds the material to the mesh
  19517. * @param world defines the world transformation matrix
  19518. * @param mesh defines the mesh to bind the material to
  19519. */
  19520. bind(world: Matrix, mesh?: Mesh): void;
  19521. /**
  19522. * Gets the active textures from the material
  19523. * @returns an array of textures
  19524. */
  19525. getActiveTextures(): BaseTexture[];
  19526. /**
  19527. * Specifies if the material uses a texture
  19528. * @param texture defines the texture to check against the material
  19529. * @returns a boolean specifying if the material uses the texture
  19530. */
  19531. hasTexture(texture: BaseTexture): boolean;
  19532. /**
  19533. * Makes a duplicate of the material, and gives it a new name
  19534. * @param name defines the new name for the duplicated material
  19535. * @returns the cloned material
  19536. */
  19537. clone(name: string): ShaderMaterial;
  19538. /**
  19539. * Disposes the material
  19540. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19541. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19542. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19543. */
  19544. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19545. /**
  19546. * Serializes this material in a JSON representation
  19547. * @returns the serialized material object
  19548. */
  19549. serialize(): any;
  19550. /**
  19551. * Creates a shader material from parsed shader material data
  19552. * @param source defines the JSON represnetation of the material
  19553. * @param scene defines the hosting scene
  19554. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19555. * @returns a new material
  19556. */
  19557. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19558. }
  19559. }
  19560. declare module "babylonjs/Shaders/color.fragment" {
  19561. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19562. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19563. /** @hidden */
  19564. export var colorPixelShader: {
  19565. name: string;
  19566. shader: string;
  19567. };
  19568. }
  19569. declare module "babylonjs/Shaders/color.vertex" {
  19570. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19571. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19572. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19573. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19574. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19575. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19576. /** @hidden */
  19577. export var colorVertexShader: {
  19578. name: string;
  19579. shader: string;
  19580. };
  19581. }
  19582. declare module "babylonjs/Meshes/linesMesh" {
  19583. import { Nullable } from "babylonjs/types";
  19584. import { Scene } from "babylonjs/scene";
  19585. import { Color3 } from "babylonjs/Maths/math.color";
  19586. import { Node } from "babylonjs/node";
  19587. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19588. import { Mesh } from "babylonjs/Meshes/mesh";
  19589. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19590. import { Effect } from "babylonjs/Materials/effect";
  19591. import { Material } from "babylonjs/Materials/material";
  19592. import "babylonjs/Shaders/color.fragment";
  19593. import "babylonjs/Shaders/color.vertex";
  19594. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19595. /**
  19596. * Line mesh
  19597. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19598. */
  19599. export class LinesMesh extends Mesh {
  19600. /**
  19601. * If vertex color should be applied to the mesh
  19602. */
  19603. readonly useVertexColor?: boolean | undefined;
  19604. /**
  19605. * If vertex alpha should be applied to the mesh
  19606. */
  19607. readonly useVertexAlpha?: boolean | undefined;
  19608. /**
  19609. * Color of the line (Default: White)
  19610. */
  19611. color: Color3;
  19612. /**
  19613. * Alpha of the line (Default: 1)
  19614. */
  19615. alpha: number;
  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. * Default value is 0.1
  19620. */
  19621. intersectionThreshold: number;
  19622. private _colorShader;
  19623. private color4;
  19624. /**
  19625. * Creates a new LinesMesh
  19626. * @param name defines the name
  19627. * @param scene defines the hosting scene
  19628. * @param parent defines the parent mesh if any
  19629. * @param source defines the optional source LinesMesh used to clone data from
  19630. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19631. * When false, achieved by calling a clone(), also passing False.
  19632. * This will make creation of children, recursive.
  19633. * @param useVertexColor defines if this LinesMesh supports vertex color
  19634. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19635. */
  19636. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  19637. /**
  19638. * If vertex color should be applied to the mesh
  19639. */
  19640. useVertexColor?: boolean | undefined,
  19641. /**
  19642. * If vertex alpha should be applied to the mesh
  19643. */
  19644. useVertexAlpha?: boolean | undefined);
  19645. private _addClipPlaneDefine;
  19646. private _removeClipPlaneDefine;
  19647. isReady(): boolean;
  19648. /**
  19649. * Returns the string "LineMesh"
  19650. */
  19651. getClassName(): string;
  19652. /**
  19653. * @hidden
  19654. */
  19655. /**
  19656. * @hidden
  19657. */
  19658. material: Material;
  19659. /**
  19660. * @hidden
  19661. */
  19662. readonly checkCollisions: boolean;
  19663. /** @hidden */
  19664. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  19665. /** @hidden */
  19666. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  19667. /**
  19668. * Disposes of the line mesh
  19669. * @param doNotRecurse If children should be disposed
  19670. */
  19671. dispose(doNotRecurse?: boolean): void;
  19672. /**
  19673. * Returns a new LineMesh object cloned from the current one.
  19674. */
  19675. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19676. /**
  19677. * Creates a new InstancedLinesMesh object from the mesh model.
  19678. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19679. * @param name defines the name of the new instance
  19680. * @returns a new InstancedLinesMesh
  19681. */
  19682. createInstance(name: string): InstancedLinesMesh;
  19683. }
  19684. /**
  19685. * Creates an instance based on a source LinesMesh
  19686. */
  19687. export class InstancedLinesMesh extends InstancedMesh {
  19688. /**
  19689. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19690. * This margin is expressed in world space coordinates, so its value may vary.
  19691. * Initilized with the intersectionThreshold value of the source LinesMesh
  19692. */
  19693. intersectionThreshold: number;
  19694. constructor(name: string, source: LinesMesh);
  19695. /**
  19696. * Returns the string "InstancedLinesMesh".
  19697. */
  19698. getClassName(): string;
  19699. }
  19700. }
  19701. declare module "babylonjs/Shaders/line.fragment" {
  19702. /** @hidden */
  19703. export var linePixelShader: {
  19704. name: string;
  19705. shader: string;
  19706. };
  19707. }
  19708. declare module "babylonjs/Shaders/line.vertex" {
  19709. /** @hidden */
  19710. export var lineVertexShader: {
  19711. name: string;
  19712. shader: string;
  19713. };
  19714. }
  19715. declare module "babylonjs/Rendering/edgesRenderer" {
  19716. import { Nullable } from "babylonjs/types";
  19717. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19718. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19719. import { Vector3 } from "babylonjs/Maths/math.vector";
  19720. import { IDisposable } from "babylonjs/scene";
  19721. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19722. import "babylonjs/Shaders/line.fragment";
  19723. import "babylonjs/Shaders/line.vertex";
  19724. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19725. module "babylonjs/Meshes/abstractMesh" {
  19726. interface AbstractMesh {
  19727. /**
  19728. * Gets the edgesRenderer associated with the mesh
  19729. */
  19730. edgesRenderer: Nullable<EdgesRenderer>;
  19731. }
  19732. }
  19733. module "babylonjs/Meshes/linesMesh" {
  19734. interface LinesMesh {
  19735. /**
  19736. * Enables the edge rendering mode on the mesh.
  19737. * This mode makes the mesh edges visible
  19738. * @param epsilon defines the maximal distance between two angles to detect a face
  19739. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19740. * @returns the currentAbstractMesh
  19741. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19742. */
  19743. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19744. }
  19745. }
  19746. module "babylonjs/Meshes/linesMesh" {
  19747. interface InstancedLinesMesh {
  19748. /**
  19749. * Enables the edge rendering mode on the mesh.
  19750. * This mode makes the mesh edges visible
  19751. * @param epsilon defines the maximal distance between two angles to detect a face
  19752. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19753. * @returns the current InstancedLinesMesh
  19754. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19755. */
  19756. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19757. }
  19758. }
  19759. /**
  19760. * Defines the minimum contract an Edges renderer should follow.
  19761. */
  19762. export interface IEdgesRenderer extends IDisposable {
  19763. /**
  19764. * Gets or sets a boolean indicating if the edgesRenderer is active
  19765. */
  19766. isEnabled: boolean;
  19767. /**
  19768. * Renders the edges of the attached mesh,
  19769. */
  19770. render(): 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. /**
  19778. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19779. */
  19780. export class EdgesRenderer implements IEdgesRenderer {
  19781. /**
  19782. * Define the size of the edges with an orthographic camera
  19783. */
  19784. edgesWidthScalerForOrthographic: number;
  19785. /**
  19786. * Define the size of the edges with a perspective camera
  19787. */
  19788. edgesWidthScalerForPerspective: number;
  19789. protected _source: AbstractMesh;
  19790. protected _linesPositions: number[];
  19791. protected _linesNormals: number[];
  19792. protected _linesIndices: number[];
  19793. protected _epsilon: number;
  19794. protected _indicesCount: number;
  19795. protected _lineShader: ShaderMaterial;
  19796. protected _ib: DataBuffer;
  19797. protected _buffers: {
  19798. [key: string]: Nullable<VertexBuffer>;
  19799. };
  19800. protected _checkVerticesInsteadOfIndices: boolean;
  19801. private _meshRebuildObserver;
  19802. private _meshDisposeObserver;
  19803. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19804. isEnabled: boolean;
  19805. /**
  19806. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19807. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19808. * @param source Mesh used to create edges
  19809. * @param epsilon sum of angles in adjacency to check for edge
  19810. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19811. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19812. */
  19813. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19814. protected _prepareRessources(): void;
  19815. /** @hidden */
  19816. _rebuild(): void;
  19817. /**
  19818. * Releases the required resources for the edges renderer
  19819. */
  19820. dispose(): void;
  19821. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19822. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19823. /**
  19824. * Checks if the pair of p0 and p1 is en edge
  19825. * @param faceIndex
  19826. * @param edge
  19827. * @param faceNormals
  19828. * @param p0
  19829. * @param p1
  19830. * @private
  19831. */
  19832. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19833. /**
  19834. * push line into the position, normal and index buffer
  19835. * @protected
  19836. */
  19837. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19838. /**
  19839. * Generates lines edges from adjacencjes
  19840. * @private
  19841. */
  19842. _generateEdgesLines(): void;
  19843. /**
  19844. * Checks wether or not the edges renderer is ready to render.
  19845. * @return true if ready, otherwise false.
  19846. */
  19847. isReady(): boolean;
  19848. /**
  19849. * Renders the edges of the attached mesh,
  19850. */
  19851. render(): void;
  19852. }
  19853. /**
  19854. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19855. */
  19856. export class LineEdgesRenderer extends EdgesRenderer {
  19857. /**
  19858. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19859. * @param source LineMesh used to generate edges
  19860. * @param epsilon not important (specified angle for edge detection)
  19861. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19862. */
  19863. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19864. /**
  19865. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19866. */
  19867. _generateEdgesLines(): void;
  19868. }
  19869. }
  19870. declare module "babylonjs/Rendering/renderingGroup" {
  19871. import { SmartArray } from "babylonjs/Misc/smartArray";
  19872. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19873. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19874. import { Nullable } from "babylonjs/types";
  19875. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19876. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19877. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19878. import { Material } from "babylonjs/Materials/material";
  19879. import { Scene } from "babylonjs/scene";
  19880. /**
  19881. * This represents the object necessary to create a rendering group.
  19882. * This is exclusively used and created by the rendering manager.
  19883. * To modify the behavior, you use the available helpers in your scene or meshes.
  19884. * @hidden
  19885. */
  19886. export class RenderingGroup {
  19887. index: number;
  19888. private static _zeroVector;
  19889. private _scene;
  19890. private _opaqueSubMeshes;
  19891. private _transparentSubMeshes;
  19892. private _alphaTestSubMeshes;
  19893. private _depthOnlySubMeshes;
  19894. private _particleSystems;
  19895. private _spriteManagers;
  19896. private _opaqueSortCompareFn;
  19897. private _alphaTestSortCompareFn;
  19898. private _transparentSortCompareFn;
  19899. private _renderOpaque;
  19900. private _renderAlphaTest;
  19901. private _renderTransparent;
  19902. /** @hidden */
  19903. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19904. onBeforeTransparentRendering: () => void;
  19905. /**
  19906. * Set the opaque sort comparison function.
  19907. * If null the sub meshes will be render in the order they were created
  19908. */
  19909. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19910. /**
  19911. * Set the alpha test sort comparison function.
  19912. * If null the sub meshes will be render in the order they were created
  19913. */
  19914. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19915. /**
  19916. * Set the transparent sort comparison function.
  19917. * If null the sub meshes will be render in the order they were created
  19918. */
  19919. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19920. /**
  19921. * Creates a new rendering group.
  19922. * @param index The rendering group index
  19923. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19924. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19925. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19926. */
  19927. 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>);
  19928. /**
  19929. * Render all the sub meshes contained in the group.
  19930. * @param customRenderFunction Used to override the default render behaviour of the group.
  19931. * @returns true if rendered some submeshes.
  19932. */
  19933. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19934. /**
  19935. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19936. * @param subMeshes The submeshes to render
  19937. */
  19938. private renderOpaqueSorted;
  19939. /**
  19940. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19941. * @param subMeshes The submeshes to render
  19942. */
  19943. private renderAlphaTestSorted;
  19944. /**
  19945. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19946. * @param subMeshes The submeshes to render
  19947. */
  19948. private renderTransparentSorted;
  19949. /**
  19950. * Renders the submeshes in a specified order.
  19951. * @param subMeshes The submeshes to sort before render
  19952. * @param sortCompareFn The comparison function use to sort
  19953. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19954. * @param transparent Specifies to activate blending if true
  19955. */
  19956. private static renderSorted;
  19957. /**
  19958. * Renders the submeshes in the order they were dispatched (no sort applied).
  19959. * @param subMeshes The submeshes to render
  19960. */
  19961. private static renderUnsorted;
  19962. /**
  19963. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19964. * are rendered back to front if in the same alpha index.
  19965. *
  19966. * @param a The first submesh
  19967. * @param b The second submesh
  19968. * @returns The result of the comparison
  19969. */
  19970. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19971. /**
  19972. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19973. * are rendered back to front.
  19974. *
  19975. * @param a The first submesh
  19976. * @param b The second submesh
  19977. * @returns The result of the comparison
  19978. */
  19979. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19980. /**
  19981. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19982. * are rendered front to back (prevent overdraw).
  19983. *
  19984. * @param a The first submesh
  19985. * @param b The second submesh
  19986. * @returns The result of the comparison
  19987. */
  19988. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19989. /**
  19990. * Resets the different lists of submeshes to prepare a new frame.
  19991. */
  19992. prepare(): void;
  19993. dispose(): void;
  19994. /**
  19995. * Inserts the submesh in its correct queue depending on its material.
  19996. * @param subMesh The submesh to dispatch
  19997. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19998. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19999. */
  20000. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20001. dispatchSprites(spriteManager: ISpriteManager): void;
  20002. dispatchParticles(particleSystem: IParticleSystem): void;
  20003. private _renderParticles;
  20004. private _renderSprites;
  20005. }
  20006. }
  20007. declare module "babylonjs/Rendering/renderingManager" {
  20008. import { Nullable } from "babylonjs/types";
  20009. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20010. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20011. import { SmartArray } from "babylonjs/Misc/smartArray";
  20012. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20013. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20014. import { Material } from "babylonjs/Materials/material";
  20015. import { Scene } from "babylonjs/scene";
  20016. import { Camera } from "babylonjs/Cameras/camera";
  20017. /**
  20018. * Interface describing the different options available in the rendering manager
  20019. * regarding Auto Clear between groups.
  20020. */
  20021. export interface IRenderingManagerAutoClearSetup {
  20022. /**
  20023. * Defines whether or not autoclear is enable.
  20024. */
  20025. autoClear: boolean;
  20026. /**
  20027. * Defines whether or not to autoclear the depth buffer.
  20028. */
  20029. depth: boolean;
  20030. /**
  20031. * Defines whether or not to autoclear the stencil buffer.
  20032. */
  20033. stencil: boolean;
  20034. }
  20035. /**
  20036. * This class is used by the onRenderingGroupObservable
  20037. */
  20038. export class RenderingGroupInfo {
  20039. /**
  20040. * The Scene that being rendered
  20041. */
  20042. scene: Scene;
  20043. /**
  20044. * The camera currently used for the rendering pass
  20045. */
  20046. camera: Nullable<Camera>;
  20047. /**
  20048. * The ID of the renderingGroup being processed
  20049. */
  20050. renderingGroupId: number;
  20051. }
  20052. /**
  20053. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20054. * It is enable to manage the different groups as well as the different necessary sort functions.
  20055. * This should not be used directly aside of the few static configurations
  20056. */
  20057. export class RenderingManager {
  20058. /**
  20059. * The max id used for rendering groups (not included)
  20060. */
  20061. static MAX_RENDERINGGROUPS: number;
  20062. /**
  20063. * The min id used for rendering groups (included)
  20064. */
  20065. static MIN_RENDERINGGROUPS: number;
  20066. /**
  20067. * Used to globally prevent autoclearing scenes.
  20068. */
  20069. static AUTOCLEAR: boolean;
  20070. /**
  20071. * @hidden
  20072. */
  20073. _useSceneAutoClearSetup: boolean;
  20074. private _scene;
  20075. private _renderingGroups;
  20076. private _depthStencilBufferAlreadyCleaned;
  20077. private _autoClearDepthStencil;
  20078. private _customOpaqueSortCompareFn;
  20079. private _customAlphaTestSortCompareFn;
  20080. private _customTransparentSortCompareFn;
  20081. private _renderingGroupInfo;
  20082. /**
  20083. * Instantiates a new rendering group for a particular scene
  20084. * @param scene Defines the scene the groups belongs to
  20085. */
  20086. constructor(scene: Scene);
  20087. private _clearDepthStencilBuffer;
  20088. /**
  20089. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20090. * @hidden
  20091. */
  20092. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20093. /**
  20094. * Resets the different information of the group to prepare a new frame
  20095. * @hidden
  20096. */
  20097. reset(): void;
  20098. /**
  20099. * Dispose and release the group and its associated resources.
  20100. * @hidden
  20101. */
  20102. dispose(): void;
  20103. /**
  20104. * Clear the info related to rendering groups preventing retention points during dispose.
  20105. */
  20106. freeRenderingGroups(): void;
  20107. private _prepareRenderingGroup;
  20108. /**
  20109. * Add a sprite manager to the rendering manager in order to render it this frame.
  20110. * @param spriteManager Define the sprite manager to render
  20111. */
  20112. dispatchSprites(spriteManager: ISpriteManager): void;
  20113. /**
  20114. * Add a particle system to the rendering manager in order to render it this frame.
  20115. * @param particleSystem Define the particle system to render
  20116. */
  20117. dispatchParticles(particleSystem: IParticleSystem): void;
  20118. /**
  20119. * Add a submesh to the manager in order to render it this frame
  20120. * @param subMesh The submesh to dispatch
  20121. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20122. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20123. */
  20124. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20125. /**
  20126. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20127. * This allowed control for front to back rendering or reversly depending of the special needs.
  20128. *
  20129. * @param renderingGroupId The rendering group id corresponding to its index
  20130. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20131. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20132. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20133. */
  20134. 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;
  20135. /**
  20136. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20137. *
  20138. * @param renderingGroupId The rendering group id corresponding to its index
  20139. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20140. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20141. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20142. */
  20143. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20144. /**
  20145. * Gets the current auto clear configuration for one rendering group of the rendering
  20146. * manager.
  20147. * @param index the rendering group index to get the information for
  20148. * @returns The auto clear setup for the requested rendering group
  20149. */
  20150. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20151. }
  20152. }
  20153. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20154. import { Observable } from "babylonjs/Misc/observable";
  20155. import { SmartArray } from "babylonjs/Misc/smartArray";
  20156. import { Nullable } from "babylonjs/types";
  20157. import { Camera } from "babylonjs/Cameras/camera";
  20158. import { Scene } from "babylonjs/scene";
  20159. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20160. import { Color4 } from "babylonjs/Maths/math.color";
  20161. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20162. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20163. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20164. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20165. import { Texture } from "babylonjs/Materials/Textures/texture";
  20166. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20167. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20168. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20169. import { Engine } from "babylonjs/Engines/engine";
  20170. /**
  20171. * This Helps creating a texture that will be created from a camera in your scene.
  20172. * It is basically a dynamic texture that could be used to create special effects for instance.
  20173. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20174. */
  20175. export class RenderTargetTexture extends Texture {
  20176. isCube: boolean;
  20177. /**
  20178. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20179. */
  20180. static readonly REFRESHRATE_RENDER_ONCE: number;
  20181. /**
  20182. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20183. */
  20184. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20185. /**
  20186. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20187. * the central point of your effect and can save a lot of performances.
  20188. */
  20189. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20190. /**
  20191. * Use this predicate to dynamically define the list of mesh you want to render.
  20192. * If set, the renderList property will be overwritten.
  20193. */
  20194. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20195. private _renderList;
  20196. /**
  20197. * Use this list to define the list of mesh you want to render.
  20198. */
  20199. renderList: Nullable<Array<AbstractMesh>>;
  20200. private _hookArray;
  20201. /**
  20202. * Define if particles should be rendered in your texture.
  20203. */
  20204. renderParticles: boolean;
  20205. /**
  20206. * Define if sprites should be rendered in your texture.
  20207. */
  20208. renderSprites: boolean;
  20209. /**
  20210. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20211. */
  20212. coordinatesMode: number;
  20213. /**
  20214. * Define the camera used to render the texture.
  20215. */
  20216. activeCamera: Nullable<Camera>;
  20217. /**
  20218. * Override the render function of the texture with your own one.
  20219. */
  20220. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20221. /**
  20222. * Define if camera post processes should be use while rendering the texture.
  20223. */
  20224. useCameraPostProcesses: boolean;
  20225. /**
  20226. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20227. */
  20228. ignoreCameraViewport: boolean;
  20229. private _postProcessManager;
  20230. private _postProcesses;
  20231. private _resizeObserver;
  20232. /**
  20233. * An event triggered when the texture is unbind.
  20234. */
  20235. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20236. /**
  20237. * An event triggered when the texture is unbind.
  20238. */
  20239. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20240. private _onAfterUnbindObserver;
  20241. /**
  20242. * Set a after unbind callback in the texture.
  20243. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20244. */
  20245. onAfterUnbind: () => void;
  20246. /**
  20247. * An event triggered before rendering the texture
  20248. */
  20249. onBeforeRenderObservable: Observable<number>;
  20250. private _onBeforeRenderObserver;
  20251. /**
  20252. * Set a before render callback in the texture.
  20253. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20254. */
  20255. onBeforeRender: (faceIndex: number) => void;
  20256. /**
  20257. * An event triggered after rendering the texture
  20258. */
  20259. onAfterRenderObservable: Observable<number>;
  20260. private _onAfterRenderObserver;
  20261. /**
  20262. * Set a after render callback in the texture.
  20263. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20264. */
  20265. onAfterRender: (faceIndex: number) => void;
  20266. /**
  20267. * An event triggered after the texture clear
  20268. */
  20269. onClearObservable: Observable<Engine>;
  20270. private _onClearObserver;
  20271. /**
  20272. * Set a clear callback in the texture.
  20273. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20274. */
  20275. onClear: (Engine: Engine) => void;
  20276. /**
  20277. * An event triggered when the texture is resized.
  20278. */
  20279. onResizeObservable: Observable<RenderTargetTexture>;
  20280. /**
  20281. * Define the clear color of the Render Target if it should be different from the scene.
  20282. */
  20283. clearColor: Color4;
  20284. protected _size: number | {
  20285. width: number;
  20286. height: number;
  20287. };
  20288. protected _initialSizeParameter: number | {
  20289. width: number;
  20290. height: number;
  20291. } | {
  20292. ratio: number;
  20293. };
  20294. protected _sizeRatio: Nullable<number>;
  20295. /** @hidden */
  20296. _generateMipMaps: boolean;
  20297. protected _renderingManager: RenderingManager;
  20298. /** @hidden */
  20299. _waitingRenderList: string[];
  20300. protected _doNotChangeAspectRatio: boolean;
  20301. protected _currentRefreshId: number;
  20302. protected _refreshRate: number;
  20303. protected _textureMatrix: Matrix;
  20304. protected _samples: number;
  20305. protected _renderTargetOptions: RenderTargetCreationOptions;
  20306. /**
  20307. * Gets render target creation options that were used.
  20308. */
  20309. readonly renderTargetOptions: RenderTargetCreationOptions;
  20310. protected _engine: Engine;
  20311. protected _onRatioRescale(): void;
  20312. /**
  20313. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20314. * It must define where the camera used to render the texture is set
  20315. */
  20316. boundingBoxPosition: Vector3;
  20317. private _boundingBoxSize;
  20318. /**
  20319. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20320. * When defined, the cubemap will switch to local mode
  20321. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20322. * @example https://www.babylonjs-playground.com/#RNASML
  20323. */
  20324. boundingBoxSize: Vector3;
  20325. /**
  20326. * In case the RTT has been created with a depth texture, get the associated
  20327. * depth texture.
  20328. * Otherwise, return null.
  20329. */
  20330. depthStencilTexture: Nullable<InternalTexture>;
  20331. /**
  20332. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20333. * or used a shadow, depth texture...
  20334. * @param name The friendly name of the texture
  20335. * @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)
  20336. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20337. * @param generateMipMaps True if mip maps need to be generated after render.
  20338. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20339. * @param type The type of the buffer in the RTT (int, half float, float...)
  20340. * @param isCube True if a cube texture needs to be created
  20341. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20342. * @param generateDepthBuffer True to generate a depth buffer
  20343. * @param generateStencilBuffer True to generate a stencil buffer
  20344. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20345. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20346. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20347. */
  20348. constructor(name: string, size: number | {
  20349. width: number;
  20350. height: number;
  20351. } | {
  20352. ratio: number;
  20353. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20354. /**
  20355. * Creates a depth stencil texture.
  20356. * This is only available in WebGL 2 or with the depth texture extension available.
  20357. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20358. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20359. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20360. */
  20361. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20362. private _processSizeParameter;
  20363. /**
  20364. * Define the number of samples to use in case of MSAA.
  20365. * It defaults to one meaning no MSAA has been enabled.
  20366. */
  20367. samples: number;
  20368. /**
  20369. * Resets the refresh counter of the texture and start bak from scratch.
  20370. * Could be useful to regenerate the texture if it is setup to render only once.
  20371. */
  20372. resetRefreshCounter(): void;
  20373. /**
  20374. * Define the refresh rate of the texture or the rendering frequency.
  20375. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20376. */
  20377. refreshRate: number;
  20378. /**
  20379. * Adds a post process to the render target rendering passes.
  20380. * @param postProcess define the post process to add
  20381. */
  20382. addPostProcess(postProcess: PostProcess): void;
  20383. /**
  20384. * Clear all the post processes attached to the render target
  20385. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20386. */
  20387. clearPostProcesses(dispose?: boolean): void;
  20388. /**
  20389. * Remove one of the post process from the list of attached post processes to the texture
  20390. * @param postProcess define the post process to remove from the list
  20391. */
  20392. removePostProcess(postProcess: PostProcess): void;
  20393. /** @hidden */
  20394. _shouldRender(): boolean;
  20395. /**
  20396. * Gets the actual render size of the texture.
  20397. * @returns the width of the render size
  20398. */
  20399. getRenderSize(): number;
  20400. /**
  20401. * Gets the actual render width of the texture.
  20402. * @returns the width of the render size
  20403. */
  20404. getRenderWidth(): number;
  20405. /**
  20406. * Gets the actual render height of the texture.
  20407. * @returns the height of the render size
  20408. */
  20409. getRenderHeight(): number;
  20410. /**
  20411. * Get if the texture can be rescaled or not.
  20412. */
  20413. readonly canRescale: boolean;
  20414. /**
  20415. * Resize the texture using a ratio.
  20416. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20417. */
  20418. scale(ratio: number): void;
  20419. /**
  20420. * Get the texture reflection matrix used to rotate/transform the reflection.
  20421. * @returns the reflection matrix
  20422. */
  20423. getReflectionTextureMatrix(): Matrix;
  20424. /**
  20425. * Resize the texture to a new desired size.
  20426. * Be carrefull as it will recreate all the data in the new texture.
  20427. * @param size Define the new size. It can be:
  20428. * - a number for squared texture,
  20429. * - an object containing { width: number, height: number }
  20430. * - or an object containing a ratio { ratio: number }
  20431. */
  20432. resize(size: number | {
  20433. width: number;
  20434. height: number;
  20435. } | {
  20436. ratio: number;
  20437. }): void;
  20438. /**
  20439. * Renders all the objects from the render list into the texture.
  20440. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20441. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20442. */
  20443. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20444. private _bestReflectionRenderTargetDimension;
  20445. /**
  20446. * @hidden
  20447. * @param faceIndex face index to bind to if this is a cubetexture
  20448. */
  20449. _bindFrameBuffer(faceIndex?: number): void;
  20450. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20451. private renderToTarget;
  20452. /**
  20453. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20454. * This allowed control for front to back rendering or reversly depending of the special needs.
  20455. *
  20456. * @param renderingGroupId The rendering group id corresponding to its index
  20457. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20458. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20459. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20460. */
  20461. 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;
  20462. /**
  20463. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20464. *
  20465. * @param renderingGroupId The rendering group id corresponding to its index
  20466. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20467. */
  20468. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20469. /**
  20470. * Clones the texture.
  20471. * @returns the cloned texture
  20472. */
  20473. clone(): RenderTargetTexture;
  20474. /**
  20475. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20476. * @returns The JSON representation of the texture
  20477. */
  20478. serialize(): any;
  20479. /**
  20480. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20481. */
  20482. disposeFramebufferObjects(): void;
  20483. /**
  20484. * Dispose the texture and release its associated resources.
  20485. */
  20486. dispose(): void;
  20487. /** @hidden */
  20488. _rebuild(): void;
  20489. /**
  20490. * Clear the info related to rendering groups preventing retention point in material dispose.
  20491. */
  20492. freeRenderingGroups(): void;
  20493. /**
  20494. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20495. * @returns the view count
  20496. */
  20497. getViewCount(): number;
  20498. }
  20499. }
  20500. declare module "babylonjs/Materials/material" {
  20501. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20502. import { SmartArray } from "babylonjs/Misc/smartArray";
  20503. import { Observable } from "babylonjs/Misc/observable";
  20504. import { Nullable } from "babylonjs/types";
  20505. import { Scene } from "babylonjs/scene";
  20506. import { Matrix } from "babylonjs/Maths/math.vector";
  20507. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20508. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20509. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20510. import { Effect } from "babylonjs/Materials/effect";
  20511. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20512. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20513. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20514. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20515. import { Mesh } from "babylonjs/Meshes/mesh";
  20516. import { Animation } from "babylonjs/Animations/animation";
  20517. /**
  20518. * Base class for the main features of a material in Babylon.js
  20519. */
  20520. export class Material implements IAnimatable {
  20521. /**
  20522. * Returns the triangle fill mode
  20523. */
  20524. static readonly TriangleFillMode: number;
  20525. /**
  20526. * Returns the wireframe mode
  20527. */
  20528. static readonly WireFrameFillMode: number;
  20529. /**
  20530. * Returns the point fill mode
  20531. */
  20532. static readonly PointFillMode: number;
  20533. /**
  20534. * Returns the point list draw mode
  20535. */
  20536. static readonly PointListDrawMode: number;
  20537. /**
  20538. * Returns the line list draw mode
  20539. */
  20540. static readonly LineListDrawMode: number;
  20541. /**
  20542. * Returns the line loop draw mode
  20543. */
  20544. static readonly LineLoopDrawMode: number;
  20545. /**
  20546. * Returns the line strip draw mode
  20547. */
  20548. static readonly LineStripDrawMode: number;
  20549. /**
  20550. * Returns the triangle strip draw mode
  20551. */
  20552. static readonly TriangleStripDrawMode: number;
  20553. /**
  20554. * Returns the triangle fan draw mode
  20555. */
  20556. static readonly TriangleFanDrawMode: number;
  20557. /**
  20558. * Stores the clock-wise side orientation
  20559. */
  20560. static readonly ClockWiseSideOrientation: number;
  20561. /**
  20562. * Stores the counter clock-wise side orientation
  20563. */
  20564. static readonly CounterClockWiseSideOrientation: number;
  20565. /**
  20566. * The dirty texture flag value
  20567. */
  20568. static readonly TextureDirtyFlag: number;
  20569. /**
  20570. * The dirty light flag value
  20571. */
  20572. static readonly LightDirtyFlag: number;
  20573. /**
  20574. * The dirty fresnel flag value
  20575. */
  20576. static readonly FresnelDirtyFlag: number;
  20577. /**
  20578. * The dirty attribute flag value
  20579. */
  20580. static readonly AttributesDirtyFlag: number;
  20581. /**
  20582. * The dirty misc flag value
  20583. */
  20584. static readonly MiscDirtyFlag: number;
  20585. /**
  20586. * The all dirty flag value
  20587. */
  20588. static readonly AllDirtyFlag: number;
  20589. /**
  20590. * The ID of the material
  20591. */
  20592. id: string;
  20593. /**
  20594. * Gets or sets the unique id of the material
  20595. */
  20596. uniqueId: number;
  20597. /**
  20598. * The name of the material
  20599. */
  20600. name: string;
  20601. /**
  20602. * Gets or sets user defined metadata
  20603. */
  20604. metadata: any;
  20605. /**
  20606. * For internal use only. Please do not use.
  20607. */
  20608. reservedDataStore: any;
  20609. /**
  20610. * Specifies if the ready state should be checked on each call
  20611. */
  20612. checkReadyOnEveryCall: boolean;
  20613. /**
  20614. * Specifies if the ready state should be checked once
  20615. */
  20616. checkReadyOnlyOnce: boolean;
  20617. /**
  20618. * The state of the material
  20619. */
  20620. state: string;
  20621. /**
  20622. * The alpha value of the material
  20623. */
  20624. protected _alpha: number;
  20625. /**
  20626. * List of inspectable custom properties (used by the Inspector)
  20627. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20628. */
  20629. inspectableCustomProperties: IInspectable[];
  20630. /**
  20631. * Sets the alpha value of the material
  20632. */
  20633. /**
  20634. * Gets the alpha value of the material
  20635. */
  20636. alpha: number;
  20637. /**
  20638. * Specifies if back face culling is enabled
  20639. */
  20640. protected _backFaceCulling: boolean;
  20641. /**
  20642. * Sets the back-face culling state
  20643. */
  20644. /**
  20645. * Gets the back-face culling state
  20646. */
  20647. backFaceCulling: boolean;
  20648. /**
  20649. * Stores the value for side orientation
  20650. */
  20651. sideOrientation: number;
  20652. /**
  20653. * Callback triggered when the material is compiled
  20654. */
  20655. onCompiled: Nullable<(effect: Effect) => void>;
  20656. /**
  20657. * Callback triggered when an error occurs
  20658. */
  20659. onError: Nullable<(effect: Effect, errors: string) => void>;
  20660. /**
  20661. * Callback triggered to get the render target textures
  20662. */
  20663. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20664. /**
  20665. * Gets a boolean indicating that current material needs to register RTT
  20666. */
  20667. readonly hasRenderTargetTextures: boolean;
  20668. /**
  20669. * Specifies if the material should be serialized
  20670. */
  20671. doNotSerialize: boolean;
  20672. /**
  20673. * @hidden
  20674. */
  20675. _storeEffectOnSubMeshes: boolean;
  20676. /**
  20677. * Stores the animations for the material
  20678. */
  20679. animations: Nullable<Array<Animation>>;
  20680. /**
  20681. * An event triggered when the material is disposed
  20682. */
  20683. onDisposeObservable: Observable<Material>;
  20684. /**
  20685. * An observer which watches for dispose events
  20686. */
  20687. private _onDisposeObserver;
  20688. private _onUnBindObservable;
  20689. /**
  20690. * Called during a dispose event
  20691. */
  20692. onDispose: () => void;
  20693. private _onBindObservable;
  20694. /**
  20695. * An event triggered when the material is bound
  20696. */
  20697. readonly onBindObservable: Observable<AbstractMesh>;
  20698. /**
  20699. * An observer which watches for bind events
  20700. */
  20701. private _onBindObserver;
  20702. /**
  20703. * Called during a bind event
  20704. */
  20705. onBind: (Mesh: AbstractMesh) => void;
  20706. /**
  20707. * An event triggered when the material is unbound
  20708. */
  20709. readonly onUnBindObservable: Observable<Material>;
  20710. /**
  20711. * Stores the value of the alpha mode
  20712. */
  20713. private _alphaMode;
  20714. /**
  20715. * Sets the value of the alpha mode.
  20716. *
  20717. * | Value | Type | Description |
  20718. * | --- | --- | --- |
  20719. * | 0 | ALPHA_DISABLE | |
  20720. * | 1 | ALPHA_ADD | |
  20721. * | 2 | ALPHA_COMBINE | |
  20722. * | 3 | ALPHA_SUBTRACT | |
  20723. * | 4 | ALPHA_MULTIPLY | |
  20724. * | 5 | ALPHA_MAXIMIZED | |
  20725. * | 6 | ALPHA_ONEONE | |
  20726. * | 7 | ALPHA_PREMULTIPLIED | |
  20727. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20728. * | 9 | ALPHA_INTERPOLATE | |
  20729. * | 10 | ALPHA_SCREENMODE | |
  20730. *
  20731. */
  20732. /**
  20733. * Gets the value of the alpha mode
  20734. */
  20735. alphaMode: number;
  20736. /**
  20737. * Stores the state of the need depth pre-pass value
  20738. */
  20739. private _needDepthPrePass;
  20740. /**
  20741. * Sets the need depth pre-pass value
  20742. */
  20743. /**
  20744. * Gets the depth pre-pass value
  20745. */
  20746. needDepthPrePass: boolean;
  20747. /**
  20748. * Specifies if depth writing should be disabled
  20749. */
  20750. disableDepthWrite: boolean;
  20751. /**
  20752. * Specifies if depth writing should be forced
  20753. */
  20754. forceDepthWrite: boolean;
  20755. /**
  20756. * Specifies if there should be a separate pass for culling
  20757. */
  20758. separateCullingPass: boolean;
  20759. /**
  20760. * Stores the state specifing if fog should be enabled
  20761. */
  20762. private _fogEnabled;
  20763. /**
  20764. * Sets the state for enabling fog
  20765. */
  20766. /**
  20767. * Gets the value of the fog enabled state
  20768. */
  20769. fogEnabled: boolean;
  20770. /**
  20771. * Stores the size of points
  20772. */
  20773. pointSize: number;
  20774. /**
  20775. * Stores the z offset value
  20776. */
  20777. zOffset: number;
  20778. /**
  20779. * Gets a value specifying if wireframe mode is enabled
  20780. */
  20781. /**
  20782. * Sets the state of wireframe mode
  20783. */
  20784. wireframe: boolean;
  20785. /**
  20786. * Gets the value specifying if point clouds are enabled
  20787. */
  20788. /**
  20789. * Sets the state of point cloud mode
  20790. */
  20791. pointsCloud: boolean;
  20792. /**
  20793. * Gets the material fill mode
  20794. */
  20795. /**
  20796. * Sets the material fill mode
  20797. */
  20798. fillMode: number;
  20799. /**
  20800. * @hidden
  20801. * Stores the effects for the material
  20802. */
  20803. _effect: Nullable<Effect>;
  20804. /**
  20805. * @hidden
  20806. * Specifies if the material was previously ready
  20807. */
  20808. _wasPreviouslyReady: boolean;
  20809. /**
  20810. * Specifies if uniform buffers should be used
  20811. */
  20812. private _useUBO;
  20813. /**
  20814. * Stores a reference to the scene
  20815. */
  20816. private _scene;
  20817. /**
  20818. * Stores the fill mode state
  20819. */
  20820. private _fillMode;
  20821. /**
  20822. * Specifies if the depth write state should be cached
  20823. */
  20824. private _cachedDepthWriteState;
  20825. /**
  20826. * Stores the uniform buffer
  20827. */
  20828. protected _uniformBuffer: UniformBuffer;
  20829. /** @hidden */
  20830. _indexInSceneMaterialArray: number;
  20831. /** @hidden */
  20832. meshMap: Nullable<{
  20833. [id: string]: AbstractMesh | undefined;
  20834. }>;
  20835. /**
  20836. * Creates a material instance
  20837. * @param name defines the name of the material
  20838. * @param scene defines the scene to reference
  20839. * @param doNotAdd specifies if the material should be added to the scene
  20840. */
  20841. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20842. /**
  20843. * Returns a string representation of the current material
  20844. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20845. * @returns a string with material information
  20846. */
  20847. toString(fullDetails?: boolean): string;
  20848. /**
  20849. * Gets the class name of the material
  20850. * @returns a string with the class name of the material
  20851. */
  20852. getClassName(): string;
  20853. /**
  20854. * Specifies if updates for the material been locked
  20855. */
  20856. readonly isFrozen: boolean;
  20857. /**
  20858. * Locks updates for the material
  20859. */
  20860. freeze(): void;
  20861. /**
  20862. * Unlocks updates for the material
  20863. */
  20864. unfreeze(): void;
  20865. /**
  20866. * Specifies if the material is ready to be used
  20867. * @param mesh defines the mesh to check
  20868. * @param useInstances specifies if instances should be used
  20869. * @returns a boolean indicating if the material is ready to be used
  20870. */
  20871. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20872. /**
  20873. * Specifies that the submesh is ready to be used
  20874. * @param mesh defines the mesh to check
  20875. * @param subMesh defines which submesh to check
  20876. * @param useInstances specifies that instances should be used
  20877. * @returns a boolean indicating that the submesh is ready or not
  20878. */
  20879. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20880. /**
  20881. * Returns the material effect
  20882. * @returns the effect associated with the material
  20883. */
  20884. getEffect(): Nullable<Effect>;
  20885. /**
  20886. * Returns the current scene
  20887. * @returns a Scene
  20888. */
  20889. getScene(): Scene;
  20890. /**
  20891. * Specifies if the material will require alpha blending
  20892. * @returns a boolean specifying if alpha blending is needed
  20893. */
  20894. needAlphaBlending(): boolean;
  20895. /**
  20896. * Specifies if the mesh will require alpha blending
  20897. * @param mesh defines the mesh to check
  20898. * @returns a boolean specifying if alpha blending is needed for the mesh
  20899. */
  20900. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20901. /**
  20902. * Specifies if this material should be rendered in alpha test mode
  20903. * @returns a boolean specifying if an alpha test is needed.
  20904. */
  20905. needAlphaTesting(): boolean;
  20906. /**
  20907. * Gets the texture used for the alpha test
  20908. * @returns the texture to use for alpha testing
  20909. */
  20910. getAlphaTestTexture(): Nullable<BaseTexture>;
  20911. /**
  20912. * Marks the material to indicate that it needs to be re-calculated
  20913. */
  20914. markDirty(): void;
  20915. /** @hidden */
  20916. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20917. /**
  20918. * Binds the material to the mesh
  20919. * @param world defines the world transformation matrix
  20920. * @param mesh defines the mesh to bind the material to
  20921. */
  20922. bind(world: Matrix, mesh?: Mesh): void;
  20923. /**
  20924. * Binds the submesh to the material
  20925. * @param world defines the world transformation matrix
  20926. * @param mesh defines the mesh containing the submesh
  20927. * @param subMesh defines the submesh to bind the material to
  20928. */
  20929. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20930. /**
  20931. * Binds the world matrix to the material
  20932. * @param world defines the world transformation matrix
  20933. */
  20934. bindOnlyWorldMatrix(world: Matrix): void;
  20935. /**
  20936. * Binds the scene's uniform buffer to the effect.
  20937. * @param effect defines the effect to bind to the scene uniform buffer
  20938. * @param sceneUbo defines the uniform buffer storing scene data
  20939. */
  20940. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20941. /**
  20942. * Binds the view matrix to the effect
  20943. * @param effect defines the effect to bind the view matrix to
  20944. */
  20945. bindView(effect: Effect): void;
  20946. /**
  20947. * Binds the view projection matrix to the effect
  20948. * @param effect defines the effect to bind the view projection matrix to
  20949. */
  20950. bindViewProjection(effect: Effect): void;
  20951. /**
  20952. * Specifies if material alpha testing should be turned on for the mesh
  20953. * @param mesh defines the mesh to check
  20954. */
  20955. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20956. /**
  20957. * Processes to execute after binding the material to a mesh
  20958. * @param mesh defines the rendered mesh
  20959. */
  20960. protected _afterBind(mesh?: Mesh): void;
  20961. /**
  20962. * Unbinds the material from the mesh
  20963. */
  20964. unbind(): void;
  20965. /**
  20966. * Gets the active textures from the material
  20967. * @returns an array of textures
  20968. */
  20969. getActiveTextures(): BaseTexture[];
  20970. /**
  20971. * Specifies if the material uses a texture
  20972. * @param texture defines the texture to check against the material
  20973. * @returns a boolean specifying if the material uses the texture
  20974. */
  20975. hasTexture(texture: BaseTexture): boolean;
  20976. /**
  20977. * Makes a duplicate of the material, and gives it a new name
  20978. * @param name defines the new name for the duplicated material
  20979. * @returns the cloned material
  20980. */
  20981. clone(name: string): Nullable<Material>;
  20982. /**
  20983. * Gets the meshes bound to the material
  20984. * @returns an array of meshes bound to the material
  20985. */
  20986. getBindedMeshes(): AbstractMesh[];
  20987. /**
  20988. * Force shader compilation
  20989. * @param mesh defines the mesh associated with this material
  20990. * @param onCompiled defines a function to execute once the material is compiled
  20991. * @param options defines the options to configure the compilation
  20992. */
  20993. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20994. clipPlane: boolean;
  20995. }>): void;
  20996. /**
  20997. * Force shader compilation
  20998. * @param mesh defines the mesh that will use this material
  20999. * @param options defines additional options for compiling the shaders
  21000. * @returns a promise that resolves when the compilation completes
  21001. */
  21002. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  21003. clipPlane: boolean;
  21004. }>): Promise<void>;
  21005. private static readonly _AllDirtyCallBack;
  21006. private static readonly _ImageProcessingDirtyCallBack;
  21007. private static readonly _TextureDirtyCallBack;
  21008. private static readonly _FresnelDirtyCallBack;
  21009. private static readonly _MiscDirtyCallBack;
  21010. private static readonly _LightsDirtyCallBack;
  21011. private static readonly _AttributeDirtyCallBack;
  21012. private static _FresnelAndMiscDirtyCallBack;
  21013. private static _TextureAndMiscDirtyCallBack;
  21014. private static readonly _DirtyCallbackArray;
  21015. private static readonly _RunDirtyCallBacks;
  21016. /**
  21017. * Marks a define in the material to indicate that it needs to be re-computed
  21018. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21019. */
  21020. markAsDirty(flag: number): void;
  21021. /**
  21022. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21023. * @param func defines a function which checks material defines against the submeshes
  21024. */
  21025. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21026. /**
  21027. * Indicates that we need to re-calculated for all submeshes
  21028. */
  21029. protected _markAllSubMeshesAsAllDirty(): void;
  21030. /**
  21031. * Indicates that image processing needs to be re-calculated for all submeshes
  21032. */
  21033. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21034. /**
  21035. * Indicates that textures need to be re-calculated for all submeshes
  21036. */
  21037. protected _markAllSubMeshesAsTexturesDirty(): void;
  21038. /**
  21039. * Indicates that fresnel needs to be re-calculated for all submeshes
  21040. */
  21041. protected _markAllSubMeshesAsFresnelDirty(): void;
  21042. /**
  21043. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21044. */
  21045. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21046. /**
  21047. * Indicates that lights need to be re-calculated for all submeshes
  21048. */
  21049. protected _markAllSubMeshesAsLightsDirty(): void;
  21050. /**
  21051. * Indicates that attributes need to be re-calculated for all submeshes
  21052. */
  21053. protected _markAllSubMeshesAsAttributesDirty(): void;
  21054. /**
  21055. * Indicates that misc needs to be re-calculated for all submeshes
  21056. */
  21057. protected _markAllSubMeshesAsMiscDirty(): void;
  21058. /**
  21059. * Indicates that textures and misc need to be re-calculated for all submeshes
  21060. */
  21061. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21062. /**
  21063. * Disposes the material
  21064. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21065. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21066. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21067. */
  21068. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21069. /** @hidden */
  21070. private releaseVertexArrayObject;
  21071. /**
  21072. * Serializes this material
  21073. * @returns the serialized material object
  21074. */
  21075. serialize(): any;
  21076. /**
  21077. * Creates a material from parsed material data
  21078. * @param parsedMaterial defines parsed material data
  21079. * @param scene defines the hosting scene
  21080. * @param rootUrl defines the root URL to use to load textures
  21081. * @returns a new material
  21082. */
  21083. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21084. }
  21085. }
  21086. declare module "babylonjs/Materials/multiMaterial" {
  21087. import { Nullable } from "babylonjs/types";
  21088. import { Scene } from "babylonjs/scene";
  21089. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21090. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21091. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21092. import { Material } from "babylonjs/Materials/material";
  21093. /**
  21094. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21095. * separate meshes. This can be use to improve performances.
  21096. * @see http://doc.babylonjs.com/how_to/multi_materials
  21097. */
  21098. export class MultiMaterial extends Material {
  21099. private _subMaterials;
  21100. /**
  21101. * Gets or Sets the list of Materials used within the multi material.
  21102. * They need to be ordered according to the submeshes order in the associated mesh
  21103. */
  21104. subMaterials: Nullable<Material>[];
  21105. /**
  21106. * Function used to align with Node.getChildren()
  21107. * @returns the list of Materials used within the multi material
  21108. */
  21109. getChildren(): Nullable<Material>[];
  21110. /**
  21111. * Instantiates a new Multi Material
  21112. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21113. * separate meshes. This can be use to improve performances.
  21114. * @see http://doc.babylonjs.com/how_to/multi_materials
  21115. * @param name Define the name in the scene
  21116. * @param scene Define the scene the material belongs to
  21117. */
  21118. constructor(name: string, scene: Scene);
  21119. private _hookArray;
  21120. /**
  21121. * Get one of the submaterial by its index in the submaterials array
  21122. * @param index The index to look the sub material at
  21123. * @returns The Material if the index has been defined
  21124. */
  21125. getSubMaterial(index: number): Nullable<Material>;
  21126. /**
  21127. * Get the list of active textures for the whole sub materials list.
  21128. * @returns All the textures that will be used during the rendering
  21129. */
  21130. getActiveTextures(): BaseTexture[];
  21131. /**
  21132. * Gets the current class name of the material e.g. "MultiMaterial"
  21133. * Mainly use in serialization.
  21134. * @returns the class name
  21135. */
  21136. getClassName(): string;
  21137. /**
  21138. * Checks if the material is ready to render the requested sub mesh
  21139. * @param mesh Define the mesh the submesh belongs to
  21140. * @param subMesh Define the sub mesh to look readyness for
  21141. * @param useInstances Define whether or not the material is used with instances
  21142. * @returns true if ready, otherwise false
  21143. */
  21144. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21145. /**
  21146. * Clones the current material and its related sub materials
  21147. * @param name Define the name of the newly cloned material
  21148. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21149. * @returns the cloned material
  21150. */
  21151. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21152. /**
  21153. * Serializes the materials into a JSON representation.
  21154. * @returns the JSON representation
  21155. */
  21156. serialize(): any;
  21157. /**
  21158. * Dispose the material and release its associated resources
  21159. * @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)
  21160. * @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)
  21161. * @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)
  21162. */
  21163. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21164. /**
  21165. * Creates a MultiMaterial from parsed MultiMaterial data.
  21166. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21167. * @param scene defines the hosting scene
  21168. * @returns a new MultiMaterial
  21169. */
  21170. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21171. }
  21172. }
  21173. declare module "babylonjs/Meshes/subMesh" {
  21174. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21175. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21176. import { Engine } from "babylonjs/Engines/engine";
  21177. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21178. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21179. import { Effect } from "babylonjs/Materials/effect";
  21180. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21181. import { Plane } from "babylonjs/Maths/math.plane";
  21182. import { Collider } from "babylonjs/Collisions/collider";
  21183. import { Material } from "babylonjs/Materials/material";
  21184. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21185. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21186. import { Mesh } from "babylonjs/Meshes/mesh";
  21187. import { Ray } from "babylonjs/Culling/ray";
  21188. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21189. /**
  21190. * Base class for submeshes
  21191. */
  21192. export class BaseSubMesh {
  21193. /** @hidden */
  21194. _materialDefines: Nullable<MaterialDefines>;
  21195. /** @hidden */
  21196. _materialEffect: Nullable<Effect>;
  21197. /**
  21198. * Gets associated effect
  21199. */
  21200. readonly effect: Nullable<Effect>;
  21201. /**
  21202. * Sets associated effect (effect used to render this submesh)
  21203. * @param effect defines the effect to associate with
  21204. * @param defines defines the set of defines used to compile this effect
  21205. */
  21206. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21207. }
  21208. /**
  21209. * Defines a subdivision inside a mesh
  21210. */
  21211. export class SubMesh extends BaseSubMesh implements ICullable {
  21212. /** the material index to use */
  21213. materialIndex: number;
  21214. /** vertex index start */
  21215. verticesStart: number;
  21216. /** vertices count */
  21217. verticesCount: number;
  21218. /** index start */
  21219. indexStart: number;
  21220. /** indices count */
  21221. indexCount: number;
  21222. /** @hidden */
  21223. _linesIndexCount: number;
  21224. private _mesh;
  21225. private _renderingMesh;
  21226. private _boundingInfo;
  21227. private _linesIndexBuffer;
  21228. /** @hidden */
  21229. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21230. /** @hidden */
  21231. _trianglePlanes: Plane[];
  21232. /** @hidden */
  21233. _lastColliderTransformMatrix: Nullable<Matrix>;
  21234. /** @hidden */
  21235. _renderId: number;
  21236. /** @hidden */
  21237. _alphaIndex: number;
  21238. /** @hidden */
  21239. _distanceToCamera: number;
  21240. /** @hidden */
  21241. _id: number;
  21242. private _currentMaterial;
  21243. /**
  21244. * Add a new submesh to a mesh
  21245. * @param materialIndex defines the material index to use
  21246. * @param verticesStart defines vertex index start
  21247. * @param verticesCount defines vertices count
  21248. * @param indexStart defines index start
  21249. * @param indexCount defines indices count
  21250. * @param mesh defines the parent mesh
  21251. * @param renderingMesh defines an optional rendering mesh
  21252. * @param createBoundingBox defines if bounding box should be created for this submesh
  21253. * @returns the new submesh
  21254. */
  21255. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21256. /**
  21257. * Creates a new submesh
  21258. * @param materialIndex defines the material index to use
  21259. * @param verticesStart defines vertex index start
  21260. * @param verticesCount defines vertices count
  21261. * @param indexStart defines index start
  21262. * @param indexCount defines indices count
  21263. * @param mesh defines the parent mesh
  21264. * @param renderingMesh defines an optional rendering mesh
  21265. * @param createBoundingBox defines if bounding box should be created for this submesh
  21266. */
  21267. constructor(
  21268. /** the material index to use */
  21269. materialIndex: number,
  21270. /** vertex index start */
  21271. verticesStart: number,
  21272. /** vertices count */
  21273. verticesCount: number,
  21274. /** index start */
  21275. indexStart: number,
  21276. /** indices count */
  21277. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21278. /**
  21279. * Returns true if this submesh covers the entire parent mesh
  21280. * @ignorenaming
  21281. */
  21282. readonly IsGlobal: boolean;
  21283. /**
  21284. * Returns the submesh BoudingInfo object
  21285. * @returns current bounding info (or mesh's one if the submesh is global)
  21286. */
  21287. getBoundingInfo(): BoundingInfo;
  21288. /**
  21289. * Sets the submesh BoundingInfo
  21290. * @param boundingInfo defines the new bounding info to use
  21291. * @returns the SubMesh
  21292. */
  21293. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21294. /**
  21295. * Returns the mesh of the current submesh
  21296. * @return the parent mesh
  21297. */
  21298. getMesh(): AbstractMesh;
  21299. /**
  21300. * Returns the rendering mesh of the submesh
  21301. * @returns the rendering mesh (could be different from parent mesh)
  21302. */
  21303. getRenderingMesh(): Mesh;
  21304. /**
  21305. * Returns the submesh material
  21306. * @returns null or the current material
  21307. */
  21308. getMaterial(): Nullable<Material>;
  21309. /**
  21310. * Sets a new updated BoundingInfo object to the submesh
  21311. * @param data defines an optional position array to use to determine the bounding info
  21312. * @returns the SubMesh
  21313. */
  21314. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21315. /** @hidden */
  21316. _checkCollision(collider: Collider): boolean;
  21317. /**
  21318. * Updates the submesh BoundingInfo
  21319. * @param world defines the world matrix to use to update the bounding info
  21320. * @returns the submesh
  21321. */
  21322. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21323. /**
  21324. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21325. * @param frustumPlanes defines the frustum planes
  21326. * @returns true if the submesh is intersecting with the frustum
  21327. */
  21328. isInFrustum(frustumPlanes: Plane[]): boolean;
  21329. /**
  21330. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21331. * @param frustumPlanes defines the frustum planes
  21332. * @returns true if the submesh is inside the frustum
  21333. */
  21334. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21335. /**
  21336. * Renders the submesh
  21337. * @param enableAlphaMode defines if alpha needs to be used
  21338. * @returns the submesh
  21339. */
  21340. render(enableAlphaMode: boolean): SubMesh;
  21341. /**
  21342. * @hidden
  21343. */
  21344. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21345. /**
  21346. * Checks if the submesh intersects with a ray
  21347. * @param ray defines the ray to test
  21348. * @returns true is the passed ray intersects the submesh bounding box
  21349. */
  21350. canIntersects(ray: Ray): boolean;
  21351. /**
  21352. * Intersects current submesh with a ray
  21353. * @param ray defines the ray to test
  21354. * @param positions defines mesh's positions array
  21355. * @param indices defines mesh's indices array
  21356. * @param fastCheck defines if only bounding info should be used
  21357. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21358. * @returns intersection info or null if no intersection
  21359. */
  21360. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21361. /** @hidden */
  21362. private _intersectLines;
  21363. /** @hidden */
  21364. private _intersectUnIndexedLines;
  21365. /** @hidden */
  21366. private _intersectTriangles;
  21367. /** @hidden */
  21368. private _intersectUnIndexedTriangles;
  21369. /** @hidden */
  21370. _rebuild(): void;
  21371. /**
  21372. * Creates a new submesh from the passed mesh
  21373. * @param newMesh defines the new hosting mesh
  21374. * @param newRenderingMesh defines an optional rendering mesh
  21375. * @returns the new submesh
  21376. */
  21377. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21378. /**
  21379. * Release associated resources
  21380. */
  21381. dispose(): void;
  21382. /**
  21383. * Gets the class name
  21384. * @returns the string "SubMesh".
  21385. */
  21386. getClassName(): string;
  21387. /**
  21388. * Creates a new submesh from indices data
  21389. * @param materialIndex the index of the main mesh material
  21390. * @param startIndex the index where to start the copy in the mesh indices array
  21391. * @param indexCount the number of indices to copy then from the startIndex
  21392. * @param mesh the main mesh to create the submesh from
  21393. * @param renderingMesh the optional rendering mesh
  21394. * @returns a new submesh
  21395. */
  21396. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21397. }
  21398. }
  21399. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21400. /**
  21401. * Class used to represent data loading progression
  21402. */
  21403. export class SceneLoaderFlags {
  21404. private static _ForceFullSceneLoadingForIncremental;
  21405. private static _ShowLoadingScreen;
  21406. private static _CleanBoneMatrixWeights;
  21407. private static _loggingLevel;
  21408. /**
  21409. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21410. */
  21411. static ForceFullSceneLoadingForIncremental: boolean;
  21412. /**
  21413. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21414. */
  21415. static ShowLoadingScreen: boolean;
  21416. /**
  21417. * Defines the current logging level (while loading the scene)
  21418. * @ignorenaming
  21419. */
  21420. static loggingLevel: number;
  21421. /**
  21422. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21423. */
  21424. static CleanBoneMatrixWeights: boolean;
  21425. }
  21426. }
  21427. declare module "babylonjs/Meshes/geometry" {
  21428. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21429. import { Scene } from "babylonjs/scene";
  21430. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21431. import { Engine } from "babylonjs/Engines/engine";
  21432. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21433. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21434. import { Effect } from "babylonjs/Materials/effect";
  21435. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21436. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21437. import { Mesh } from "babylonjs/Meshes/mesh";
  21438. /**
  21439. * Class used to store geometry data (vertex buffers + index buffer)
  21440. */
  21441. export class Geometry implements IGetSetVerticesData {
  21442. /**
  21443. * Gets or sets the ID of the geometry
  21444. */
  21445. id: string;
  21446. /**
  21447. * Gets or sets the unique ID of the geometry
  21448. */
  21449. uniqueId: number;
  21450. /**
  21451. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21452. */
  21453. delayLoadState: number;
  21454. /**
  21455. * Gets the file containing the data to load when running in delay load state
  21456. */
  21457. delayLoadingFile: Nullable<string>;
  21458. /**
  21459. * Callback called when the geometry is updated
  21460. */
  21461. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21462. private _scene;
  21463. private _engine;
  21464. private _meshes;
  21465. private _totalVertices;
  21466. /** @hidden */
  21467. _indices: IndicesArray;
  21468. /** @hidden */
  21469. _vertexBuffers: {
  21470. [key: string]: VertexBuffer;
  21471. };
  21472. private _isDisposed;
  21473. private _extend;
  21474. private _boundingBias;
  21475. /** @hidden */
  21476. _delayInfo: Array<string>;
  21477. private _indexBuffer;
  21478. private _indexBufferIsUpdatable;
  21479. /** @hidden */
  21480. _boundingInfo: Nullable<BoundingInfo>;
  21481. /** @hidden */
  21482. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21483. /** @hidden */
  21484. _softwareSkinningFrameId: number;
  21485. private _vertexArrayObjects;
  21486. private _updatable;
  21487. /** @hidden */
  21488. _positions: Nullable<Vector3[]>;
  21489. /**
  21490. * 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
  21491. */
  21492. /**
  21493. * 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
  21494. */
  21495. boundingBias: Vector2;
  21496. /**
  21497. * Static function used to attach a new empty geometry to a mesh
  21498. * @param mesh defines the mesh to attach the geometry to
  21499. * @returns the new Geometry
  21500. */
  21501. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21502. /**
  21503. * Creates a new geometry
  21504. * @param id defines the unique ID
  21505. * @param scene defines the hosting scene
  21506. * @param vertexData defines the VertexData used to get geometry data
  21507. * @param updatable defines if geometry must be updatable (false by default)
  21508. * @param mesh defines the mesh that will be associated with the geometry
  21509. */
  21510. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21511. /**
  21512. * Gets the current extend of the geometry
  21513. */
  21514. readonly extend: {
  21515. minimum: Vector3;
  21516. maximum: Vector3;
  21517. };
  21518. /**
  21519. * Gets the hosting scene
  21520. * @returns the hosting Scene
  21521. */
  21522. getScene(): Scene;
  21523. /**
  21524. * Gets the hosting engine
  21525. * @returns the hosting Engine
  21526. */
  21527. getEngine(): Engine;
  21528. /**
  21529. * Defines if the geometry is ready to use
  21530. * @returns true if the geometry is ready to be used
  21531. */
  21532. isReady(): boolean;
  21533. /**
  21534. * Gets a value indicating that the geometry should not be serialized
  21535. */
  21536. readonly doNotSerialize: boolean;
  21537. /** @hidden */
  21538. _rebuild(): void;
  21539. /**
  21540. * Affects all geometry data in one call
  21541. * @param vertexData defines the geometry data
  21542. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21543. */
  21544. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21545. /**
  21546. * Set specific vertex data
  21547. * @param kind defines the data kind (Position, normal, etc...)
  21548. * @param data defines the vertex data to use
  21549. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21550. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21551. */
  21552. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21553. /**
  21554. * Removes a specific vertex data
  21555. * @param kind defines the data kind (Position, normal, etc...)
  21556. */
  21557. removeVerticesData(kind: string): void;
  21558. /**
  21559. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21560. * @param buffer defines the vertex buffer to use
  21561. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21562. */
  21563. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21564. /**
  21565. * Update a specific vertex buffer
  21566. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21567. * It will do nothing if the buffer is not updatable
  21568. * @param kind defines the data kind (Position, normal, etc...)
  21569. * @param data defines the data to use
  21570. * @param offset defines the offset in the target buffer where to store the data
  21571. * @param useBytes set to true if the offset is in bytes
  21572. */
  21573. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21574. /**
  21575. * Update a specific vertex buffer
  21576. * This function will create a new buffer if the current one is not updatable
  21577. * @param kind defines the data kind (Position, normal, etc...)
  21578. * @param data defines the data to use
  21579. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21580. */
  21581. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21582. private _updateBoundingInfo;
  21583. /** @hidden */
  21584. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21585. /**
  21586. * Gets total number of vertices
  21587. * @returns the total number of vertices
  21588. */
  21589. getTotalVertices(): number;
  21590. /**
  21591. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21592. * @param kind defines the data kind (Position, normal, etc...)
  21593. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21594. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21595. * @returns a float array containing vertex data
  21596. */
  21597. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21598. /**
  21599. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21600. * @param kind defines the data kind (Position, normal, etc...)
  21601. * @returns true if the vertex buffer with the specified kind is updatable
  21602. */
  21603. isVertexBufferUpdatable(kind: string): boolean;
  21604. /**
  21605. * Gets a specific vertex buffer
  21606. * @param kind defines the data kind (Position, normal, etc...)
  21607. * @returns a VertexBuffer
  21608. */
  21609. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21610. /**
  21611. * Returns all vertex buffers
  21612. * @return an object holding all vertex buffers indexed by kind
  21613. */
  21614. getVertexBuffers(): Nullable<{
  21615. [key: string]: VertexBuffer;
  21616. }>;
  21617. /**
  21618. * Gets a boolean indicating if specific vertex buffer is present
  21619. * @param kind defines the data kind (Position, normal, etc...)
  21620. * @returns true if data is present
  21621. */
  21622. isVerticesDataPresent(kind: string): boolean;
  21623. /**
  21624. * Gets a list of all attached data kinds (Position, normal, etc...)
  21625. * @returns a list of string containing all kinds
  21626. */
  21627. getVerticesDataKinds(): string[];
  21628. /**
  21629. * Update index buffer
  21630. * @param indices defines the indices to store in the index buffer
  21631. * @param offset defines the offset in the target buffer where to store the data
  21632. * @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)
  21633. */
  21634. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21635. /**
  21636. * Creates a new index buffer
  21637. * @param indices defines the indices to store in the index buffer
  21638. * @param totalVertices defines the total number of vertices (could be null)
  21639. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21640. */
  21641. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21642. /**
  21643. * Return the total number of indices
  21644. * @returns the total number of indices
  21645. */
  21646. getTotalIndices(): number;
  21647. /**
  21648. * Gets the index buffer array
  21649. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21650. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21651. * @returns the index buffer array
  21652. */
  21653. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21654. /**
  21655. * Gets the index buffer
  21656. * @return the index buffer
  21657. */
  21658. getIndexBuffer(): Nullable<DataBuffer>;
  21659. /** @hidden */
  21660. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21661. /**
  21662. * Release the associated resources for a specific mesh
  21663. * @param mesh defines the source mesh
  21664. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21665. */
  21666. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21667. /**
  21668. * Apply current geometry to a given mesh
  21669. * @param mesh defines the mesh to apply geometry to
  21670. */
  21671. applyToMesh(mesh: Mesh): void;
  21672. private _updateExtend;
  21673. private _applyToMesh;
  21674. private notifyUpdate;
  21675. /**
  21676. * Load the geometry if it was flagged as delay loaded
  21677. * @param scene defines the hosting scene
  21678. * @param onLoaded defines a callback called when the geometry is loaded
  21679. */
  21680. load(scene: Scene, onLoaded?: () => void): void;
  21681. private _queueLoad;
  21682. /**
  21683. * Invert the geometry to move from a right handed system to a left handed one.
  21684. */
  21685. toLeftHanded(): void;
  21686. /** @hidden */
  21687. _resetPointsArrayCache(): void;
  21688. /** @hidden */
  21689. _generatePointsArray(): boolean;
  21690. /**
  21691. * Gets a value indicating if the geometry is disposed
  21692. * @returns true if the geometry was disposed
  21693. */
  21694. isDisposed(): boolean;
  21695. private _disposeVertexArrayObjects;
  21696. /**
  21697. * Free all associated resources
  21698. */
  21699. dispose(): void;
  21700. /**
  21701. * Clone the current geometry into a new geometry
  21702. * @param id defines the unique ID of the new geometry
  21703. * @returns a new geometry object
  21704. */
  21705. copy(id: string): Geometry;
  21706. /**
  21707. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21708. * @return a JSON representation of the current geometry data (without the vertices data)
  21709. */
  21710. serialize(): any;
  21711. private toNumberArray;
  21712. /**
  21713. * Serialize all vertices data into a JSON oject
  21714. * @returns a JSON representation of the current geometry data
  21715. */
  21716. serializeVerticeData(): any;
  21717. /**
  21718. * Extracts a clone of a mesh geometry
  21719. * @param mesh defines the source mesh
  21720. * @param id defines the unique ID of the new geometry object
  21721. * @returns the new geometry object
  21722. */
  21723. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21724. /**
  21725. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21726. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21727. * Be aware Math.random() could cause collisions, but:
  21728. * "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"
  21729. * @returns a string containing a new GUID
  21730. */
  21731. static RandomId(): string;
  21732. /** @hidden */
  21733. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21734. private static _CleanMatricesWeights;
  21735. /**
  21736. * Create a new geometry from persisted data (Using .babylon file format)
  21737. * @param parsedVertexData defines the persisted data
  21738. * @param scene defines the hosting scene
  21739. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21740. * @returns the new geometry object
  21741. */
  21742. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21743. }
  21744. }
  21745. declare module "babylonjs/Meshes/mesh.vertexData" {
  21746. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21747. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21748. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21749. import { Geometry } from "babylonjs/Meshes/geometry";
  21750. import { Mesh } from "babylonjs/Meshes/mesh";
  21751. /**
  21752. * Define an interface for all classes that will get and set the data on vertices
  21753. */
  21754. export interface IGetSetVerticesData {
  21755. /**
  21756. * Gets a boolean indicating if specific vertex data is present
  21757. * @param kind defines the vertex data kind to use
  21758. * @returns true is data kind is present
  21759. */
  21760. isVerticesDataPresent(kind: string): boolean;
  21761. /**
  21762. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21763. * @param kind defines the data kind (Position, normal, etc...)
  21764. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21765. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21766. * @returns a float array containing vertex data
  21767. */
  21768. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21769. /**
  21770. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21771. * @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.
  21772. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21773. * @returns the indices array or an empty array if the mesh has no geometry
  21774. */
  21775. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21776. /**
  21777. * Set specific vertex data
  21778. * @param kind defines the data kind (Position, normal, etc...)
  21779. * @param data defines the vertex data to use
  21780. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21781. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21782. */
  21783. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21784. /**
  21785. * Update a specific associated vertex buffer
  21786. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21787. * - VertexBuffer.PositionKind
  21788. * - VertexBuffer.UVKind
  21789. * - VertexBuffer.UV2Kind
  21790. * - VertexBuffer.UV3Kind
  21791. * - VertexBuffer.UV4Kind
  21792. * - VertexBuffer.UV5Kind
  21793. * - VertexBuffer.UV6Kind
  21794. * - VertexBuffer.ColorKind
  21795. * - VertexBuffer.MatricesIndicesKind
  21796. * - VertexBuffer.MatricesIndicesExtraKind
  21797. * - VertexBuffer.MatricesWeightsKind
  21798. * - VertexBuffer.MatricesWeightsExtraKind
  21799. * @param data defines the data source
  21800. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21801. * @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)
  21802. */
  21803. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21804. /**
  21805. * Creates a new index buffer
  21806. * @param indices defines the indices to store in the index buffer
  21807. * @param totalVertices defines the total number of vertices (could be null)
  21808. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21809. */
  21810. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21811. }
  21812. /**
  21813. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21814. */
  21815. export class VertexData {
  21816. /**
  21817. * Mesh side orientation : usually the external or front surface
  21818. */
  21819. static readonly FRONTSIDE: number;
  21820. /**
  21821. * Mesh side orientation : usually the internal or back surface
  21822. */
  21823. static readonly BACKSIDE: number;
  21824. /**
  21825. * Mesh side orientation : both internal and external or front and back surfaces
  21826. */
  21827. static readonly DOUBLESIDE: number;
  21828. /**
  21829. * Mesh side orientation : by default, `FRONTSIDE`
  21830. */
  21831. static readonly DEFAULTSIDE: number;
  21832. /**
  21833. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21834. */
  21835. positions: Nullable<FloatArray>;
  21836. /**
  21837. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21838. */
  21839. normals: Nullable<FloatArray>;
  21840. /**
  21841. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21842. */
  21843. tangents: Nullable<FloatArray>;
  21844. /**
  21845. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21846. */
  21847. uvs: Nullable<FloatArray>;
  21848. /**
  21849. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21850. */
  21851. uvs2: Nullable<FloatArray>;
  21852. /**
  21853. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21854. */
  21855. uvs3: Nullable<FloatArray>;
  21856. /**
  21857. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21858. */
  21859. uvs4: Nullable<FloatArray>;
  21860. /**
  21861. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21862. */
  21863. uvs5: Nullable<FloatArray>;
  21864. /**
  21865. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21866. */
  21867. uvs6: Nullable<FloatArray>;
  21868. /**
  21869. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21870. */
  21871. colors: Nullable<FloatArray>;
  21872. /**
  21873. * 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).
  21874. */
  21875. matricesIndices: Nullable<FloatArray>;
  21876. /**
  21877. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21878. */
  21879. matricesWeights: Nullable<FloatArray>;
  21880. /**
  21881. * An array extending the number of possible indices
  21882. */
  21883. matricesIndicesExtra: Nullable<FloatArray>;
  21884. /**
  21885. * An array extending the number of possible weights when the number of indices is extended
  21886. */
  21887. matricesWeightsExtra: Nullable<FloatArray>;
  21888. /**
  21889. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21890. */
  21891. indices: Nullable<IndicesArray>;
  21892. /**
  21893. * Uses the passed data array to set the set the values for the specified kind of data
  21894. * @param data a linear array of floating numbers
  21895. * @param kind the type of data that is being set, eg positions, colors etc
  21896. */
  21897. set(data: FloatArray, kind: string): void;
  21898. /**
  21899. * Associates the vertexData to the passed Mesh.
  21900. * Sets it as updatable or not (default `false`)
  21901. * @param mesh the mesh the vertexData is applied to
  21902. * @param updatable when used and having the value true allows new data to update the vertexData
  21903. * @returns the VertexData
  21904. */
  21905. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21906. /**
  21907. * Associates the vertexData to the passed Geometry.
  21908. * Sets it as updatable or not (default `false`)
  21909. * @param geometry the geometry the vertexData is applied to
  21910. * @param updatable when used and having the value true allows new data to update the vertexData
  21911. * @returns VertexData
  21912. */
  21913. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21914. /**
  21915. * Updates the associated mesh
  21916. * @param mesh the mesh to be updated
  21917. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21918. * @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
  21919. * @returns VertexData
  21920. */
  21921. updateMesh(mesh: Mesh): VertexData;
  21922. /**
  21923. * Updates the associated geometry
  21924. * @param geometry the geometry to be updated
  21925. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21926. * @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
  21927. * @returns VertexData.
  21928. */
  21929. updateGeometry(geometry: Geometry): VertexData;
  21930. private _applyTo;
  21931. private _update;
  21932. /**
  21933. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21934. * @param matrix the transforming matrix
  21935. * @returns the VertexData
  21936. */
  21937. transform(matrix: Matrix): VertexData;
  21938. /**
  21939. * Merges the passed VertexData into the current one
  21940. * @param other the VertexData to be merged into the current one
  21941. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21942. * @returns the modified VertexData
  21943. */
  21944. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21945. private _mergeElement;
  21946. private _validate;
  21947. /**
  21948. * Serializes the VertexData
  21949. * @returns a serialized object
  21950. */
  21951. serialize(): any;
  21952. /**
  21953. * Extracts the vertexData from a mesh
  21954. * @param mesh the mesh from which to extract the VertexData
  21955. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21956. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21957. * @returns the object VertexData associated to the passed mesh
  21958. */
  21959. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21960. /**
  21961. * Extracts the vertexData from the geometry
  21962. * @param geometry the geometry from which to extract the VertexData
  21963. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21964. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21965. * @returns the object VertexData associated to the passed mesh
  21966. */
  21967. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21968. private static _ExtractFrom;
  21969. /**
  21970. * Creates the VertexData for a Ribbon
  21971. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21972. * * pathArray array of paths, each of which an array of successive Vector3
  21973. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21974. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21975. * * 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
  21976. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21977. * * 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)
  21978. * * 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)
  21979. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21980. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21981. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21982. * @returns the VertexData of the ribbon
  21983. */
  21984. static CreateRibbon(options: {
  21985. pathArray: Vector3[][];
  21986. closeArray?: boolean;
  21987. closePath?: boolean;
  21988. offset?: number;
  21989. sideOrientation?: number;
  21990. frontUVs?: Vector4;
  21991. backUVs?: Vector4;
  21992. invertUV?: boolean;
  21993. uvs?: Vector2[];
  21994. colors?: Color4[];
  21995. }): VertexData;
  21996. /**
  21997. * Creates the VertexData for a box
  21998. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21999. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22000. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22001. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22002. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22003. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22004. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22005. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22006. * * 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)
  22007. * * 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)
  22008. * @returns the VertexData of the box
  22009. */
  22010. static CreateBox(options: {
  22011. size?: number;
  22012. width?: number;
  22013. height?: number;
  22014. depth?: number;
  22015. faceUV?: Vector4[];
  22016. faceColors?: Color4[];
  22017. sideOrientation?: number;
  22018. frontUVs?: Vector4;
  22019. backUVs?: Vector4;
  22020. }): VertexData;
  22021. /**
  22022. * Creates the VertexData for a tiled box
  22023. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22024. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22025. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22026. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22027. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22028. * @returns the VertexData of the box
  22029. */
  22030. static CreateTiledBox(options: {
  22031. pattern?: number;
  22032. width?: number;
  22033. height?: number;
  22034. depth?: number;
  22035. tileSize?: number;
  22036. tileWidth?: number;
  22037. tileHeight?: number;
  22038. alignHorizontal?: number;
  22039. alignVertical?: number;
  22040. faceUV?: Vector4[];
  22041. faceColors?: Color4[];
  22042. sideOrientation?: number;
  22043. }): VertexData;
  22044. /**
  22045. * Creates the VertexData for a tiled plane
  22046. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22047. * * pattern a limited pattern arrangement depending on the number
  22048. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22049. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22050. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22051. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22052. * * 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)
  22053. * * 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)
  22054. * @returns the VertexData of the tiled plane
  22055. */
  22056. static CreateTiledPlane(options: {
  22057. pattern?: number;
  22058. tileSize?: number;
  22059. tileWidth?: number;
  22060. tileHeight?: number;
  22061. size?: number;
  22062. width?: number;
  22063. height?: number;
  22064. alignHorizontal?: number;
  22065. alignVertical?: number;
  22066. sideOrientation?: number;
  22067. frontUVs?: Vector4;
  22068. backUVs?: Vector4;
  22069. }): VertexData;
  22070. /**
  22071. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22072. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22073. * * segments sets the number of horizontal strips optional, default 32
  22074. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22075. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22076. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22077. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22078. * * 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
  22079. * * 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
  22080. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22081. * * 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)
  22082. * * 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)
  22083. * @returns the VertexData of the ellipsoid
  22084. */
  22085. static CreateSphere(options: {
  22086. segments?: number;
  22087. diameter?: number;
  22088. diameterX?: number;
  22089. diameterY?: number;
  22090. diameterZ?: number;
  22091. arc?: number;
  22092. slice?: number;
  22093. sideOrientation?: number;
  22094. frontUVs?: Vector4;
  22095. backUVs?: Vector4;
  22096. }): VertexData;
  22097. /**
  22098. * Creates the VertexData for a cylinder, cone or prism
  22099. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22100. * * height sets the height (y direction) of the cylinder, optional, default 2
  22101. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22102. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22103. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22104. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22105. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22106. * * 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
  22107. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22108. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22109. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22110. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22111. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22112. * * 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)
  22113. * * 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)
  22114. * @returns the VertexData of the cylinder, cone or prism
  22115. */
  22116. static CreateCylinder(options: {
  22117. height?: number;
  22118. diameterTop?: number;
  22119. diameterBottom?: number;
  22120. diameter?: number;
  22121. tessellation?: number;
  22122. subdivisions?: number;
  22123. arc?: number;
  22124. faceColors?: Color4[];
  22125. faceUV?: Vector4[];
  22126. hasRings?: boolean;
  22127. enclose?: boolean;
  22128. sideOrientation?: number;
  22129. frontUVs?: Vector4;
  22130. backUVs?: Vector4;
  22131. }): VertexData;
  22132. /**
  22133. * Creates the VertexData for a torus
  22134. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22135. * * diameter the diameter of the torus, optional default 1
  22136. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22137. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22138. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22139. * * 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)
  22140. * * 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)
  22141. * @returns the VertexData of the torus
  22142. */
  22143. static CreateTorus(options: {
  22144. diameter?: number;
  22145. thickness?: number;
  22146. tessellation?: number;
  22147. sideOrientation?: number;
  22148. frontUVs?: Vector4;
  22149. backUVs?: Vector4;
  22150. }): VertexData;
  22151. /**
  22152. * Creates the VertexData of the LineSystem
  22153. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22154. * - lines an array of lines, each line being an array of successive Vector3
  22155. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22156. * @returns the VertexData of the LineSystem
  22157. */
  22158. static CreateLineSystem(options: {
  22159. lines: Vector3[][];
  22160. colors?: Nullable<Color4[][]>;
  22161. }): VertexData;
  22162. /**
  22163. * Create the VertexData for a DashedLines
  22164. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22165. * - points an array successive Vector3
  22166. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22167. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22168. * - dashNb the intended total number of dashes, optional, default 200
  22169. * @returns the VertexData for the DashedLines
  22170. */
  22171. static CreateDashedLines(options: {
  22172. points: Vector3[];
  22173. dashSize?: number;
  22174. gapSize?: number;
  22175. dashNb?: number;
  22176. }): VertexData;
  22177. /**
  22178. * Creates the VertexData for a Ground
  22179. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22180. * - width the width (x direction) of the ground, optional, default 1
  22181. * - height the height (z direction) of the ground, optional, default 1
  22182. * - subdivisions the number of subdivisions per side, optional, default 1
  22183. * @returns the VertexData of the Ground
  22184. */
  22185. static CreateGround(options: {
  22186. width?: number;
  22187. height?: number;
  22188. subdivisions?: number;
  22189. subdivisionsX?: number;
  22190. subdivisionsY?: number;
  22191. }): VertexData;
  22192. /**
  22193. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22194. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22195. * * xmin the ground minimum X coordinate, optional, default -1
  22196. * * zmin the ground minimum Z coordinate, optional, default -1
  22197. * * xmax the ground maximum X coordinate, optional, default 1
  22198. * * zmax the ground maximum Z coordinate, optional, default 1
  22199. * * 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}
  22200. * * 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}
  22201. * @returns the VertexData of the TiledGround
  22202. */
  22203. static CreateTiledGround(options: {
  22204. xmin: number;
  22205. zmin: number;
  22206. xmax: number;
  22207. zmax: number;
  22208. subdivisions?: {
  22209. w: number;
  22210. h: number;
  22211. };
  22212. precision?: {
  22213. w: number;
  22214. h: number;
  22215. };
  22216. }): VertexData;
  22217. /**
  22218. * Creates the VertexData of the Ground designed from a heightmap
  22219. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22220. * * width the width (x direction) of the ground
  22221. * * height the height (z direction) of the ground
  22222. * * subdivisions the number of subdivisions per side
  22223. * * minHeight the minimum altitude on the ground, optional, default 0
  22224. * * maxHeight the maximum altitude on the ground, optional default 1
  22225. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22226. * * buffer the array holding the image color data
  22227. * * bufferWidth the width of image
  22228. * * bufferHeight the height of image
  22229. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22230. * @returns the VertexData of the Ground designed from a heightmap
  22231. */
  22232. static CreateGroundFromHeightMap(options: {
  22233. width: number;
  22234. height: number;
  22235. subdivisions: number;
  22236. minHeight: number;
  22237. maxHeight: number;
  22238. colorFilter: Color3;
  22239. buffer: Uint8Array;
  22240. bufferWidth: number;
  22241. bufferHeight: number;
  22242. alphaFilter: number;
  22243. }): VertexData;
  22244. /**
  22245. * Creates the VertexData for a Plane
  22246. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22247. * * size sets the width and height of the plane to the value of size, optional default 1
  22248. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22249. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22250. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22251. * * 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)
  22252. * * 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)
  22253. * @returns the VertexData of the box
  22254. */
  22255. static CreatePlane(options: {
  22256. size?: number;
  22257. width?: number;
  22258. height?: number;
  22259. sideOrientation?: number;
  22260. frontUVs?: Vector4;
  22261. backUVs?: Vector4;
  22262. }): VertexData;
  22263. /**
  22264. * Creates the VertexData of the Disc or regular Polygon
  22265. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22266. * * radius the radius of the disc, optional default 0.5
  22267. * * tessellation the number of polygon sides, optional, default 64
  22268. * * 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
  22269. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22270. * * 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)
  22271. * * 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)
  22272. * @returns the VertexData of the box
  22273. */
  22274. static CreateDisc(options: {
  22275. radius?: number;
  22276. tessellation?: number;
  22277. arc?: number;
  22278. sideOrientation?: number;
  22279. frontUVs?: Vector4;
  22280. backUVs?: Vector4;
  22281. }): VertexData;
  22282. /**
  22283. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22284. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22285. * @param polygon a mesh built from polygonTriangulation.build()
  22286. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22287. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22288. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22289. * @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)
  22290. * @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)
  22291. * @returns the VertexData of the Polygon
  22292. */
  22293. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22294. /**
  22295. * Creates the VertexData of the IcoSphere
  22296. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22297. * * radius the radius of the IcoSphere, optional default 1
  22298. * * radiusX allows stretching in the x direction, optional, default radius
  22299. * * radiusY allows stretching in the y direction, optional, default radius
  22300. * * radiusZ allows stretching in the z direction, optional, default radius
  22301. * * flat when true creates a flat shaded mesh, optional, default true
  22302. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22303. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22304. * * 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)
  22305. * * 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)
  22306. * @returns the VertexData of the IcoSphere
  22307. */
  22308. static CreateIcoSphere(options: {
  22309. radius?: number;
  22310. radiusX?: number;
  22311. radiusY?: number;
  22312. radiusZ?: number;
  22313. flat?: boolean;
  22314. subdivisions?: number;
  22315. sideOrientation?: number;
  22316. frontUVs?: Vector4;
  22317. backUVs?: Vector4;
  22318. }): VertexData;
  22319. /**
  22320. * Creates the VertexData for a Polyhedron
  22321. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22322. * * type provided types are:
  22323. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22324. * * 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)
  22325. * * size the size of the IcoSphere, optional default 1
  22326. * * sizeX allows stretching in the x direction, optional, default size
  22327. * * sizeY allows stretching in the y direction, optional, default size
  22328. * * sizeZ allows stretching in the z direction, optional, default size
  22329. * * 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
  22330. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22331. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22332. * * flat when true creates a flat shaded mesh, optional, default true
  22333. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22334. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22335. * * 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)
  22336. * * 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)
  22337. * @returns the VertexData of the Polyhedron
  22338. */
  22339. static CreatePolyhedron(options: {
  22340. type?: number;
  22341. size?: number;
  22342. sizeX?: number;
  22343. sizeY?: number;
  22344. sizeZ?: number;
  22345. custom?: any;
  22346. faceUV?: Vector4[];
  22347. faceColors?: Color4[];
  22348. flat?: boolean;
  22349. sideOrientation?: number;
  22350. frontUVs?: Vector4;
  22351. backUVs?: Vector4;
  22352. }): VertexData;
  22353. /**
  22354. * Creates the VertexData for a TorusKnot
  22355. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22356. * * radius the radius of the torus knot, optional, default 2
  22357. * * tube the thickness of the tube, optional, default 0.5
  22358. * * radialSegments the number of sides on each tube segments, optional, default 32
  22359. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22360. * * p the number of windings around the z axis, optional, default 2
  22361. * * q the number of windings around the x axis, optional, default 3
  22362. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22363. * * 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)
  22364. * * 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)
  22365. * @returns the VertexData of the Torus Knot
  22366. */
  22367. static CreateTorusKnot(options: {
  22368. radius?: number;
  22369. tube?: number;
  22370. radialSegments?: number;
  22371. tubularSegments?: number;
  22372. p?: number;
  22373. q?: number;
  22374. sideOrientation?: number;
  22375. frontUVs?: Vector4;
  22376. backUVs?: Vector4;
  22377. }): VertexData;
  22378. /**
  22379. * Compute normals for given positions and indices
  22380. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22381. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22382. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22383. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22384. * * facetNormals : optional array of facet normals (vector3)
  22385. * * facetPositions : optional array of facet positions (vector3)
  22386. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22387. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22388. * * bInfo : optional bounding info, required for facetPartitioning computation
  22389. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22390. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22391. * * useRightHandedSystem: optional boolean to for right handed system computation
  22392. * * depthSort : optional boolean to enable the facet depth sort computation
  22393. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22394. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22395. */
  22396. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22397. facetNormals?: any;
  22398. facetPositions?: any;
  22399. facetPartitioning?: any;
  22400. ratio?: number;
  22401. bInfo?: any;
  22402. bbSize?: Vector3;
  22403. subDiv?: any;
  22404. useRightHandedSystem?: boolean;
  22405. depthSort?: boolean;
  22406. distanceTo?: Vector3;
  22407. depthSortedFacets?: any;
  22408. }): void;
  22409. /** @hidden */
  22410. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22411. /**
  22412. * Applies VertexData created from the imported parameters to the geometry
  22413. * @param parsedVertexData the parsed data from an imported file
  22414. * @param geometry the geometry to apply the VertexData to
  22415. */
  22416. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22417. }
  22418. }
  22419. declare module "babylonjs/Morph/morphTarget" {
  22420. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22421. import { Observable } from "babylonjs/Misc/observable";
  22422. import { Nullable, FloatArray } from "babylonjs/types";
  22423. import { Scene } from "babylonjs/scene";
  22424. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22425. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22426. /**
  22427. * Defines a target to use with MorphTargetManager
  22428. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22429. */
  22430. export class MorphTarget implements IAnimatable {
  22431. /** defines the name of the target */
  22432. name: string;
  22433. /**
  22434. * Gets or sets the list of animations
  22435. */
  22436. animations: import("babylonjs/Animations/animation").Animation[];
  22437. private _scene;
  22438. private _positions;
  22439. private _normals;
  22440. private _tangents;
  22441. private _uvs;
  22442. private _influence;
  22443. /**
  22444. * Observable raised when the influence changes
  22445. */
  22446. onInfluenceChanged: Observable<boolean>;
  22447. /** @hidden */
  22448. _onDataLayoutChanged: Observable<void>;
  22449. /**
  22450. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22451. */
  22452. influence: number;
  22453. /**
  22454. * Gets or sets the id of the morph Target
  22455. */
  22456. id: string;
  22457. private _animationPropertiesOverride;
  22458. /**
  22459. * Gets or sets the animation properties override
  22460. */
  22461. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22462. /**
  22463. * Creates a new MorphTarget
  22464. * @param name defines the name of the target
  22465. * @param influence defines the influence to use
  22466. * @param scene defines the scene the morphtarget belongs to
  22467. */
  22468. constructor(
  22469. /** defines the name of the target */
  22470. name: string, influence?: number, scene?: Nullable<Scene>);
  22471. /**
  22472. * Gets a boolean defining if the target contains position data
  22473. */
  22474. readonly hasPositions: boolean;
  22475. /**
  22476. * Gets a boolean defining if the target contains normal data
  22477. */
  22478. readonly hasNormals: boolean;
  22479. /**
  22480. * Gets a boolean defining if the target contains tangent data
  22481. */
  22482. readonly hasTangents: boolean;
  22483. /**
  22484. * Gets a boolean defining if the target contains texture coordinates data
  22485. */
  22486. readonly hasUVs: boolean;
  22487. /**
  22488. * Affects position data to this target
  22489. * @param data defines the position data to use
  22490. */
  22491. setPositions(data: Nullable<FloatArray>): void;
  22492. /**
  22493. * Gets the position data stored in this target
  22494. * @returns a FloatArray containing the position data (or null if not present)
  22495. */
  22496. getPositions(): Nullable<FloatArray>;
  22497. /**
  22498. * Affects normal data to this target
  22499. * @param data defines the normal data to use
  22500. */
  22501. setNormals(data: Nullable<FloatArray>): void;
  22502. /**
  22503. * Gets the normal data stored in this target
  22504. * @returns a FloatArray containing the normal data (or null if not present)
  22505. */
  22506. getNormals(): Nullable<FloatArray>;
  22507. /**
  22508. * Affects tangent data to this target
  22509. * @param data defines the tangent data to use
  22510. */
  22511. setTangents(data: Nullable<FloatArray>): void;
  22512. /**
  22513. * Gets the tangent data stored in this target
  22514. * @returns a FloatArray containing the tangent data (or null if not present)
  22515. */
  22516. getTangents(): Nullable<FloatArray>;
  22517. /**
  22518. * Affects texture coordinates data to this target
  22519. * @param data defines the texture coordinates data to use
  22520. */
  22521. setUVs(data: Nullable<FloatArray>): void;
  22522. /**
  22523. * Gets the texture coordinates data stored in this target
  22524. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22525. */
  22526. getUVs(): Nullable<FloatArray>;
  22527. /**
  22528. * Serializes the current target into a Serialization object
  22529. * @returns the serialized object
  22530. */
  22531. serialize(): any;
  22532. /**
  22533. * Returns the string "MorphTarget"
  22534. * @returns "MorphTarget"
  22535. */
  22536. getClassName(): string;
  22537. /**
  22538. * Creates a new target from serialized data
  22539. * @param serializationObject defines the serialized data to use
  22540. * @returns a new MorphTarget
  22541. */
  22542. static Parse(serializationObject: any): MorphTarget;
  22543. /**
  22544. * Creates a MorphTarget from mesh data
  22545. * @param mesh defines the source mesh
  22546. * @param name defines the name to use for the new target
  22547. * @param influence defines the influence to attach to the target
  22548. * @returns a new MorphTarget
  22549. */
  22550. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22551. }
  22552. }
  22553. declare module "babylonjs/Morph/morphTargetManager" {
  22554. import { Nullable } from "babylonjs/types";
  22555. import { Scene } from "babylonjs/scene";
  22556. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22557. /**
  22558. * This class is used to deform meshes using morphing between different targets
  22559. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22560. */
  22561. export class MorphTargetManager {
  22562. private _targets;
  22563. private _targetInfluenceChangedObservers;
  22564. private _targetDataLayoutChangedObservers;
  22565. private _activeTargets;
  22566. private _scene;
  22567. private _influences;
  22568. private _supportsNormals;
  22569. private _supportsTangents;
  22570. private _supportsUVs;
  22571. private _vertexCount;
  22572. private _uniqueId;
  22573. private _tempInfluences;
  22574. /**
  22575. * Gets or sets a boolean indicating if normals must be morphed
  22576. */
  22577. enableNormalMorphing: boolean;
  22578. /**
  22579. * Gets or sets a boolean indicating if tangents must be morphed
  22580. */
  22581. enableTangentMorphing: boolean;
  22582. /**
  22583. * Gets or sets a boolean indicating if UV must be morphed
  22584. */
  22585. enableUVMorphing: boolean;
  22586. /**
  22587. * Creates a new MorphTargetManager
  22588. * @param scene defines the current scene
  22589. */
  22590. constructor(scene?: Nullable<Scene>);
  22591. /**
  22592. * Gets the unique ID of this manager
  22593. */
  22594. readonly uniqueId: number;
  22595. /**
  22596. * Gets the number of vertices handled by this manager
  22597. */
  22598. readonly vertexCount: number;
  22599. /**
  22600. * Gets a boolean indicating if this manager supports morphing of normals
  22601. */
  22602. readonly supportsNormals: boolean;
  22603. /**
  22604. * Gets a boolean indicating if this manager supports morphing of tangents
  22605. */
  22606. readonly supportsTangents: boolean;
  22607. /**
  22608. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22609. */
  22610. readonly supportsUVs: boolean;
  22611. /**
  22612. * Gets the number of targets stored in this manager
  22613. */
  22614. readonly numTargets: number;
  22615. /**
  22616. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22617. */
  22618. readonly numInfluencers: number;
  22619. /**
  22620. * Gets the list of influences (one per target)
  22621. */
  22622. readonly influences: Float32Array;
  22623. /**
  22624. * Gets the active target at specified index. An active target is a target with an influence > 0
  22625. * @param index defines the index to check
  22626. * @returns the requested target
  22627. */
  22628. getActiveTarget(index: number): MorphTarget;
  22629. /**
  22630. * Gets the target at specified index
  22631. * @param index defines the index to check
  22632. * @returns the requested target
  22633. */
  22634. getTarget(index: number): MorphTarget;
  22635. /**
  22636. * Add a new target to this manager
  22637. * @param target defines the target to add
  22638. */
  22639. addTarget(target: MorphTarget): void;
  22640. /**
  22641. * Removes a target from the manager
  22642. * @param target defines the target to remove
  22643. */
  22644. removeTarget(target: MorphTarget): void;
  22645. /**
  22646. * Serializes the current manager into a Serialization object
  22647. * @returns the serialized object
  22648. */
  22649. serialize(): any;
  22650. private _syncActiveTargets;
  22651. /**
  22652. * Syncrhonize the targets with all the meshes using this morph target manager
  22653. */
  22654. synchronize(): void;
  22655. /**
  22656. * Creates a new MorphTargetManager from serialized data
  22657. * @param serializationObject defines the serialized data
  22658. * @param scene defines the hosting scene
  22659. * @returns the new MorphTargetManager
  22660. */
  22661. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22662. }
  22663. }
  22664. declare module "babylonjs/Meshes/meshLODLevel" {
  22665. import { Mesh } from "babylonjs/Meshes/mesh";
  22666. import { Nullable } from "babylonjs/types";
  22667. /**
  22668. * Class used to represent a specific level of detail of a mesh
  22669. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22670. */
  22671. export class MeshLODLevel {
  22672. /** Defines the distance where this level should star being displayed */
  22673. distance: number;
  22674. /** Defines the mesh to use to render this level */
  22675. mesh: Nullable<Mesh>;
  22676. /**
  22677. * Creates a new LOD level
  22678. * @param distance defines the distance where this level should star being displayed
  22679. * @param mesh defines the mesh to use to render this level
  22680. */
  22681. constructor(
  22682. /** Defines the distance where this level should star being displayed */
  22683. distance: number,
  22684. /** Defines the mesh to use to render this level */
  22685. mesh: Nullable<Mesh>);
  22686. }
  22687. }
  22688. declare module "babylonjs/Meshes/groundMesh" {
  22689. import { Scene } from "babylonjs/scene";
  22690. import { Vector3 } from "babylonjs/Maths/math.vector";
  22691. import { Mesh } from "babylonjs/Meshes/mesh";
  22692. /**
  22693. * Mesh representing the gorund
  22694. */
  22695. export class GroundMesh extends Mesh {
  22696. /** If octree should be generated */
  22697. generateOctree: boolean;
  22698. private _heightQuads;
  22699. /** @hidden */
  22700. _subdivisionsX: number;
  22701. /** @hidden */
  22702. _subdivisionsY: number;
  22703. /** @hidden */
  22704. _width: number;
  22705. /** @hidden */
  22706. _height: number;
  22707. /** @hidden */
  22708. _minX: number;
  22709. /** @hidden */
  22710. _maxX: number;
  22711. /** @hidden */
  22712. _minZ: number;
  22713. /** @hidden */
  22714. _maxZ: number;
  22715. constructor(name: string, scene: Scene);
  22716. /**
  22717. * "GroundMesh"
  22718. * @returns "GroundMesh"
  22719. */
  22720. getClassName(): string;
  22721. /**
  22722. * The minimum of x and y subdivisions
  22723. */
  22724. readonly subdivisions: number;
  22725. /**
  22726. * X subdivisions
  22727. */
  22728. readonly subdivisionsX: number;
  22729. /**
  22730. * Y subdivisions
  22731. */
  22732. readonly subdivisionsY: number;
  22733. /**
  22734. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22735. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22736. * @param chunksCount the number of subdivisions for x and y
  22737. * @param octreeBlocksSize (Default: 32)
  22738. */
  22739. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22740. /**
  22741. * Returns a height (y) value in the Worl system :
  22742. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22743. * @param x x coordinate
  22744. * @param z z coordinate
  22745. * @returns the ground y position if (x, z) are outside the ground surface.
  22746. */
  22747. getHeightAtCoordinates(x: number, z: number): number;
  22748. /**
  22749. * Returns a normalized vector (Vector3) orthogonal to the ground
  22750. * at the ground coordinates (x, z) expressed in the World system.
  22751. * @param x x coordinate
  22752. * @param z z coordinate
  22753. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22754. */
  22755. getNormalAtCoordinates(x: number, z: number): Vector3;
  22756. /**
  22757. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22758. * at the ground coordinates (x, z) expressed in the World system.
  22759. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22760. * @param x x coordinate
  22761. * @param z z coordinate
  22762. * @param ref vector to store the result
  22763. * @returns the GroundMesh.
  22764. */
  22765. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22766. /**
  22767. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22768. * if the ground has been updated.
  22769. * This can be used in the render loop.
  22770. * @returns the GroundMesh.
  22771. */
  22772. updateCoordinateHeights(): GroundMesh;
  22773. private _getFacetAt;
  22774. private _initHeightQuads;
  22775. private _computeHeightQuads;
  22776. /**
  22777. * Serializes this ground mesh
  22778. * @param serializationObject object to write serialization to
  22779. */
  22780. serialize(serializationObject: any): void;
  22781. /**
  22782. * Parses a serialized ground mesh
  22783. * @param parsedMesh the serialized mesh
  22784. * @param scene the scene to create the ground mesh in
  22785. * @returns the created ground mesh
  22786. */
  22787. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22788. }
  22789. }
  22790. declare module "babylonjs/Physics/physicsJoint" {
  22791. import { Vector3 } from "babylonjs/Maths/math.vector";
  22792. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22793. /**
  22794. * Interface for Physics-Joint data
  22795. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22796. */
  22797. export interface PhysicsJointData {
  22798. /**
  22799. * The main pivot of the joint
  22800. */
  22801. mainPivot?: Vector3;
  22802. /**
  22803. * The connected pivot of the joint
  22804. */
  22805. connectedPivot?: Vector3;
  22806. /**
  22807. * The main axis of the joint
  22808. */
  22809. mainAxis?: Vector3;
  22810. /**
  22811. * The connected axis of the joint
  22812. */
  22813. connectedAxis?: Vector3;
  22814. /**
  22815. * The collision of the joint
  22816. */
  22817. collision?: boolean;
  22818. /**
  22819. * Native Oimo/Cannon/Energy data
  22820. */
  22821. nativeParams?: any;
  22822. }
  22823. /**
  22824. * This is a holder class for the physics joint created by the physics plugin
  22825. * It holds a set of functions to control the underlying joint
  22826. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22827. */
  22828. export class PhysicsJoint {
  22829. /**
  22830. * The type of the physics joint
  22831. */
  22832. type: number;
  22833. /**
  22834. * The data for the physics joint
  22835. */
  22836. jointData: PhysicsJointData;
  22837. private _physicsJoint;
  22838. protected _physicsPlugin: IPhysicsEnginePlugin;
  22839. /**
  22840. * Initializes the physics joint
  22841. * @param type The type of the physics joint
  22842. * @param jointData The data for the physics joint
  22843. */
  22844. constructor(
  22845. /**
  22846. * The type of the physics joint
  22847. */
  22848. type: number,
  22849. /**
  22850. * The data for the physics joint
  22851. */
  22852. jointData: PhysicsJointData);
  22853. /**
  22854. * Gets the physics joint
  22855. */
  22856. /**
  22857. * Sets the physics joint
  22858. */
  22859. physicsJoint: any;
  22860. /**
  22861. * Sets the physics plugin
  22862. */
  22863. physicsPlugin: IPhysicsEnginePlugin;
  22864. /**
  22865. * Execute a function that is physics-plugin specific.
  22866. * @param {Function} func the function that will be executed.
  22867. * It accepts two parameters: the physics world and the physics joint
  22868. */
  22869. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22870. /**
  22871. * Distance-Joint type
  22872. */
  22873. static DistanceJoint: number;
  22874. /**
  22875. * Hinge-Joint type
  22876. */
  22877. static HingeJoint: number;
  22878. /**
  22879. * Ball-and-Socket joint type
  22880. */
  22881. static BallAndSocketJoint: number;
  22882. /**
  22883. * Wheel-Joint type
  22884. */
  22885. static WheelJoint: number;
  22886. /**
  22887. * Slider-Joint type
  22888. */
  22889. static SliderJoint: number;
  22890. /**
  22891. * Prismatic-Joint type
  22892. */
  22893. static PrismaticJoint: number;
  22894. /**
  22895. * Universal-Joint type
  22896. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22897. */
  22898. static UniversalJoint: number;
  22899. /**
  22900. * Hinge-Joint 2 type
  22901. */
  22902. static Hinge2Joint: number;
  22903. /**
  22904. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22905. */
  22906. static PointToPointJoint: number;
  22907. /**
  22908. * Spring-Joint type
  22909. */
  22910. static SpringJoint: number;
  22911. /**
  22912. * Lock-Joint type
  22913. */
  22914. static LockJoint: number;
  22915. }
  22916. /**
  22917. * A class representing a physics distance joint
  22918. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22919. */
  22920. export class DistanceJoint extends PhysicsJoint {
  22921. /**
  22922. *
  22923. * @param jointData The data for the Distance-Joint
  22924. */
  22925. constructor(jointData: DistanceJointData);
  22926. /**
  22927. * Update the predefined distance.
  22928. * @param maxDistance The maximum preferred distance
  22929. * @param minDistance The minimum preferred distance
  22930. */
  22931. updateDistance(maxDistance: number, minDistance?: number): void;
  22932. }
  22933. /**
  22934. * Represents a Motor-Enabled Joint
  22935. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22936. */
  22937. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22938. /**
  22939. * Initializes the Motor-Enabled Joint
  22940. * @param type The type of the joint
  22941. * @param jointData The physica joint data for the joint
  22942. */
  22943. constructor(type: number, jointData: PhysicsJointData);
  22944. /**
  22945. * Set the motor values.
  22946. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22947. * @param force the force to apply
  22948. * @param maxForce max force for this motor.
  22949. */
  22950. setMotor(force?: number, maxForce?: number): void;
  22951. /**
  22952. * Set the motor's limits.
  22953. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22954. * @param upperLimit The upper limit of the motor
  22955. * @param lowerLimit The lower limit of the motor
  22956. */
  22957. setLimit(upperLimit: number, lowerLimit?: number): void;
  22958. }
  22959. /**
  22960. * This class represents a single physics Hinge-Joint
  22961. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22962. */
  22963. export class HingeJoint extends MotorEnabledJoint {
  22964. /**
  22965. * Initializes the Hinge-Joint
  22966. * @param jointData The joint data for the Hinge-Joint
  22967. */
  22968. constructor(jointData: PhysicsJointData);
  22969. /**
  22970. * Set the motor values.
  22971. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22972. * @param {number} force the force to apply
  22973. * @param {number} maxForce max force for this motor.
  22974. */
  22975. setMotor(force?: number, maxForce?: number): void;
  22976. /**
  22977. * Set the motor's limits.
  22978. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22979. * @param upperLimit The upper limit of the motor
  22980. * @param lowerLimit The lower limit of the motor
  22981. */
  22982. setLimit(upperLimit: number, lowerLimit?: number): void;
  22983. }
  22984. /**
  22985. * This class represents a dual hinge physics joint (same as wheel joint)
  22986. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22987. */
  22988. export class Hinge2Joint extends MotorEnabledJoint {
  22989. /**
  22990. * Initializes the Hinge2-Joint
  22991. * @param jointData The joint data for the Hinge2-Joint
  22992. */
  22993. constructor(jointData: PhysicsJointData);
  22994. /**
  22995. * Set the motor values.
  22996. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22997. * @param {number} targetSpeed the speed the motor is to reach
  22998. * @param {number} maxForce max force for this motor.
  22999. * @param {motorIndex} the motor's index, 0 or 1.
  23000. */
  23001. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23002. /**
  23003. * Set the motor limits.
  23004. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23005. * @param {number} upperLimit the upper limit
  23006. * @param {number} lowerLimit lower limit
  23007. * @param {motorIndex} the motor's index, 0 or 1.
  23008. */
  23009. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23010. }
  23011. /**
  23012. * Interface for a motor enabled joint
  23013. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23014. */
  23015. export interface IMotorEnabledJoint {
  23016. /**
  23017. * Physics joint
  23018. */
  23019. physicsJoint: any;
  23020. /**
  23021. * Sets the motor of the motor-enabled joint
  23022. * @param force The force of the motor
  23023. * @param maxForce The maximum force of the motor
  23024. * @param motorIndex The index of the motor
  23025. */
  23026. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23027. /**
  23028. * Sets the limit of the motor
  23029. * @param upperLimit The upper limit of the motor
  23030. * @param lowerLimit The lower limit of the motor
  23031. * @param motorIndex The index of the motor
  23032. */
  23033. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23034. }
  23035. /**
  23036. * Joint data for a Distance-Joint
  23037. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23038. */
  23039. export interface DistanceJointData extends PhysicsJointData {
  23040. /**
  23041. * Max distance the 2 joint objects can be apart
  23042. */
  23043. maxDistance: number;
  23044. }
  23045. /**
  23046. * Joint data from a spring joint
  23047. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23048. */
  23049. export interface SpringJointData extends PhysicsJointData {
  23050. /**
  23051. * Length of the spring
  23052. */
  23053. length: number;
  23054. /**
  23055. * Stiffness of the spring
  23056. */
  23057. stiffness: number;
  23058. /**
  23059. * Damping of the spring
  23060. */
  23061. damping: number;
  23062. /** this callback will be called when applying the force to the impostors. */
  23063. forceApplicationCallback: () => void;
  23064. }
  23065. }
  23066. declare module "babylonjs/Physics/physicsRaycastResult" {
  23067. import { Vector3 } from "babylonjs/Maths/math.vector";
  23068. /**
  23069. * Holds the data for the raycast result
  23070. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23071. */
  23072. export class PhysicsRaycastResult {
  23073. private _hasHit;
  23074. private _hitDistance;
  23075. private _hitNormalWorld;
  23076. private _hitPointWorld;
  23077. private _rayFromWorld;
  23078. private _rayToWorld;
  23079. /**
  23080. * Gets if there was a hit
  23081. */
  23082. readonly hasHit: boolean;
  23083. /**
  23084. * Gets the distance from the hit
  23085. */
  23086. readonly hitDistance: number;
  23087. /**
  23088. * Gets the hit normal/direction in the world
  23089. */
  23090. readonly hitNormalWorld: Vector3;
  23091. /**
  23092. * Gets the hit point in the world
  23093. */
  23094. readonly hitPointWorld: Vector3;
  23095. /**
  23096. * Gets the ray "start point" of the ray in the world
  23097. */
  23098. readonly rayFromWorld: Vector3;
  23099. /**
  23100. * Gets the ray "end point" of the ray in the world
  23101. */
  23102. readonly rayToWorld: Vector3;
  23103. /**
  23104. * Sets the hit data (normal & point in world space)
  23105. * @param hitNormalWorld defines the normal in world space
  23106. * @param hitPointWorld defines the point in world space
  23107. */
  23108. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23109. /**
  23110. * Sets the distance from the start point to the hit point
  23111. * @param distance
  23112. */
  23113. setHitDistance(distance: number): void;
  23114. /**
  23115. * Calculates the distance manually
  23116. */
  23117. calculateHitDistance(): void;
  23118. /**
  23119. * Resets all the values to default
  23120. * @param from The from point on world space
  23121. * @param to The to point on world space
  23122. */
  23123. reset(from?: Vector3, to?: Vector3): void;
  23124. }
  23125. /**
  23126. * Interface for the size containing width and height
  23127. */
  23128. interface IXYZ {
  23129. /**
  23130. * X
  23131. */
  23132. x: number;
  23133. /**
  23134. * Y
  23135. */
  23136. y: number;
  23137. /**
  23138. * Z
  23139. */
  23140. z: number;
  23141. }
  23142. }
  23143. declare module "babylonjs/Physics/IPhysicsEngine" {
  23144. import { Nullable } from "babylonjs/types";
  23145. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23146. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23147. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23148. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23149. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23150. /**
  23151. * Interface used to describe a physics joint
  23152. */
  23153. export interface PhysicsImpostorJoint {
  23154. /** Defines the main impostor to which the joint is linked */
  23155. mainImpostor: PhysicsImpostor;
  23156. /** Defines the impostor that is connected to the main impostor using this joint */
  23157. connectedImpostor: PhysicsImpostor;
  23158. /** Defines the joint itself */
  23159. joint: PhysicsJoint;
  23160. }
  23161. /** @hidden */
  23162. export interface IPhysicsEnginePlugin {
  23163. world: any;
  23164. name: string;
  23165. setGravity(gravity: Vector3): void;
  23166. setTimeStep(timeStep: number): void;
  23167. getTimeStep(): number;
  23168. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23169. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23170. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23171. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23172. removePhysicsBody(impostor: PhysicsImpostor): void;
  23173. generateJoint(joint: PhysicsImpostorJoint): void;
  23174. removeJoint(joint: PhysicsImpostorJoint): void;
  23175. isSupported(): boolean;
  23176. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23177. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23178. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23179. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23180. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23181. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23182. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23183. getBodyMass(impostor: PhysicsImpostor): number;
  23184. getBodyFriction(impostor: PhysicsImpostor): number;
  23185. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23186. getBodyRestitution(impostor: PhysicsImpostor): number;
  23187. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23188. getBodyPressure?(impostor: PhysicsImpostor): number;
  23189. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23190. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23191. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23192. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23193. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23194. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23195. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23196. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23197. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23198. sleepBody(impostor: PhysicsImpostor): void;
  23199. wakeUpBody(impostor: PhysicsImpostor): void;
  23200. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23201. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23202. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23203. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23204. getRadius(impostor: PhysicsImpostor): number;
  23205. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23206. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23207. dispose(): void;
  23208. }
  23209. /**
  23210. * Interface used to define a physics engine
  23211. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23212. */
  23213. export interface IPhysicsEngine {
  23214. /**
  23215. * Gets the gravity vector used by the simulation
  23216. */
  23217. gravity: Vector3;
  23218. /**
  23219. * Sets the gravity vector used by the simulation
  23220. * @param gravity defines the gravity vector to use
  23221. */
  23222. setGravity(gravity: Vector3): void;
  23223. /**
  23224. * Set the time step of the physics engine.
  23225. * Default is 1/60.
  23226. * To slow it down, enter 1/600 for example.
  23227. * To speed it up, 1/30
  23228. * @param newTimeStep the new timestep to apply to this world.
  23229. */
  23230. setTimeStep(newTimeStep: number): void;
  23231. /**
  23232. * Get the time step of the physics engine.
  23233. * @returns the current time step
  23234. */
  23235. getTimeStep(): number;
  23236. /**
  23237. * Release all resources
  23238. */
  23239. dispose(): void;
  23240. /**
  23241. * Gets the name of the current physics plugin
  23242. * @returns the name of the plugin
  23243. */
  23244. getPhysicsPluginName(): string;
  23245. /**
  23246. * Adding a new impostor for the impostor tracking.
  23247. * This will be done by the impostor itself.
  23248. * @param impostor the impostor to add
  23249. */
  23250. addImpostor(impostor: PhysicsImpostor): void;
  23251. /**
  23252. * Remove an impostor from the engine.
  23253. * This impostor and its mesh will not longer be updated by the physics engine.
  23254. * @param impostor the impostor to remove
  23255. */
  23256. removeImpostor(impostor: PhysicsImpostor): void;
  23257. /**
  23258. * Add a joint to the physics engine
  23259. * @param mainImpostor defines the main impostor to which the joint is added.
  23260. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23261. * @param joint defines the joint that will connect both impostors.
  23262. */
  23263. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23264. /**
  23265. * Removes a joint from the simulation
  23266. * @param mainImpostor defines the impostor used with the joint
  23267. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23268. * @param joint defines the joint to remove
  23269. */
  23270. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23271. /**
  23272. * Gets the current plugin used to run the simulation
  23273. * @returns current plugin
  23274. */
  23275. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23276. /**
  23277. * Gets the list of physic impostors
  23278. * @returns an array of PhysicsImpostor
  23279. */
  23280. getImpostors(): Array<PhysicsImpostor>;
  23281. /**
  23282. * Gets the impostor for a physics enabled object
  23283. * @param object defines the object impersonated by the impostor
  23284. * @returns the PhysicsImpostor or null if not found
  23285. */
  23286. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23287. /**
  23288. * Gets the impostor for a physics body object
  23289. * @param body defines physics body used by the impostor
  23290. * @returns the PhysicsImpostor or null if not found
  23291. */
  23292. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23293. /**
  23294. * Does a raycast in the physics world
  23295. * @param from when should the ray start?
  23296. * @param to when should the ray end?
  23297. * @returns PhysicsRaycastResult
  23298. */
  23299. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23300. /**
  23301. * Called by the scene. No need to call it.
  23302. * @param delta defines the timespam between frames
  23303. */
  23304. _step(delta: number): void;
  23305. }
  23306. }
  23307. declare module "babylonjs/Physics/physicsImpostor" {
  23308. import { Nullable, IndicesArray } from "babylonjs/types";
  23309. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23310. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23311. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23312. import { Scene } from "babylonjs/scene";
  23313. import { Bone } from "babylonjs/Bones/bone";
  23314. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23315. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23316. import { Space } from "babylonjs/Maths/math.axis";
  23317. /**
  23318. * The interface for the physics imposter parameters
  23319. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23320. */
  23321. export interface PhysicsImpostorParameters {
  23322. /**
  23323. * The mass of the physics imposter
  23324. */
  23325. mass: number;
  23326. /**
  23327. * The friction of the physics imposter
  23328. */
  23329. friction?: number;
  23330. /**
  23331. * The coefficient of restitution of the physics imposter
  23332. */
  23333. restitution?: number;
  23334. /**
  23335. * The native options of the physics imposter
  23336. */
  23337. nativeOptions?: any;
  23338. /**
  23339. * Specifies if the parent should be ignored
  23340. */
  23341. ignoreParent?: boolean;
  23342. /**
  23343. * Specifies if bi-directional transformations should be disabled
  23344. */
  23345. disableBidirectionalTransformation?: boolean;
  23346. /**
  23347. * The pressure inside the physics imposter, soft object only
  23348. */
  23349. pressure?: number;
  23350. /**
  23351. * The stiffness the physics imposter, soft object only
  23352. */
  23353. stiffness?: number;
  23354. /**
  23355. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23356. */
  23357. velocityIterations?: number;
  23358. /**
  23359. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23360. */
  23361. positionIterations?: number;
  23362. /**
  23363. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23364. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23365. * Add to fix multiple points
  23366. */
  23367. fixedPoints?: number;
  23368. /**
  23369. * The collision margin around a soft object
  23370. */
  23371. margin?: number;
  23372. /**
  23373. * The collision margin around a soft object
  23374. */
  23375. damping?: number;
  23376. /**
  23377. * The path for a rope based on an extrusion
  23378. */
  23379. path?: any;
  23380. /**
  23381. * The shape of an extrusion used for a rope based on an extrusion
  23382. */
  23383. shape?: any;
  23384. }
  23385. /**
  23386. * Interface for a physics-enabled object
  23387. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23388. */
  23389. export interface IPhysicsEnabledObject {
  23390. /**
  23391. * The position of the physics-enabled object
  23392. */
  23393. position: Vector3;
  23394. /**
  23395. * The rotation of the physics-enabled object
  23396. */
  23397. rotationQuaternion: Nullable<Quaternion>;
  23398. /**
  23399. * The scale of the physics-enabled object
  23400. */
  23401. scaling: Vector3;
  23402. /**
  23403. * The rotation of the physics-enabled object
  23404. */
  23405. rotation?: Vector3;
  23406. /**
  23407. * The parent of the physics-enabled object
  23408. */
  23409. parent?: any;
  23410. /**
  23411. * The bounding info of the physics-enabled object
  23412. * @returns The bounding info of the physics-enabled object
  23413. */
  23414. getBoundingInfo(): BoundingInfo;
  23415. /**
  23416. * Computes the world matrix
  23417. * @param force Specifies if the world matrix should be computed by force
  23418. * @returns A world matrix
  23419. */
  23420. computeWorldMatrix(force: boolean): Matrix;
  23421. /**
  23422. * Gets the world matrix
  23423. * @returns A world matrix
  23424. */
  23425. getWorldMatrix?(): Matrix;
  23426. /**
  23427. * Gets the child meshes
  23428. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23429. * @returns An array of abstract meshes
  23430. */
  23431. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23432. /**
  23433. * Gets the vertex data
  23434. * @param kind The type of vertex data
  23435. * @returns A nullable array of numbers, or a float32 array
  23436. */
  23437. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23438. /**
  23439. * Gets the indices from the mesh
  23440. * @returns A nullable array of index arrays
  23441. */
  23442. getIndices?(): Nullable<IndicesArray>;
  23443. /**
  23444. * Gets the scene from the mesh
  23445. * @returns the indices array or null
  23446. */
  23447. getScene?(): Scene;
  23448. /**
  23449. * Gets the absolute position from the mesh
  23450. * @returns the absolute position
  23451. */
  23452. getAbsolutePosition(): Vector3;
  23453. /**
  23454. * Gets the absolute pivot point from the mesh
  23455. * @returns the absolute pivot point
  23456. */
  23457. getAbsolutePivotPoint(): Vector3;
  23458. /**
  23459. * Rotates the mesh
  23460. * @param axis The axis of rotation
  23461. * @param amount The amount of rotation
  23462. * @param space The space of the rotation
  23463. * @returns The rotation transform node
  23464. */
  23465. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23466. /**
  23467. * Translates the mesh
  23468. * @param axis The axis of translation
  23469. * @param distance The distance of translation
  23470. * @param space The space of the translation
  23471. * @returns The transform node
  23472. */
  23473. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23474. /**
  23475. * Sets the absolute position of the mesh
  23476. * @param absolutePosition The absolute position of the mesh
  23477. * @returns The transform node
  23478. */
  23479. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23480. /**
  23481. * Gets the class name of the mesh
  23482. * @returns The class name
  23483. */
  23484. getClassName(): string;
  23485. }
  23486. /**
  23487. * Represents a physics imposter
  23488. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23489. */
  23490. export class PhysicsImpostor {
  23491. /**
  23492. * The physics-enabled object used as the physics imposter
  23493. */
  23494. object: IPhysicsEnabledObject;
  23495. /**
  23496. * The type of the physics imposter
  23497. */
  23498. type: number;
  23499. private _options;
  23500. private _scene?;
  23501. /**
  23502. * The default object size of the imposter
  23503. */
  23504. static DEFAULT_OBJECT_SIZE: Vector3;
  23505. /**
  23506. * The identity quaternion of the imposter
  23507. */
  23508. static IDENTITY_QUATERNION: Quaternion;
  23509. /** @hidden */
  23510. _pluginData: any;
  23511. private _physicsEngine;
  23512. private _physicsBody;
  23513. private _bodyUpdateRequired;
  23514. private _onBeforePhysicsStepCallbacks;
  23515. private _onAfterPhysicsStepCallbacks;
  23516. /** @hidden */
  23517. _onPhysicsCollideCallbacks: Array<{
  23518. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23519. otherImpostors: Array<PhysicsImpostor>;
  23520. }>;
  23521. private _deltaPosition;
  23522. private _deltaRotation;
  23523. private _deltaRotationConjugated;
  23524. /** @hidden */
  23525. _isFromLine: boolean;
  23526. private _parent;
  23527. private _isDisposed;
  23528. private static _tmpVecs;
  23529. private static _tmpQuat;
  23530. /**
  23531. * Specifies if the physics imposter is disposed
  23532. */
  23533. readonly isDisposed: boolean;
  23534. /**
  23535. * Gets the mass of the physics imposter
  23536. */
  23537. mass: number;
  23538. /**
  23539. * Gets the coefficient of friction
  23540. */
  23541. /**
  23542. * Sets the coefficient of friction
  23543. */
  23544. friction: number;
  23545. /**
  23546. * Gets the coefficient of restitution
  23547. */
  23548. /**
  23549. * Sets the coefficient of restitution
  23550. */
  23551. restitution: number;
  23552. /**
  23553. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23554. */
  23555. /**
  23556. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23557. */
  23558. pressure: number;
  23559. /**
  23560. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23561. */
  23562. /**
  23563. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23564. */
  23565. stiffness: number;
  23566. /**
  23567. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23568. */
  23569. /**
  23570. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23571. */
  23572. velocityIterations: number;
  23573. /**
  23574. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23575. */
  23576. /**
  23577. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23578. */
  23579. positionIterations: number;
  23580. /**
  23581. * The unique id of the physics imposter
  23582. * set by the physics engine when adding this impostor to the array
  23583. */
  23584. uniqueId: number;
  23585. /**
  23586. * @hidden
  23587. */
  23588. soft: boolean;
  23589. /**
  23590. * @hidden
  23591. */
  23592. segments: number;
  23593. private _joints;
  23594. /**
  23595. * Initializes the physics imposter
  23596. * @param object The physics-enabled object used as the physics imposter
  23597. * @param type The type of the physics imposter
  23598. * @param _options The options for the physics imposter
  23599. * @param _scene The Babylon scene
  23600. */
  23601. constructor(
  23602. /**
  23603. * The physics-enabled object used as the physics imposter
  23604. */
  23605. object: IPhysicsEnabledObject,
  23606. /**
  23607. * The type of the physics imposter
  23608. */
  23609. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23610. /**
  23611. * This function will completly initialize this impostor.
  23612. * It will create a new body - but only if this mesh has no parent.
  23613. * If it has, this impostor will not be used other than to define the impostor
  23614. * of the child mesh.
  23615. * @hidden
  23616. */
  23617. _init(): void;
  23618. private _getPhysicsParent;
  23619. /**
  23620. * Should a new body be generated.
  23621. * @returns boolean specifying if body initialization is required
  23622. */
  23623. isBodyInitRequired(): boolean;
  23624. /**
  23625. * Sets the updated scaling
  23626. * @param updated Specifies if the scaling is updated
  23627. */
  23628. setScalingUpdated(): void;
  23629. /**
  23630. * Force a regeneration of this or the parent's impostor's body.
  23631. * Use under cautious - This will remove all joints already implemented.
  23632. */
  23633. forceUpdate(): void;
  23634. /**
  23635. * Gets the body that holds this impostor. Either its own, or its parent.
  23636. */
  23637. /**
  23638. * Set the physics body. Used mainly by the physics engine/plugin
  23639. */
  23640. physicsBody: any;
  23641. /**
  23642. * Get the parent of the physics imposter
  23643. * @returns Physics imposter or null
  23644. */
  23645. /**
  23646. * Sets the parent of the physics imposter
  23647. */
  23648. parent: Nullable<PhysicsImpostor>;
  23649. /**
  23650. * Resets the update flags
  23651. */
  23652. resetUpdateFlags(): void;
  23653. /**
  23654. * Gets the object extend size
  23655. * @returns the object extend size
  23656. */
  23657. getObjectExtendSize(): Vector3;
  23658. /**
  23659. * Gets the object center
  23660. * @returns The object center
  23661. */
  23662. getObjectCenter(): Vector3;
  23663. /**
  23664. * Get a specific parametes from the options parameter
  23665. * @param paramName The object parameter name
  23666. * @returns The object parameter
  23667. */
  23668. getParam(paramName: string): any;
  23669. /**
  23670. * Sets a specific parameter in the options given to the physics plugin
  23671. * @param paramName The parameter name
  23672. * @param value The value of the parameter
  23673. */
  23674. setParam(paramName: string, value: number): void;
  23675. /**
  23676. * Specifically change the body's mass option. Won't recreate the physics body object
  23677. * @param mass The mass of the physics imposter
  23678. */
  23679. setMass(mass: number): void;
  23680. /**
  23681. * Gets the linear velocity
  23682. * @returns linear velocity or null
  23683. */
  23684. getLinearVelocity(): Nullable<Vector3>;
  23685. /**
  23686. * Sets the linear velocity
  23687. * @param velocity linear velocity or null
  23688. */
  23689. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23690. /**
  23691. * Gets the angular velocity
  23692. * @returns angular velocity or null
  23693. */
  23694. getAngularVelocity(): Nullable<Vector3>;
  23695. /**
  23696. * Sets the angular velocity
  23697. * @param velocity The velocity or null
  23698. */
  23699. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23700. /**
  23701. * Execute a function with the physics plugin native code
  23702. * Provide a function the will have two variables - the world object and the physics body object
  23703. * @param func The function to execute with the physics plugin native code
  23704. */
  23705. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23706. /**
  23707. * Register a function that will be executed before the physics world is stepping forward
  23708. * @param func The function to execute before the physics world is stepped forward
  23709. */
  23710. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23711. /**
  23712. * Unregister a function that will be executed before the physics world is stepping forward
  23713. * @param func The function to execute before the physics world is stepped forward
  23714. */
  23715. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23716. /**
  23717. * Register a function that will be executed after the physics step
  23718. * @param func The function to execute after physics step
  23719. */
  23720. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23721. /**
  23722. * Unregisters a function that will be executed after the physics step
  23723. * @param func The function to execute after physics step
  23724. */
  23725. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23726. /**
  23727. * register a function that will be executed when this impostor collides against a different body
  23728. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23729. * @param func Callback that is executed on collision
  23730. */
  23731. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23732. /**
  23733. * Unregisters the physics imposter on contact
  23734. * @param collideAgainst The physics object to collide against
  23735. * @param func Callback to execute on collision
  23736. */
  23737. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23738. private _tmpQuat;
  23739. private _tmpQuat2;
  23740. /**
  23741. * Get the parent rotation
  23742. * @returns The parent rotation
  23743. */
  23744. getParentsRotation(): Quaternion;
  23745. /**
  23746. * this function is executed by the physics engine.
  23747. */
  23748. beforeStep: () => void;
  23749. /**
  23750. * this function is executed by the physics engine
  23751. */
  23752. afterStep: () => void;
  23753. /**
  23754. * Legacy collision detection event support
  23755. */
  23756. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23757. /**
  23758. * event and body object due to cannon's event-based architecture.
  23759. */
  23760. onCollide: (e: {
  23761. body: any;
  23762. }) => void;
  23763. /**
  23764. * Apply a force
  23765. * @param force The force to apply
  23766. * @param contactPoint The contact point for the force
  23767. * @returns The physics imposter
  23768. */
  23769. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23770. /**
  23771. * Apply an impulse
  23772. * @param force The impulse force
  23773. * @param contactPoint The contact point for the impulse force
  23774. * @returns The physics imposter
  23775. */
  23776. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23777. /**
  23778. * A help function to create a joint
  23779. * @param otherImpostor A physics imposter used to create a joint
  23780. * @param jointType The type of joint
  23781. * @param jointData The data for the joint
  23782. * @returns The physics imposter
  23783. */
  23784. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23785. /**
  23786. * Add a joint to this impostor with a different impostor
  23787. * @param otherImpostor A physics imposter used to add a joint
  23788. * @param joint The joint to add
  23789. * @returns The physics imposter
  23790. */
  23791. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23792. /**
  23793. * Add an anchor to a cloth impostor
  23794. * @param otherImpostor rigid impostor to anchor to
  23795. * @param width ratio across width from 0 to 1
  23796. * @param height ratio up height from 0 to 1
  23797. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23798. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23799. * @returns impostor the soft imposter
  23800. */
  23801. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23802. /**
  23803. * Add a hook to a rope impostor
  23804. * @param otherImpostor rigid impostor to anchor to
  23805. * @param length ratio across rope from 0 to 1
  23806. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23807. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23808. * @returns impostor the rope imposter
  23809. */
  23810. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23811. /**
  23812. * Will keep this body still, in a sleep mode.
  23813. * @returns the physics imposter
  23814. */
  23815. sleep(): PhysicsImpostor;
  23816. /**
  23817. * Wake the body up.
  23818. * @returns The physics imposter
  23819. */
  23820. wakeUp(): PhysicsImpostor;
  23821. /**
  23822. * Clones the physics imposter
  23823. * @param newObject The physics imposter clones to this physics-enabled object
  23824. * @returns A nullable physics imposter
  23825. */
  23826. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23827. /**
  23828. * Disposes the physics imposter
  23829. */
  23830. dispose(): void;
  23831. /**
  23832. * Sets the delta position
  23833. * @param position The delta position amount
  23834. */
  23835. setDeltaPosition(position: Vector3): void;
  23836. /**
  23837. * Sets the delta rotation
  23838. * @param rotation The delta rotation amount
  23839. */
  23840. setDeltaRotation(rotation: Quaternion): void;
  23841. /**
  23842. * Gets the box size of the physics imposter and stores the result in the input parameter
  23843. * @param result Stores the box size
  23844. * @returns The physics imposter
  23845. */
  23846. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23847. /**
  23848. * Gets the radius of the physics imposter
  23849. * @returns Radius of the physics imposter
  23850. */
  23851. getRadius(): number;
  23852. /**
  23853. * Sync a bone with this impostor
  23854. * @param bone The bone to sync to the impostor.
  23855. * @param boneMesh The mesh that the bone is influencing.
  23856. * @param jointPivot The pivot of the joint / bone in local space.
  23857. * @param distToJoint Optional distance from the impostor to the joint.
  23858. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23859. */
  23860. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23861. /**
  23862. * Sync impostor to a bone
  23863. * @param bone The bone that the impostor will be synced to.
  23864. * @param boneMesh The mesh that the bone is influencing.
  23865. * @param jointPivot The pivot of the joint / bone in local space.
  23866. * @param distToJoint Optional distance from the impostor to the joint.
  23867. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23868. * @param boneAxis Optional vector3 axis the bone is aligned with
  23869. */
  23870. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23871. /**
  23872. * No-Imposter type
  23873. */
  23874. static NoImpostor: number;
  23875. /**
  23876. * Sphere-Imposter type
  23877. */
  23878. static SphereImpostor: number;
  23879. /**
  23880. * Box-Imposter type
  23881. */
  23882. static BoxImpostor: number;
  23883. /**
  23884. * Plane-Imposter type
  23885. */
  23886. static PlaneImpostor: number;
  23887. /**
  23888. * Mesh-imposter type
  23889. */
  23890. static MeshImpostor: number;
  23891. /**
  23892. * Capsule-Impostor type (Ammo.js plugin only)
  23893. */
  23894. static CapsuleImpostor: number;
  23895. /**
  23896. * Cylinder-Imposter type
  23897. */
  23898. static CylinderImpostor: number;
  23899. /**
  23900. * Particle-Imposter type
  23901. */
  23902. static ParticleImpostor: number;
  23903. /**
  23904. * Heightmap-Imposter type
  23905. */
  23906. static HeightmapImpostor: number;
  23907. /**
  23908. * ConvexHull-Impostor type (Ammo.js plugin only)
  23909. */
  23910. static ConvexHullImpostor: number;
  23911. /**
  23912. * Rope-Imposter type
  23913. */
  23914. static RopeImpostor: number;
  23915. /**
  23916. * Cloth-Imposter type
  23917. */
  23918. static ClothImpostor: number;
  23919. /**
  23920. * Softbody-Imposter type
  23921. */
  23922. static SoftbodyImpostor: number;
  23923. }
  23924. }
  23925. declare module "babylonjs/Meshes/mesh" {
  23926. import { Observable } from "babylonjs/Misc/observable";
  23927. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23928. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23929. import { Camera } from "babylonjs/Cameras/camera";
  23930. import { Scene } from "babylonjs/scene";
  23931. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23932. import { Color4 } from "babylonjs/Maths/math.color";
  23933. import { Engine } from "babylonjs/Engines/engine";
  23934. import { Node } from "babylonjs/node";
  23935. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23936. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23937. import { Buffer } from "babylonjs/Meshes/buffer";
  23938. import { Geometry } from "babylonjs/Meshes/geometry";
  23939. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23940. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23941. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23942. import { Effect } from "babylonjs/Materials/effect";
  23943. import { Material } from "babylonjs/Materials/material";
  23944. import { Skeleton } from "babylonjs/Bones/skeleton";
  23945. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23946. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23947. import { Path3D } from "babylonjs/Maths/math.path";
  23948. import { Plane } from "babylonjs/Maths/math.plane";
  23949. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23950. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23951. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23952. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23953. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23954. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23955. /**
  23956. * @hidden
  23957. **/
  23958. export class _CreationDataStorage {
  23959. closePath?: boolean;
  23960. closeArray?: boolean;
  23961. idx: number[];
  23962. dashSize: number;
  23963. gapSize: number;
  23964. path3D: Path3D;
  23965. pathArray: Vector3[][];
  23966. arc: number;
  23967. radius: number;
  23968. cap: number;
  23969. tessellation: number;
  23970. }
  23971. /**
  23972. * @hidden
  23973. **/
  23974. class _InstanceDataStorage {
  23975. visibleInstances: any;
  23976. batchCache: _InstancesBatch;
  23977. instancesBufferSize: number;
  23978. instancesBuffer: Nullable<Buffer>;
  23979. instancesData: Float32Array;
  23980. overridenInstanceCount: number;
  23981. isFrozen: boolean;
  23982. previousBatch: Nullable<_InstancesBatch>;
  23983. hardwareInstancedRendering: boolean;
  23984. sideOrientation: number;
  23985. }
  23986. /**
  23987. * @hidden
  23988. **/
  23989. export class _InstancesBatch {
  23990. mustReturn: boolean;
  23991. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23992. renderSelf: boolean[];
  23993. hardwareInstancedRendering: boolean[];
  23994. }
  23995. /**
  23996. * Class used to represent renderable models
  23997. */
  23998. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  23999. /**
  24000. * Mesh side orientation : usually the external or front surface
  24001. */
  24002. static readonly FRONTSIDE: number;
  24003. /**
  24004. * Mesh side orientation : usually the internal or back surface
  24005. */
  24006. static readonly BACKSIDE: number;
  24007. /**
  24008. * Mesh side orientation : both internal and external or front and back surfaces
  24009. */
  24010. static readonly DOUBLESIDE: number;
  24011. /**
  24012. * Mesh side orientation : by default, `FRONTSIDE`
  24013. */
  24014. static readonly DEFAULTSIDE: number;
  24015. /**
  24016. * Mesh cap setting : no cap
  24017. */
  24018. static readonly NO_CAP: number;
  24019. /**
  24020. * Mesh cap setting : one cap at the beginning of the mesh
  24021. */
  24022. static readonly CAP_START: number;
  24023. /**
  24024. * Mesh cap setting : one cap at the end of the mesh
  24025. */
  24026. static readonly CAP_END: number;
  24027. /**
  24028. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24029. */
  24030. static readonly CAP_ALL: number;
  24031. /**
  24032. * Mesh pattern setting : no flip or rotate
  24033. */
  24034. static readonly NO_FLIP: number;
  24035. /**
  24036. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24037. */
  24038. static readonly FLIP_TILE: number;
  24039. /**
  24040. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24041. */
  24042. static readonly ROTATE_TILE: number;
  24043. /**
  24044. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24045. */
  24046. static readonly FLIP_ROW: number;
  24047. /**
  24048. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24049. */
  24050. static readonly ROTATE_ROW: number;
  24051. /**
  24052. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24053. */
  24054. static readonly FLIP_N_ROTATE_TILE: number;
  24055. /**
  24056. * Mesh pattern setting : rotate pattern and rotate
  24057. */
  24058. static readonly FLIP_N_ROTATE_ROW: number;
  24059. /**
  24060. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24061. */
  24062. static readonly CENTER: number;
  24063. /**
  24064. * Mesh tile positioning : part tiles on left
  24065. */
  24066. static readonly LEFT: number;
  24067. /**
  24068. * Mesh tile positioning : part tiles on right
  24069. */
  24070. static readonly RIGHT: number;
  24071. /**
  24072. * Mesh tile positioning : part tiles on top
  24073. */
  24074. static readonly TOP: number;
  24075. /**
  24076. * Mesh tile positioning : part tiles on bottom
  24077. */
  24078. static readonly BOTTOM: number;
  24079. /**
  24080. * Gets the default side orientation.
  24081. * @param orientation the orientation to value to attempt to get
  24082. * @returns the default orientation
  24083. * @hidden
  24084. */
  24085. static _GetDefaultSideOrientation(orientation?: number): number;
  24086. private _internalMeshDataInfo;
  24087. /**
  24088. * An event triggered before rendering the mesh
  24089. */
  24090. readonly onBeforeRenderObservable: Observable<Mesh>;
  24091. /**
  24092. * An event triggered before binding the mesh
  24093. */
  24094. readonly onBeforeBindObservable: Observable<Mesh>;
  24095. /**
  24096. * An event triggered after rendering the mesh
  24097. */
  24098. readonly onAfterRenderObservable: Observable<Mesh>;
  24099. /**
  24100. * An event triggered before drawing the mesh
  24101. */
  24102. readonly onBeforeDrawObservable: Observable<Mesh>;
  24103. private _onBeforeDrawObserver;
  24104. /**
  24105. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24106. */
  24107. onBeforeDraw: () => void;
  24108. readonly hasInstances: boolean;
  24109. /**
  24110. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24111. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24112. */
  24113. delayLoadState: number;
  24114. /**
  24115. * Gets the list of instances created from this mesh
  24116. * it is not supposed to be modified manually.
  24117. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24118. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24119. */
  24120. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24121. /**
  24122. * Gets the file containing delay loading data for this mesh
  24123. */
  24124. delayLoadingFile: string;
  24125. /** @hidden */
  24126. _binaryInfo: any;
  24127. /**
  24128. * User defined function used to change how LOD level selection is done
  24129. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24130. */
  24131. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24132. /**
  24133. * Gets or sets the morph target manager
  24134. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24135. */
  24136. morphTargetManager: Nullable<MorphTargetManager>;
  24137. /** @hidden */
  24138. _creationDataStorage: Nullable<_CreationDataStorage>;
  24139. /** @hidden */
  24140. _geometry: Nullable<Geometry>;
  24141. /** @hidden */
  24142. _delayInfo: Array<string>;
  24143. /** @hidden */
  24144. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24145. /** @hidden */
  24146. _instanceDataStorage: _InstanceDataStorage;
  24147. private _effectiveMaterial;
  24148. /** @hidden */
  24149. _shouldGenerateFlatShading: boolean;
  24150. /** @hidden */
  24151. _originalBuilderSideOrientation: number;
  24152. /**
  24153. * Use this property to change the original side orientation defined at construction time
  24154. */
  24155. overrideMaterialSideOrientation: Nullable<number>;
  24156. /**
  24157. * Gets the source mesh (the one used to clone this one from)
  24158. */
  24159. readonly source: Nullable<Mesh>;
  24160. /**
  24161. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24162. */
  24163. isUnIndexed: boolean;
  24164. /**
  24165. * @constructor
  24166. * @param name The value used by scene.getMeshByName() to do a lookup.
  24167. * @param scene The scene to add this mesh to.
  24168. * @param parent The parent of this mesh, if it has one
  24169. * @param source An optional Mesh from which geometry is shared, cloned.
  24170. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24171. * When false, achieved by calling a clone(), also passing False.
  24172. * This will make creation of children, recursive.
  24173. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24174. */
  24175. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24176. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  24177. /**
  24178. * Gets the class name
  24179. * @returns the string "Mesh".
  24180. */
  24181. getClassName(): string;
  24182. /** @hidden */
  24183. readonly _isMesh: boolean;
  24184. /**
  24185. * Returns a description of this mesh
  24186. * @param fullDetails define if full details about this mesh must be used
  24187. * @returns a descriptive string representing this mesh
  24188. */
  24189. toString(fullDetails?: boolean): string;
  24190. /** @hidden */
  24191. _unBindEffect(): void;
  24192. /**
  24193. * Gets a boolean indicating if this mesh has LOD
  24194. */
  24195. readonly hasLODLevels: boolean;
  24196. /**
  24197. * Gets the list of MeshLODLevel associated with the current mesh
  24198. * @returns an array of MeshLODLevel
  24199. */
  24200. getLODLevels(): MeshLODLevel[];
  24201. private _sortLODLevels;
  24202. /**
  24203. * Add a mesh as LOD level triggered at the given distance.
  24204. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24205. * @param distance The distance from the center of the object to show this level
  24206. * @param mesh The mesh to be added as LOD level (can be null)
  24207. * @return This mesh (for chaining)
  24208. */
  24209. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24210. /**
  24211. * Returns the LOD level mesh at the passed distance or null if not found.
  24212. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24213. * @param distance The distance from the center of the object to show this level
  24214. * @returns a Mesh or `null`
  24215. */
  24216. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24217. /**
  24218. * Remove a mesh from the LOD array
  24219. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24220. * @param mesh defines the mesh to be removed
  24221. * @return This mesh (for chaining)
  24222. */
  24223. removeLODLevel(mesh: Mesh): Mesh;
  24224. /**
  24225. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24226. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24227. * @param camera defines the camera to use to compute distance
  24228. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24229. * @return This mesh (for chaining)
  24230. */
  24231. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24232. /**
  24233. * Gets the mesh internal Geometry object
  24234. */
  24235. readonly geometry: Nullable<Geometry>;
  24236. /**
  24237. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24238. * @returns the total number of vertices
  24239. */
  24240. getTotalVertices(): number;
  24241. /**
  24242. * Returns the content of an associated vertex buffer
  24243. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24244. * - VertexBuffer.PositionKind
  24245. * - VertexBuffer.UVKind
  24246. * - VertexBuffer.UV2Kind
  24247. * - VertexBuffer.UV3Kind
  24248. * - VertexBuffer.UV4Kind
  24249. * - VertexBuffer.UV5Kind
  24250. * - VertexBuffer.UV6Kind
  24251. * - VertexBuffer.ColorKind
  24252. * - VertexBuffer.MatricesIndicesKind
  24253. * - VertexBuffer.MatricesIndicesExtraKind
  24254. * - VertexBuffer.MatricesWeightsKind
  24255. * - VertexBuffer.MatricesWeightsExtraKind
  24256. * @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
  24257. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24258. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24259. */
  24260. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24261. /**
  24262. * Returns the mesh VertexBuffer object from the requested `kind`
  24263. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24264. * - VertexBuffer.PositionKind
  24265. * - VertexBuffer.NormalKind
  24266. * - VertexBuffer.UVKind
  24267. * - VertexBuffer.UV2Kind
  24268. * - VertexBuffer.UV3Kind
  24269. * - VertexBuffer.UV4Kind
  24270. * - VertexBuffer.UV5Kind
  24271. * - VertexBuffer.UV6Kind
  24272. * - VertexBuffer.ColorKind
  24273. * - VertexBuffer.MatricesIndicesKind
  24274. * - VertexBuffer.MatricesIndicesExtraKind
  24275. * - VertexBuffer.MatricesWeightsKind
  24276. * - VertexBuffer.MatricesWeightsExtraKind
  24277. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24278. */
  24279. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24280. /**
  24281. * Tests if a specific vertex buffer is associated with this mesh
  24282. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24283. * - VertexBuffer.PositionKind
  24284. * - VertexBuffer.NormalKind
  24285. * - VertexBuffer.UVKind
  24286. * - VertexBuffer.UV2Kind
  24287. * - VertexBuffer.UV3Kind
  24288. * - VertexBuffer.UV4Kind
  24289. * - VertexBuffer.UV5Kind
  24290. * - VertexBuffer.UV6Kind
  24291. * - VertexBuffer.ColorKind
  24292. * - VertexBuffer.MatricesIndicesKind
  24293. * - VertexBuffer.MatricesIndicesExtraKind
  24294. * - VertexBuffer.MatricesWeightsKind
  24295. * - VertexBuffer.MatricesWeightsExtraKind
  24296. * @returns a boolean
  24297. */
  24298. isVerticesDataPresent(kind: string): boolean;
  24299. /**
  24300. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24301. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24302. * - VertexBuffer.PositionKind
  24303. * - VertexBuffer.UVKind
  24304. * - VertexBuffer.UV2Kind
  24305. * - VertexBuffer.UV3Kind
  24306. * - VertexBuffer.UV4Kind
  24307. * - VertexBuffer.UV5Kind
  24308. * - VertexBuffer.UV6Kind
  24309. * - VertexBuffer.ColorKind
  24310. * - VertexBuffer.MatricesIndicesKind
  24311. * - VertexBuffer.MatricesIndicesExtraKind
  24312. * - VertexBuffer.MatricesWeightsKind
  24313. * - VertexBuffer.MatricesWeightsExtraKind
  24314. * @returns a boolean
  24315. */
  24316. isVertexBufferUpdatable(kind: string): boolean;
  24317. /**
  24318. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24319. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24320. * - VertexBuffer.PositionKind
  24321. * - VertexBuffer.NormalKind
  24322. * - VertexBuffer.UVKind
  24323. * - VertexBuffer.UV2Kind
  24324. * - VertexBuffer.UV3Kind
  24325. * - VertexBuffer.UV4Kind
  24326. * - VertexBuffer.UV5Kind
  24327. * - VertexBuffer.UV6Kind
  24328. * - VertexBuffer.ColorKind
  24329. * - VertexBuffer.MatricesIndicesKind
  24330. * - VertexBuffer.MatricesIndicesExtraKind
  24331. * - VertexBuffer.MatricesWeightsKind
  24332. * - VertexBuffer.MatricesWeightsExtraKind
  24333. * @returns an array of strings
  24334. */
  24335. getVerticesDataKinds(): string[];
  24336. /**
  24337. * Returns a positive integer : the total number of indices in this mesh geometry.
  24338. * @returns the numner of indices or zero if the mesh has no geometry.
  24339. */
  24340. getTotalIndices(): number;
  24341. /**
  24342. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24343. * @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.
  24344. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24345. * @returns the indices array or an empty array if the mesh has no geometry
  24346. */
  24347. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24348. readonly isBlocked: boolean;
  24349. /**
  24350. * Determine if the current mesh is ready to be rendered
  24351. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24352. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24353. * @returns true if all associated assets are ready (material, textures, shaders)
  24354. */
  24355. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24356. /**
  24357. * 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.
  24358. */
  24359. readonly areNormalsFrozen: boolean;
  24360. /**
  24361. * 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.
  24362. * @returns the current mesh
  24363. */
  24364. freezeNormals(): Mesh;
  24365. /**
  24366. * 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
  24367. * @returns the current mesh
  24368. */
  24369. unfreezeNormals(): Mesh;
  24370. /**
  24371. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24372. */
  24373. overridenInstanceCount: number;
  24374. /** @hidden */
  24375. _preActivate(): Mesh;
  24376. /** @hidden */
  24377. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24378. /** @hidden */
  24379. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24380. /**
  24381. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24382. * This means the mesh underlying bounding box and sphere are recomputed.
  24383. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24384. * @returns the current mesh
  24385. */
  24386. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24387. /** @hidden */
  24388. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24389. /**
  24390. * This function will subdivide the mesh into multiple submeshes
  24391. * @param count defines the expected number of submeshes
  24392. */
  24393. subdivide(count: number): void;
  24394. /**
  24395. * Copy a FloatArray into a specific associated vertex buffer
  24396. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24397. * - VertexBuffer.PositionKind
  24398. * - VertexBuffer.UVKind
  24399. * - VertexBuffer.UV2Kind
  24400. * - VertexBuffer.UV3Kind
  24401. * - VertexBuffer.UV4Kind
  24402. * - VertexBuffer.UV5Kind
  24403. * - VertexBuffer.UV6Kind
  24404. * - VertexBuffer.ColorKind
  24405. * - VertexBuffer.MatricesIndicesKind
  24406. * - VertexBuffer.MatricesIndicesExtraKind
  24407. * - VertexBuffer.MatricesWeightsKind
  24408. * - VertexBuffer.MatricesWeightsExtraKind
  24409. * @param data defines the data source
  24410. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24411. * @param stride defines the data stride size (can be null)
  24412. * @returns the current mesh
  24413. */
  24414. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24415. /**
  24416. * Flags an associated vertex buffer as updatable
  24417. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24418. * - VertexBuffer.PositionKind
  24419. * - VertexBuffer.UVKind
  24420. * - VertexBuffer.UV2Kind
  24421. * - VertexBuffer.UV3Kind
  24422. * - VertexBuffer.UV4Kind
  24423. * - VertexBuffer.UV5Kind
  24424. * - VertexBuffer.UV6Kind
  24425. * - VertexBuffer.ColorKind
  24426. * - VertexBuffer.MatricesIndicesKind
  24427. * - VertexBuffer.MatricesIndicesExtraKind
  24428. * - VertexBuffer.MatricesWeightsKind
  24429. * - VertexBuffer.MatricesWeightsExtraKind
  24430. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24431. */
  24432. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24433. /**
  24434. * Sets the mesh global Vertex Buffer
  24435. * @param buffer defines the buffer to use
  24436. * @returns the current mesh
  24437. */
  24438. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24439. /**
  24440. * Update a specific associated vertex buffer
  24441. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24442. * - VertexBuffer.PositionKind
  24443. * - VertexBuffer.UVKind
  24444. * - VertexBuffer.UV2Kind
  24445. * - VertexBuffer.UV3Kind
  24446. * - VertexBuffer.UV4Kind
  24447. * - VertexBuffer.UV5Kind
  24448. * - VertexBuffer.UV6Kind
  24449. * - VertexBuffer.ColorKind
  24450. * - VertexBuffer.MatricesIndicesKind
  24451. * - VertexBuffer.MatricesIndicesExtraKind
  24452. * - VertexBuffer.MatricesWeightsKind
  24453. * - VertexBuffer.MatricesWeightsExtraKind
  24454. * @param data defines the data source
  24455. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24456. * @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)
  24457. * @returns the current mesh
  24458. */
  24459. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24460. /**
  24461. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24462. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24463. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24464. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24465. * @returns the current mesh
  24466. */
  24467. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24468. /**
  24469. * Creates a un-shared specific occurence of the geometry for the mesh.
  24470. * @returns the current mesh
  24471. */
  24472. makeGeometryUnique(): Mesh;
  24473. /**
  24474. * Set the index buffer of this mesh
  24475. * @param indices defines the source data
  24476. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24477. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24478. * @returns the current mesh
  24479. */
  24480. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  24481. /**
  24482. * Update the current index buffer
  24483. * @param indices defines the source data
  24484. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24485. * @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)
  24486. * @returns the current mesh
  24487. */
  24488. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  24489. /**
  24490. * Invert the geometry to move from a right handed system to a left handed one.
  24491. * @returns the current mesh
  24492. */
  24493. toLeftHanded(): Mesh;
  24494. /** @hidden */
  24495. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24496. /** @hidden */
  24497. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24498. /**
  24499. * Registers for this mesh a javascript function called just before the rendering process
  24500. * @param func defines the function to call before rendering this mesh
  24501. * @returns the current mesh
  24502. */
  24503. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24504. /**
  24505. * Disposes a previously registered javascript function called before the rendering
  24506. * @param func defines the function to remove
  24507. * @returns the current mesh
  24508. */
  24509. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24510. /**
  24511. * Registers for this mesh a javascript function called just after the rendering is complete
  24512. * @param func defines the function to call after rendering this mesh
  24513. * @returns the current mesh
  24514. */
  24515. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24516. /**
  24517. * Disposes a previously registered javascript function called after the rendering.
  24518. * @param func defines the function to remove
  24519. * @returns the current mesh
  24520. */
  24521. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24522. /** @hidden */
  24523. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24524. /** @hidden */
  24525. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24526. /** @hidden */
  24527. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24528. /** @hidden */
  24529. _rebuild(): void;
  24530. /** @hidden */
  24531. _freeze(): void;
  24532. /** @hidden */
  24533. _unFreeze(): void;
  24534. /**
  24535. * 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
  24536. * @param subMesh defines the subMesh to render
  24537. * @param enableAlphaMode defines if alpha mode can be changed
  24538. * @returns the current mesh
  24539. */
  24540. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24541. private _onBeforeDraw;
  24542. /**
  24543. * Renormalize the mesh and patch it up if there are no weights
  24544. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24545. * However in the case of zero weights then we set just a single influence to 1.
  24546. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24547. */
  24548. cleanMatrixWeights(): void;
  24549. private normalizeSkinFourWeights;
  24550. private normalizeSkinWeightsAndExtra;
  24551. /**
  24552. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24553. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24554. * the user know there was an issue with importing the mesh
  24555. * @returns a validation object with skinned, valid and report string
  24556. */
  24557. validateSkinning(): {
  24558. skinned: boolean;
  24559. valid: boolean;
  24560. report: string;
  24561. };
  24562. /** @hidden */
  24563. _checkDelayState(): Mesh;
  24564. private _queueLoad;
  24565. /**
  24566. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24567. * A mesh is in the frustum if its bounding box intersects the frustum
  24568. * @param frustumPlanes defines the frustum to test
  24569. * @returns true if the mesh is in the frustum planes
  24570. */
  24571. isInFrustum(frustumPlanes: Plane[]): boolean;
  24572. /**
  24573. * Sets the mesh material by the material or multiMaterial `id` property
  24574. * @param id is a string identifying the material or the multiMaterial
  24575. * @returns the current mesh
  24576. */
  24577. setMaterialByID(id: string): Mesh;
  24578. /**
  24579. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24580. * @returns an array of IAnimatable
  24581. */
  24582. getAnimatables(): IAnimatable[];
  24583. /**
  24584. * Modifies the mesh geometry according to the passed transformation matrix.
  24585. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24586. * The mesh normals are modified using the same transformation.
  24587. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24588. * @param transform defines the transform matrix to use
  24589. * @see http://doc.babylonjs.com/resources/baking_transformations
  24590. * @returns the current mesh
  24591. */
  24592. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24593. /**
  24594. * Modifies the mesh geometry according to its own current World Matrix.
  24595. * The mesh World Matrix is then reset.
  24596. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24597. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24598. * @see http://doc.babylonjs.com/resources/baking_transformations
  24599. * @returns the current mesh
  24600. */
  24601. bakeCurrentTransformIntoVertices(): Mesh;
  24602. /** @hidden */
  24603. readonly _positions: Nullable<Vector3[]>;
  24604. /** @hidden */
  24605. _resetPointsArrayCache(): Mesh;
  24606. /** @hidden */
  24607. _generatePointsArray(): boolean;
  24608. /**
  24609. * Returns a new Mesh object generated from the current mesh properties.
  24610. * This method must not get confused with createInstance()
  24611. * @param name is a string, the name given to the new mesh
  24612. * @param newParent can be any Node object (default `null`)
  24613. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24614. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24615. * @returns a new mesh
  24616. */
  24617. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  24618. /**
  24619. * Releases resources associated with this mesh.
  24620. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24621. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24622. */
  24623. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24624. /**
  24625. * Modifies the mesh geometry according to a displacement map.
  24626. * 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.
  24627. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24628. * @param url is a string, the URL from the image file is to be downloaded.
  24629. * @param minHeight is the lower limit of the displacement.
  24630. * @param maxHeight is the upper limit of the displacement.
  24631. * @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.
  24632. * @param uvOffset is an optional vector2 used to offset UV.
  24633. * @param uvScale is an optional vector2 used to scale UV.
  24634. * @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.
  24635. * @returns the Mesh.
  24636. */
  24637. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24638. /**
  24639. * Modifies the mesh geometry according to a displacementMap buffer.
  24640. * 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.
  24641. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24642. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24643. * @param heightMapWidth is the width of the buffer image.
  24644. * @param heightMapHeight is the height of the buffer image.
  24645. * @param minHeight is the lower limit of the displacement.
  24646. * @param maxHeight is the upper limit of the displacement.
  24647. * @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.
  24648. * @param uvOffset is an optional vector2 used to offset UV.
  24649. * @param uvScale is an optional vector2 used to scale UV.
  24650. * @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.
  24651. * @returns the Mesh.
  24652. */
  24653. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24654. /**
  24655. * Modify the mesh to get a flat shading rendering.
  24656. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24657. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24658. * @returns current mesh
  24659. */
  24660. convertToFlatShadedMesh(): Mesh;
  24661. /**
  24662. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24663. * In other words, more vertices, no more indices and a single bigger VBO.
  24664. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24665. * @returns current mesh
  24666. */
  24667. convertToUnIndexedMesh(): Mesh;
  24668. /**
  24669. * Inverses facet orientations.
  24670. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24671. * @param flipNormals will also inverts the normals
  24672. * @returns current mesh
  24673. */
  24674. flipFaces(flipNormals?: boolean): Mesh;
  24675. /**
  24676. * Increase the number of facets and hence vertices in a mesh
  24677. * Vertex normals are interpolated from existing vertex normals
  24678. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24679. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24680. */
  24681. increaseVertices(numberPerEdge: number): void;
  24682. /**
  24683. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24684. * This will undo any application of covertToFlatShadedMesh
  24685. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24686. */
  24687. forceSharedVertices(): void;
  24688. /** @hidden */
  24689. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24690. /** @hidden */
  24691. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24692. /**
  24693. * Creates a new InstancedMesh object from the mesh model.
  24694. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24695. * @param name defines the name of the new instance
  24696. * @returns a new InstancedMesh
  24697. */
  24698. createInstance(name: string): InstancedMesh;
  24699. /**
  24700. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24701. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24702. * @returns the current mesh
  24703. */
  24704. synchronizeInstances(): Mesh;
  24705. /**
  24706. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24707. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24708. * This should be used together with the simplification to avoid disappearing triangles.
  24709. * @param successCallback an optional success callback to be called after the optimization finished.
  24710. * @returns the current mesh
  24711. */
  24712. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24713. /**
  24714. * Serialize current mesh
  24715. * @param serializationObject defines the object which will receive the serialization data
  24716. */
  24717. serialize(serializationObject: any): void;
  24718. /** @hidden */
  24719. _syncGeometryWithMorphTargetManager(): void;
  24720. /** @hidden */
  24721. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24722. /**
  24723. * Returns a new Mesh object parsed from the source provided.
  24724. * @param parsedMesh is the source
  24725. * @param scene defines the hosting scene
  24726. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24727. * @returns a new Mesh
  24728. */
  24729. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24730. /**
  24731. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24732. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24733. * @param name defines the name of the mesh to create
  24734. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24735. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24736. * @param closePath creates a seam between the first and the last points of each path of the path array
  24737. * @param offset is taken in account only if the `pathArray` is containing a single path
  24738. * @param scene defines the hosting scene
  24739. * @param updatable defines if the mesh must be flagged as updatable
  24740. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24741. * @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)
  24742. * @returns a new Mesh
  24743. */
  24744. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24745. /**
  24746. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24747. * @param name defines the name of the mesh to create
  24748. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24749. * @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
  24750. * @param scene defines the hosting scene
  24751. * @param updatable defines if the mesh must be flagged as updatable
  24752. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24753. * @returns a new Mesh
  24754. */
  24755. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24756. /**
  24757. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24758. * @param name defines the name of the mesh to create
  24759. * @param size sets the size (float) of each box side (default 1)
  24760. * @param scene defines the hosting scene
  24761. * @param updatable defines if the mesh must be flagged as updatable
  24762. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24763. * @returns a new Mesh
  24764. */
  24765. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24766. /**
  24767. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24768. * @param name defines the name of the mesh to create
  24769. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24770. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24771. * @param scene defines the hosting scene
  24772. * @param updatable defines if the mesh must be flagged as updatable
  24773. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24774. * @returns a new Mesh
  24775. */
  24776. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24777. /**
  24778. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24779. * @param name defines the name of the mesh to create
  24780. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24781. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24782. * @param scene defines the hosting scene
  24783. * @returns a new Mesh
  24784. */
  24785. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24786. /**
  24787. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24788. * @param name defines the name of the mesh to create
  24789. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24790. * @param diameterTop set the top cap diameter (floats, default 1)
  24791. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24792. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24793. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24794. * @param scene defines the hosting scene
  24795. * @param updatable defines if the mesh must be flagged as updatable
  24796. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24797. * @returns a new Mesh
  24798. */
  24799. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24800. /**
  24801. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24802. * @param name defines the name of the mesh to create
  24803. * @param diameter sets the diameter size (float) of the torus (default 1)
  24804. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24805. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24806. * @param scene defines the hosting scene
  24807. * @param updatable defines if the mesh must be flagged as updatable
  24808. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24809. * @returns a new Mesh
  24810. */
  24811. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24812. /**
  24813. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24814. * @param name defines the name of the mesh to create
  24815. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24816. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24817. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24818. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24819. * @param p the number of windings on X axis (positive integers, default 2)
  24820. * @param q the number of windings on Y axis (positive integers, default 3)
  24821. * @param scene defines the hosting scene
  24822. * @param updatable defines if the mesh must be flagged as updatable
  24823. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24824. * @returns a new Mesh
  24825. */
  24826. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24827. /**
  24828. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24829. * @param name defines the name of the mesh to create
  24830. * @param points is an array successive Vector3
  24831. * @param scene defines the hosting scene
  24832. * @param updatable defines if the mesh must be flagged as updatable
  24833. * @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).
  24834. * @returns a new Mesh
  24835. */
  24836. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24837. /**
  24838. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24839. * @param name defines the name of the mesh to create
  24840. * @param points is an array successive Vector3
  24841. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24842. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24843. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24844. * @param scene defines the hosting scene
  24845. * @param updatable defines if the mesh must be flagged as updatable
  24846. * @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)
  24847. * @returns a new Mesh
  24848. */
  24849. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24850. /**
  24851. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24852. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24853. * 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.
  24854. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24855. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24856. * Remember you can only change the shape positions, not their number when updating a polygon.
  24857. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24858. * @param name defines the name of the mesh to create
  24859. * @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
  24860. * @param scene defines the hosting scene
  24861. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24862. * @param updatable defines if the mesh must be flagged as updatable
  24863. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24864. * @param earcutInjection can be used to inject your own earcut reference
  24865. * @returns a new Mesh
  24866. */
  24867. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24868. /**
  24869. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24870. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24871. * @param name defines the name of the mesh to create
  24872. * @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
  24873. * @param depth defines the height of extrusion
  24874. * @param scene defines the hosting scene
  24875. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24876. * @param updatable defines if the mesh must be flagged as updatable
  24877. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24878. * @param earcutInjection can be used to inject your own earcut reference
  24879. * @returns a new Mesh
  24880. */
  24881. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24882. /**
  24883. * Creates an extruded shape mesh.
  24884. * 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
  24885. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24886. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24887. * @param name defines the name of the mesh to create
  24888. * @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
  24889. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24890. * @param scale is the value to scale the shape
  24891. * @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
  24892. * @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
  24893. * @param scene defines the hosting scene
  24894. * @param updatable defines if the mesh must be flagged as updatable
  24895. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24896. * @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)
  24897. * @returns a new Mesh
  24898. */
  24899. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24900. /**
  24901. * Creates an custom extruded shape mesh.
  24902. * The custom extrusion is a parametric shape.
  24903. * It has no predefined shape. Its final shape will depend on the input parameters.
  24904. * Please consider using the same method from the MeshBuilder class instead
  24905. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24906. * @param name defines the name of the mesh to create
  24907. * @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
  24908. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24909. * @param scaleFunction is a custom Javascript function called on each path point
  24910. * @param rotationFunction is a custom Javascript function called on each path point
  24911. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24912. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24913. * @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
  24914. * @param scene defines the hosting scene
  24915. * @param updatable defines if the mesh must be flagged as updatable
  24916. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24917. * @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)
  24918. * @returns a new Mesh
  24919. */
  24920. 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;
  24921. /**
  24922. * Creates lathe mesh.
  24923. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24924. * Please consider using the same method from the MeshBuilder class instead
  24925. * @param name defines the name of the mesh to create
  24926. * @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
  24927. * @param radius is the radius value of the lathe
  24928. * @param tessellation is the side number of the lathe.
  24929. * @param scene defines the hosting scene
  24930. * @param updatable defines if the mesh must be flagged as updatable
  24931. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24932. * @returns a new Mesh
  24933. */
  24934. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24935. /**
  24936. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24937. * @param name defines the name of the mesh to create
  24938. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24939. * @param scene defines the hosting scene
  24940. * @param updatable defines if the mesh must be flagged as updatable
  24941. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24942. * @returns a new Mesh
  24943. */
  24944. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24945. /**
  24946. * Creates a ground mesh.
  24947. * Please consider using the same method from the MeshBuilder class instead
  24948. * @param name defines the name of the mesh to create
  24949. * @param width set the width of the ground
  24950. * @param height set the height of the ground
  24951. * @param subdivisions sets the number of subdivisions per side
  24952. * @param scene defines the hosting scene
  24953. * @param updatable defines if the mesh must be flagged as updatable
  24954. * @returns a new Mesh
  24955. */
  24956. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24957. /**
  24958. * Creates a tiled ground mesh.
  24959. * Please consider using the same method from the MeshBuilder class instead
  24960. * @param name defines the name of the mesh to create
  24961. * @param xmin set the ground minimum X coordinate
  24962. * @param zmin set the ground minimum Y coordinate
  24963. * @param xmax set the ground maximum X coordinate
  24964. * @param zmax set the ground maximum Z coordinate
  24965. * @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
  24966. * @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
  24967. * @param scene defines the hosting scene
  24968. * @param updatable defines if the mesh must be flagged as updatable
  24969. * @returns a new Mesh
  24970. */
  24971. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24972. w: number;
  24973. h: number;
  24974. }, precision: {
  24975. w: number;
  24976. h: number;
  24977. }, scene: Scene, updatable?: boolean): Mesh;
  24978. /**
  24979. * Creates a ground mesh from a height map.
  24980. * Please consider using the same method from the MeshBuilder class instead
  24981. * @see http://doc.babylonjs.com/babylon101/height_map
  24982. * @param name defines the name of the mesh to create
  24983. * @param url sets the URL of the height map image resource
  24984. * @param width set the ground width size
  24985. * @param height set the ground height size
  24986. * @param subdivisions sets the number of subdivision per side
  24987. * @param minHeight is the minimum altitude on the ground
  24988. * @param maxHeight is the maximum altitude on the ground
  24989. * @param scene defines the hosting scene
  24990. * @param updatable defines if the mesh must be flagged as updatable
  24991. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24992. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24993. * @returns a new Mesh
  24994. */
  24995. 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;
  24996. /**
  24997. * Creates a tube mesh.
  24998. * The tube is a parametric shape.
  24999. * It has no predefined shape. Its final shape will depend on the input parameters.
  25000. * Please consider using the same method from the MeshBuilder class instead
  25001. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25002. * @param name defines the name of the mesh to create
  25003. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25004. * @param radius sets the tube radius size
  25005. * @param tessellation is the number of sides on the tubular surface
  25006. * @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
  25007. * @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
  25008. * @param scene defines the hosting scene
  25009. * @param updatable defines if the mesh must be flagged as updatable
  25010. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25011. * @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)
  25012. * @returns a new Mesh
  25013. */
  25014. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25015. (i: number, distance: number): number;
  25016. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25017. /**
  25018. * Creates a polyhedron mesh.
  25019. * Please consider using the same method from the MeshBuilder class instead.
  25020. * * 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
  25021. * * The parameter `size` (positive float, default 1) sets the polygon size
  25022. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25023. * * 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`
  25024. * * 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
  25025. * * 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)`)
  25026. * * 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
  25027. * * 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
  25028. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25029. * * If you create a double-sided mesh, you can choose what parts of 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
  25030. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25031. * @param name defines the name of the mesh to create
  25032. * @param options defines the options used to create the mesh
  25033. * @param scene defines the hosting scene
  25034. * @returns a new Mesh
  25035. */
  25036. static CreatePolyhedron(name: string, options: {
  25037. type?: number;
  25038. size?: number;
  25039. sizeX?: number;
  25040. sizeY?: number;
  25041. sizeZ?: number;
  25042. custom?: any;
  25043. faceUV?: Vector4[];
  25044. faceColors?: Color4[];
  25045. updatable?: boolean;
  25046. sideOrientation?: number;
  25047. }, scene: Scene): Mesh;
  25048. /**
  25049. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25050. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25051. * * 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`)
  25052. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25053. * * 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
  25054. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25055. * * If you create a double-sided mesh, you can choose what parts of 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
  25056. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25057. * @param name defines the name of the mesh
  25058. * @param options defines the options used to create the mesh
  25059. * @param scene defines the hosting scene
  25060. * @returns a new Mesh
  25061. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25062. */
  25063. static CreateIcoSphere(name: string, options: {
  25064. radius?: number;
  25065. flat?: boolean;
  25066. subdivisions?: number;
  25067. sideOrientation?: number;
  25068. updatable?: boolean;
  25069. }, scene: Scene): Mesh;
  25070. /**
  25071. * Creates a decal mesh.
  25072. * Please consider using the same method from the MeshBuilder class instead.
  25073. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25074. * @param name defines the name of the mesh
  25075. * @param sourceMesh defines the mesh receiving the decal
  25076. * @param position sets the position of the decal in world coordinates
  25077. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25078. * @param size sets the decal scaling
  25079. * @param angle sets the angle to rotate the decal
  25080. * @returns a new Mesh
  25081. */
  25082. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25083. /**
  25084. * Prepare internal position array for software CPU skinning
  25085. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25086. */
  25087. setPositionsForCPUSkinning(): Float32Array;
  25088. /**
  25089. * Prepare internal normal array for software CPU skinning
  25090. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25091. */
  25092. setNormalsForCPUSkinning(): Float32Array;
  25093. /**
  25094. * Updates the vertex buffer by applying transformation from the bones
  25095. * @param skeleton defines the skeleton to apply to current mesh
  25096. * @returns the current mesh
  25097. */
  25098. applySkeleton(skeleton: Skeleton): Mesh;
  25099. /**
  25100. * 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
  25101. * @param meshes defines the list of meshes to scan
  25102. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25103. */
  25104. static MinMax(meshes: AbstractMesh[]): {
  25105. min: Vector3;
  25106. max: Vector3;
  25107. };
  25108. /**
  25109. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25110. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25111. * @returns a vector3
  25112. */
  25113. static Center(meshesOrMinMaxVector: {
  25114. min: Vector3;
  25115. max: Vector3;
  25116. } | AbstractMesh[]): Vector3;
  25117. /**
  25118. * Merge the array of meshes into a single mesh for performance reasons.
  25119. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25120. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25121. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25122. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25123. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25124. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25125. * @returns a new mesh
  25126. */
  25127. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25128. /** @hidden */
  25129. addInstance(instance: InstancedMesh): void;
  25130. /** @hidden */
  25131. removeInstance(instance: InstancedMesh): void;
  25132. }
  25133. }
  25134. declare module "babylonjs/Cameras/camera" {
  25135. import { SmartArray } from "babylonjs/Misc/smartArray";
  25136. import { Observable } from "babylonjs/Misc/observable";
  25137. import { Nullable } from "babylonjs/types";
  25138. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25139. import { Scene } from "babylonjs/scene";
  25140. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  25141. import { Node } from "babylonjs/node";
  25142. import { Mesh } from "babylonjs/Meshes/mesh";
  25143. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25144. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25145. import { Viewport } from "babylonjs/Maths/math.viewport";
  25146. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25147. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25148. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25149. import { Ray } from "babylonjs/Culling/ray";
  25150. /**
  25151. * This is the base class of all the camera used in the application.
  25152. * @see http://doc.babylonjs.com/features/cameras
  25153. */
  25154. export class Camera extends Node {
  25155. /** @hidden */
  25156. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25157. /**
  25158. * This is the default projection mode used by the cameras.
  25159. * It helps recreating a feeling of perspective and better appreciate depth.
  25160. * This is the best way to simulate real life cameras.
  25161. */
  25162. static readonly PERSPECTIVE_CAMERA: number;
  25163. /**
  25164. * This helps creating camera with an orthographic mode.
  25165. * 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.
  25166. */
  25167. static readonly ORTHOGRAPHIC_CAMERA: number;
  25168. /**
  25169. * This is the default FOV mode for perspective cameras.
  25170. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25171. */
  25172. static readonly FOVMODE_VERTICAL_FIXED: number;
  25173. /**
  25174. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25175. */
  25176. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25177. /**
  25178. * This specifies ther is no need for a camera rig.
  25179. * Basically only one eye is rendered corresponding to the camera.
  25180. */
  25181. static readonly RIG_MODE_NONE: number;
  25182. /**
  25183. * Simulates a camera Rig with one blue eye and one red eye.
  25184. * This can be use with 3d blue and red glasses.
  25185. */
  25186. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25187. /**
  25188. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25189. */
  25190. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25191. /**
  25192. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25193. */
  25194. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25195. /**
  25196. * Defines that both eyes of the camera will be rendered over under each other.
  25197. */
  25198. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25199. /**
  25200. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25201. */
  25202. static readonly RIG_MODE_VR: number;
  25203. /**
  25204. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25205. */
  25206. static readonly RIG_MODE_WEBVR: number;
  25207. /**
  25208. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25209. */
  25210. static readonly RIG_MODE_CUSTOM: number;
  25211. /**
  25212. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25213. */
  25214. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25215. /**
  25216. * Define the input manager associated with the camera.
  25217. */
  25218. inputs: CameraInputsManager<Camera>;
  25219. /** @hidden */
  25220. _position: Vector3;
  25221. /**
  25222. * Define the current local position of the camera in the scene
  25223. */
  25224. position: Vector3;
  25225. /**
  25226. * The vector the camera should consider as up.
  25227. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25228. */
  25229. upVector: Vector3;
  25230. /**
  25231. * Define the current limit on the left side for an orthographic camera
  25232. * In scene unit
  25233. */
  25234. orthoLeft: Nullable<number>;
  25235. /**
  25236. * Define the current limit on the right side for an orthographic camera
  25237. * In scene unit
  25238. */
  25239. orthoRight: Nullable<number>;
  25240. /**
  25241. * Define the current limit on the bottom side for an orthographic camera
  25242. * In scene unit
  25243. */
  25244. orthoBottom: Nullable<number>;
  25245. /**
  25246. * Define the current limit on the top side for an orthographic camera
  25247. * In scene unit
  25248. */
  25249. orthoTop: Nullable<number>;
  25250. /**
  25251. * Field Of View is set in Radians. (default is 0.8)
  25252. */
  25253. fov: number;
  25254. /**
  25255. * Define the minimum distance the camera can see from.
  25256. * This is important to note that the depth buffer are not infinite and the closer it starts
  25257. * the more your scene might encounter depth fighting issue.
  25258. */
  25259. minZ: number;
  25260. /**
  25261. * Define the maximum distance the camera can see to.
  25262. * This is important to note that the depth buffer are not infinite and the further it end
  25263. * the more your scene might encounter depth fighting issue.
  25264. */
  25265. maxZ: number;
  25266. /**
  25267. * Define the default inertia of the camera.
  25268. * This helps giving a smooth feeling to the camera movement.
  25269. */
  25270. inertia: number;
  25271. /**
  25272. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25273. */
  25274. mode: number;
  25275. /**
  25276. * Define wether the camera is intermediate.
  25277. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25278. */
  25279. isIntermediate: boolean;
  25280. /**
  25281. * Define the viewport of the camera.
  25282. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25283. */
  25284. viewport: Viewport;
  25285. /**
  25286. * Restricts the camera to viewing objects with the same layerMask.
  25287. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25288. */
  25289. layerMask: number;
  25290. /**
  25291. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25292. */
  25293. fovMode: number;
  25294. /**
  25295. * Rig mode of the camera.
  25296. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25297. * This is normally controlled byt the camera themselves as internal use.
  25298. */
  25299. cameraRigMode: number;
  25300. /**
  25301. * Defines the distance between both "eyes" in case of a RIG
  25302. */
  25303. interaxialDistance: number;
  25304. /**
  25305. * Defines if stereoscopic rendering is done side by side or over under.
  25306. */
  25307. isStereoscopicSideBySide: boolean;
  25308. /**
  25309. * 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
  25310. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25311. * else in the scene. (Eg. security camera)
  25312. *
  25313. * 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)
  25314. */
  25315. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25316. /**
  25317. * When set, the camera will render to this render target instead of the default canvas
  25318. *
  25319. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25320. */
  25321. outputRenderTarget: Nullable<RenderTargetTexture>;
  25322. /**
  25323. * Observable triggered when the camera view matrix has changed.
  25324. */
  25325. onViewMatrixChangedObservable: Observable<Camera>;
  25326. /**
  25327. * Observable triggered when the camera Projection matrix has changed.
  25328. */
  25329. onProjectionMatrixChangedObservable: Observable<Camera>;
  25330. /**
  25331. * Observable triggered when the inputs have been processed.
  25332. */
  25333. onAfterCheckInputsObservable: Observable<Camera>;
  25334. /**
  25335. * Observable triggered when reset has been called and applied to the camera.
  25336. */
  25337. onRestoreStateObservable: Observable<Camera>;
  25338. /** @hidden */
  25339. _cameraRigParams: any;
  25340. /** @hidden */
  25341. _rigCameras: Camera[];
  25342. /** @hidden */
  25343. _rigPostProcess: Nullable<PostProcess>;
  25344. protected _webvrViewMatrix: Matrix;
  25345. /** @hidden */
  25346. _skipRendering: boolean;
  25347. /** @hidden */
  25348. _projectionMatrix: Matrix;
  25349. /** @hidden */
  25350. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25351. /** @hidden */
  25352. _activeMeshes: SmartArray<AbstractMesh>;
  25353. protected _globalPosition: Vector3;
  25354. /** @hidden */
  25355. _computedViewMatrix: Matrix;
  25356. private _doNotComputeProjectionMatrix;
  25357. private _transformMatrix;
  25358. private _frustumPlanes;
  25359. private _refreshFrustumPlanes;
  25360. private _storedFov;
  25361. private _stateStored;
  25362. /**
  25363. * Instantiates a new camera object.
  25364. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25365. * @see http://doc.babylonjs.com/features/cameras
  25366. * @param name Defines the name of the camera in the scene
  25367. * @param position Defines the position of the camera
  25368. * @param scene Defines the scene the camera belongs too
  25369. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25370. */
  25371. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25372. /**
  25373. * Store current camera state (fov, position, etc..)
  25374. * @returns the camera
  25375. */
  25376. storeState(): Camera;
  25377. /**
  25378. * Restores the camera state values if it has been stored. You must call storeState() first
  25379. */
  25380. protected _restoreStateValues(): boolean;
  25381. /**
  25382. * Restored camera state. You must call storeState() first.
  25383. * @returns true if restored and false otherwise
  25384. */
  25385. restoreState(): boolean;
  25386. /**
  25387. * Gets the class name of the camera.
  25388. * @returns the class name
  25389. */
  25390. getClassName(): string;
  25391. /** @hidden */
  25392. readonly _isCamera: boolean;
  25393. /**
  25394. * Gets a string representation of the camera useful for debug purpose.
  25395. * @param fullDetails Defines that a more verboe level of logging is required
  25396. * @returns the string representation
  25397. */
  25398. toString(fullDetails?: boolean): string;
  25399. /**
  25400. * Gets the current world space position of the camera.
  25401. */
  25402. readonly globalPosition: Vector3;
  25403. /**
  25404. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25405. * @returns the active meshe list
  25406. */
  25407. getActiveMeshes(): SmartArray<AbstractMesh>;
  25408. /**
  25409. * Check wether a mesh is part of the current active mesh list of the camera
  25410. * @param mesh Defines the mesh to check
  25411. * @returns true if active, false otherwise
  25412. */
  25413. isActiveMesh(mesh: Mesh): boolean;
  25414. /**
  25415. * Is this camera ready to be used/rendered
  25416. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25417. * @return true if the camera is ready
  25418. */
  25419. isReady(completeCheck?: boolean): boolean;
  25420. /** @hidden */
  25421. _initCache(): void;
  25422. /** @hidden */
  25423. _updateCache(ignoreParentClass?: boolean): void;
  25424. /** @hidden */
  25425. _isSynchronized(): boolean;
  25426. /** @hidden */
  25427. _isSynchronizedViewMatrix(): boolean;
  25428. /** @hidden */
  25429. _isSynchronizedProjectionMatrix(): boolean;
  25430. /**
  25431. * Attach the input controls to a specific dom element to get the input from.
  25432. * @param element Defines the element the controls should be listened from
  25433. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25434. */
  25435. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25436. /**
  25437. * Detach the current controls from the specified dom element.
  25438. * @param element Defines the element to stop listening the inputs from
  25439. */
  25440. detachControl(element: HTMLElement): void;
  25441. /**
  25442. * Update the camera state according to the different inputs gathered during the frame.
  25443. */
  25444. update(): void;
  25445. /** @hidden */
  25446. _checkInputs(): void;
  25447. /** @hidden */
  25448. readonly rigCameras: Camera[];
  25449. /**
  25450. * Gets the post process used by the rig cameras
  25451. */
  25452. readonly rigPostProcess: Nullable<PostProcess>;
  25453. /**
  25454. * Internal, gets the first post proces.
  25455. * @returns the first post process to be run on this camera.
  25456. */
  25457. _getFirstPostProcess(): Nullable<PostProcess>;
  25458. private _cascadePostProcessesToRigCams;
  25459. /**
  25460. * Attach a post process to the camera.
  25461. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25462. * @param postProcess The post process to attach to the camera
  25463. * @param insertAt The position of the post process in case several of them are in use in the scene
  25464. * @returns the position the post process has been inserted at
  25465. */
  25466. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25467. /**
  25468. * Detach a post process to the camera.
  25469. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25470. * @param postProcess The post process to detach from the camera
  25471. */
  25472. detachPostProcess(postProcess: PostProcess): void;
  25473. /**
  25474. * Gets the current world matrix of the camera
  25475. */
  25476. getWorldMatrix(): Matrix;
  25477. /** @hidden */
  25478. _getViewMatrix(): Matrix;
  25479. /**
  25480. * Gets the current view matrix of the camera.
  25481. * @param force forces the camera to recompute the matrix without looking at the cached state
  25482. * @returns the view matrix
  25483. */
  25484. getViewMatrix(force?: boolean): Matrix;
  25485. /**
  25486. * Freeze the projection matrix.
  25487. * It will prevent the cache check of the camera projection compute and can speed up perf
  25488. * if no parameter of the camera are meant to change
  25489. * @param projection Defines manually a projection if necessary
  25490. */
  25491. freezeProjectionMatrix(projection?: Matrix): void;
  25492. /**
  25493. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25494. */
  25495. unfreezeProjectionMatrix(): void;
  25496. /**
  25497. * Gets the current projection matrix of the camera.
  25498. * @param force forces the camera to recompute the matrix without looking at the cached state
  25499. * @returns the projection matrix
  25500. */
  25501. getProjectionMatrix(force?: boolean): Matrix;
  25502. /**
  25503. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25504. * @returns a Matrix
  25505. */
  25506. getTransformationMatrix(): Matrix;
  25507. private _updateFrustumPlanes;
  25508. /**
  25509. * Checks if a cullable object (mesh...) is in the camera frustum
  25510. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25511. * @param target The object to check
  25512. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25513. * @returns true if the object is in frustum otherwise false
  25514. */
  25515. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25516. /**
  25517. * Checks if a cullable object (mesh...) is in the camera frustum
  25518. * Unlike isInFrustum this cheks the full bounding box
  25519. * @param target The object to check
  25520. * @returns true if the object is in frustum otherwise false
  25521. */
  25522. isCompletelyInFrustum(target: ICullable): boolean;
  25523. /**
  25524. * Gets a ray in the forward direction from the camera.
  25525. * @param length Defines the length of the ray to create
  25526. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25527. * @param origin Defines the start point of the ray which defaults to the camera position
  25528. * @returns the forward ray
  25529. */
  25530. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25531. /**
  25532. * Releases resources associated with this node.
  25533. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25534. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25535. */
  25536. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25537. /** @hidden */
  25538. _isLeftCamera: boolean;
  25539. /**
  25540. * Gets the left camera of a rig setup in case of Rigged Camera
  25541. */
  25542. readonly isLeftCamera: boolean;
  25543. /** @hidden */
  25544. _isRightCamera: boolean;
  25545. /**
  25546. * Gets the right camera of a rig setup in case of Rigged Camera
  25547. */
  25548. readonly isRightCamera: boolean;
  25549. /**
  25550. * Gets the left camera of a rig setup in case of Rigged Camera
  25551. */
  25552. readonly leftCamera: Nullable<FreeCamera>;
  25553. /**
  25554. * Gets the right camera of a rig setup in case of Rigged Camera
  25555. */
  25556. readonly rightCamera: Nullable<FreeCamera>;
  25557. /**
  25558. * Gets the left camera target of a rig setup in case of Rigged Camera
  25559. * @returns the target position
  25560. */
  25561. getLeftTarget(): Nullable<Vector3>;
  25562. /**
  25563. * Gets the right camera target of a rig setup in case of Rigged Camera
  25564. * @returns the target position
  25565. */
  25566. getRightTarget(): Nullable<Vector3>;
  25567. /**
  25568. * @hidden
  25569. */
  25570. setCameraRigMode(mode: number, rigParams: any): void;
  25571. /** @hidden */
  25572. static _setStereoscopicRigMode(camera: Camera): void;
  25573. /** @hidden */
  25574. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25575. /** @hidden */
  25576. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25577. /** @hidden */
  25578. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25579. /** @hidden */
  25580. _getVRProjectionMatrix(): Matrix;
  25581. protected _updateCameraRotationMatrix(): void;
  25582. protected _updateWebVRCameraRotationMatrix(): void;
  25583. /**
  25584. * This function MUST be overwritten by the different WebVR cameras available.
  25585. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25586. * @hidden
  25587. */
  25588. _getWebVRProjectionMatrix(): Matrix;
  25589. /**
  25590. * This function MUST be overwritten by the different WebVR cameras available.
  25591. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25592. * @hidden
  25593. */
  25594. _getWebVRViewMatrix(): Matrix;
  25595. /** @hidden */
  25596. setCameraRigParameter(name: string, value: any): void;
  25597. /**
  25598. * needs to be overridden by children so sub has required properties to be copied
  25599. * @hidden
  25600. */
  25601. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25602. /**
  25603. * May need to be overridden by children
  25604. * @hidden
  25605. */
  25606. _updateRigCameras(): void;
  25607. /** @hidden */
  25608. _setupInputs(): void;
  25609. /**
  25610. * Serialiaze the camera setup to a json represention
  25611. * @returns the JSON representation
  25612. */
  25613. serialize(): any;
  25614. /**
  25615. * Clones the current camera.
  25616. * @param name The cloned camera name
  25617. * @returns the cloned camera
  25618. */
  25619. clone(name: string): Camera;
  25620. /**
  25621. * Gets the direction of the camera relative to a given local axis.
  25622. * @param localAxis Defines the reference axis to provide a relative direction.
  25623. * @return the direction
  25624. */
  25625. getDirection(localAxis: Vector3): Vector3;
  25626. /**
  25627. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25628. * @param localAxis Defines the reference axis to provide a relative direction.
  25629. * @param result Defines the vector to store the result in
  25630. */
  25631. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25632. /**
  25633. * Gets a camera constructor for a given camera type
  25634. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25635. * @param name The name of the camera the result will be able to instantiate
  25636. * @param scene The scene the result will construct the camera in
  25637. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25638. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25639. * @returns a factory method to construc the camera
  25640. */
  25641. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25642. /**
  25643. * Compute the world matrix of the camera.
  25644. * @returns the camera workd matrix
  25645. */
  25646. computeWorldMatrix(): Matrix;
  25647. /**
  25648. * Parse a JSON and creates the camera from the parsed information
  25649. * @param parsedCamera The JSON to parse
  25650. * @param scene The scene to instantiate the camera in
  25651. * @returns the newly constructed camera
  25652. */
  25653. static Parse(parsedCamera: any, scene: Scene): Camera;
  25654. }
  25655. }
  25656. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25657. import { Nullable } from "babylonjs/types";
  25658. import { Scene } from "babylonjs/scene";
  25659. import { Vector4 } from "babylonjs/Maths/math.vector";
  25660. import { Mesh } from "babylonjs/Meshes/mesh";
  25661. /**
  25662. * Class containing static functions to help procedurally build meshes
  25663. */
  25664. export class DiscBuilder {
  25665. /**
  25666. * Creates a plane polygonal mesh. By default, this is a disc
  25667. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25668. * * 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
  25669. * * 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
  25670. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25671. * * If you create a double-sided mesh, you can choose what parts of 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
  25672. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25673. * @param name defines the name of the mesh
  25674. * @param options defines the options used to create the mesh
  25675. * @param scene defines the hosting scene
  25676. * @returns the plane polygonal mesh
  25677. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25678. */
  25679. static CreateDisc(name: string, options: {
  25680. radius?: number;
  25681. tessellation?: number;
  25682. arc?: number;
  25683. updatable?: boolean;
  25684. sideOrientation?: number;
  25685. frontUVs?: Vector4;
  25686. backUVs?: Vector4;
  25687. }, scene?: Nullable<Scene>): Mesh;
  25688. }
  25689. }
  25690. declare module "babylonjs/Particles/solidParticleSystem" {
  25691. import { Vector3 } from "babylonjs/Maths/math.vector";
  25692. import { Mesh } from "babylonjs/Meshes/mesh";
  25693. import { Scene, IDisposable } from "babylonjs/scene";
  25694. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25695. /**
  25696. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25697. *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.
  25698. * The SPS is also a particle system. It provides some methods to manage the particles.
  25699. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25700. *
  25701. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  25702. */
  25703. export class SolidParticleSystem implements IDisposable {
  25704. /**
  25705. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25706. * Example : var p = SPS.particles[i];
  25707. */
  25708. particles: SolidParticle[];
  25709. /**
  25710. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25711. */
  25712. nbParticles: number;
  25713. /**
  25714. * If the particles must ever face the camera (default false). Useful for planar particles.
  25715. */
  25716. billboard: boolean;
  25717. /**
  25718. * Recompute normals when adding a shape
  25719. */
  25720. recomputeNormals: boolean;
  25721. /**
  25722. * This a counter ofr your own usage. It's not set by any SPS functions.
  25723. */
  25724. counter: number;
  25725. /**
  25726. * The SPS name. This name is also given to the underlying mesh.
  25727. */
  25728. name: string;
  25729. /**
  25730. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25731. */
  25732. mesh: Mesh;
  25733. /**
  25734. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25735. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  25736. */
  25737. vars: any;
  25738. /**
  25739. * This array is populated when the SPS is set as 'pickable'.
  25740. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25741. * Each element of this array is an object `{idx: int, faceId: int}`.
  25742. * `idx` is the picked particle index in the `SPS.particles` array
  25743. * `faceId` is the picked face index counted within this particle.
  25744. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  25745. */
  25746. pickedParticles: {
  25747. idx: number;
  25748. faceId: number;
  25749. }[];
  25750. /**
  25751. * This array is populated when `enableDepthSort` is set to true.
  25752. * Each element of this array is an instance of the class DepthSortedParticle.
  25753. */
  25754. depthSortedParticles: DepthSortedParticle[];
  25755. /**
  25756. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25757. * @hidden
  25758. */
  25759. _bSphereOnly: boolean;
  25760. /**
  25761. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25762. * @hidden
  25763. */
  25764. _bSphereRadiusFactor: number;
  25765. private _scene;
  25766. private _positions;
  25767. private _indices;
  25768. private _normals;
  25769. private _colors;
  25770. private _uvs;
  25771. private _indices32;
  25772. private _positions32;
  25773. private _normals32;
  25774. private _fixedNormal32;
  25775. private _colors32;
  25776. private _uvs32;
  25777. private _index;
  25778. private _updatable;
  25779. private _pickable;
  25780. private _isVisibilityBoxLocked;
  25781. private _alwaysVisible;
  25782. private _depthSort;
  25783. private _shapeCounter;
  25784. private _copy;
  25785. private _color;
  25786. private _computeParticleColor;
  25787. private _computeParticleTexture;
  25788. private _computeParticleRotation;
  25789. private _computeParticleVertex;
  25790. private _computeBoundingBox;
  25791. private _depthSortParticles;
  25792. private _camera;
  25793. private _mustUnrotateFixedNormals;
  25794. private _particlesIntersect;
  25795. private _needs32Bits;
  25796. /**
  25797. * Creates a SPS (Solid Particle System) object.
  25798. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25799. * @param scene (Scene) is the scene in which the SPS is added.
  25800. * @param options defines the options of the sps e.g.
  25801. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25802. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25803. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25804. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25805. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25806. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25807. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25808. */
  25809. constructor(name: string, scene: Scene, options?: {
  25810. updatable?: boolean;
  25811. isPickable?: boolean;
  25812. enableDepthSort?: boolean;
  25813. particleIntersection?: boolean;
  25814. boundingSphereOnly?: boolean;
  25815. bSphereRadiusFactor?: number;
  25816. });
  25817. /**
  25818. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25819. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25820. * @returns the created mesh
  25821. */
  25822. buildMesh(): Mesh;
  25823. /**
  25824. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25825. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25826. * Thus the particles generated from `digest()` have their property `position` set yet.
  25827. * @param mesh ( Mesh ) is the mesh to be digested
  25828. * @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
  25829. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25830. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25831. * @returns the current SPS
  25832. */
  25833. digest(mesh: Mesh, options?: {
  25834. facetNb?: number;
  25835. number?: number;
  25836. delta?: number;
  25837. }): SolidParticleSystem;
  25838. private _unrotateFixedNormals;
  25839. private _resetCopy;
  25840. private _meshBuilder;
  25841. private _posToShape;
  25842. private _uvsToShapeUV;
  25843. private _addParticle;
  25844. /**
  25845. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25846. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  25847. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25848. * @param nb (positive integer) the number of particles to be created from this model
  25849. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25850. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25851. * @returns the number of shapes in the system
  25852. */
  25853. addShape(mesh: Mesh, nb: number, options?: {
  25854. positionFunction?: any;
  25855. vertexFunction?: any;
  25856. }): number;
  25857. private _rebuildParticle;
  25858. /**
  25859. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25860. * @returns the SPS.
  25861. */
  25862. rebuildMesh(): SolidParticleSystem;
  25863. /**
  25864. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25865. * This method calls `updateParticle()` for each particle of the SPS.
  25866. * For an animated SPS, it is usually called within the render loop.
  25867. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25868. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25869. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25870. * @returns the SPS.
  25871. */
  25872. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25873. /**
  25874. * Disposes the SPS.
  25875. */
  25876. dispose(): void;
  25877. /**
  25878. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25879. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25880. * @returns the SPS.
  25881. */
  25882. refreshVisibleSize(): SolidParticleSystem;
  25883. /**
  25884. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25885. * @param size the size (float) of the visibility box
  25886. * note : this doesn't lock the SPS mesh bounding box.
  25887. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25888. */
  25889. setVisibilityBox(size: number): void;
  25890. /**
  25891. * Gets whether the SPS as always visible or not
  25892. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25893. */
  25894. /**
  25895. * Sets the SPS as always visible or not
  25896. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25897. */
  25898. isAlwaysVisible: boolean;
  25899. /**
  25900. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25901. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25902. */
  25903. /**
  25904. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25905. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25906. */
  25907. isVisibilityBoxLocked: boolean;
  25908. /**
  25909. * Tells to `setParticles()` to compute the particle rotations or not.
  25910. * Default value : true. The SPS is faster when it's set to false.
  25911. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25912. */
  25913. /**
  25914. * Gets if `setParticles()` computes the particle rotations or not.
  25915. * Default value : true. The SPS is faster when it's set to false.
  25916. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25917. */
  25918. computeParticleRotation: boolean;
  25919. /**
  25920. * Tells to `setParticles()` to compute the particle colors or not.
  25921. * Default value : true. The SPS is faster when it's set to false.
  25922. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25923. */
  25924. /**
  25925. * Gets if `setParticles()` computes the particle colors or not.
  25926. * Default value : true. The SPS is faster when it's set to false.
  25927. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25928. */
  25929. computeParticleColor: boolean;
  25930. /**
  25931. * Gets if `setParticles()` computes the particle textures or not.
  25932. * Default value : true. The SPS is faster when it's set to false.
  25933. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25934. */
  25935. computeParticleTexture: boolean;
  25936. /**
  25937. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25938. * Default value : false. The SPS is faster when it's set to false.
  25939. * Note : the particle custom vertex positions aren't stored values.
  25940. */
  25941. /**
  25942. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25943. * Default value : false. The SPS is faster when it's set to false.
  25944. * Note : the particle custom vertex positions aren't stored values.
  25945. */
  25946. computeParticleVertex: boolean;
  25947. /**
  25948. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25949. */
  25950. /**
  25951. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25952. */
  25953. computeBoundingBox: boolean;
  25954. /**
  25955. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25956. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25957. * Default : `true`
  25958. */
  25959. /**
  25960. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25961. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25962. * Default : `true`
  25963. */
  25964. depthSortParticles: boolean;
  25965. /**
  25966. * This function does nothing. It may be overwritten to set all the particle first values.
  25967. * The SPS doesn't call this function, you may have to call it by your own.
  25968. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25969. */
  25970. initParticles(): void;
  25971. /**
  25972. * This function does nothing. It may be overwritten to recycle a particle.
  25973. * The SPS doesn't call this function, you may have to call it by your own.
  25974. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25975. * @param particle The particle to recycle
  25976. * @returns the recycled particle
  25977. */
  25978. recycleParticle(particle: SolidParticle): SolidParticle;
  25979. /**
  25980. * Updates a particle : this function should be overwritten by the user.
  25981. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25982. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25983. * @example : just set a particle position or velocity and recycle conditions
  25984. * @param particle The particle to update
  25985. * @returns the updated particle
  25986. */
  25987. updateParticle(particle: SolidParticle): SolidParticle;
  25988. /**
  25989. * Updates a vertex of a particle : it can be overwritten by the user.
  25990. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25991. * @param particle the current particle
  25992. * @param vertex the current index of the current particle
  25993. * @param pt the index of the current vertex in the particle shape
  25994. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  25995. * @example : just set a vertex particle position
  25996. * @returns the updated vertex
  25997. */
  25998. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  25999. /**
  26000. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26001. * This does nothing and may be overwritten by the user.
  26002. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26003. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26004. * @param update the boolean update value actually passed to setParticles()
  26005. */
  26006. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26007. /**
  26008. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26009. * This will be passed three parameters.
  26010. * This does nothing and may be overwritten by the user.
  26011. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26012. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26013. * @param update the boolean update value actually passed to setParticles()
  26014. */
  26015. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26016. }
  26017. }
  26018. declare module "babylonjs/Particles/solidParticle" {
  26019. import { Nullable } from "babylonjs/types";
  26020. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26021. import { Color4 } from "babylonjs/Maths/math.color";
  26022. import { Mesh } from "babylonjs/Meshes/mesh";
  26023. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26024. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26025. import { Plane } from "babylonjs/Maths/math.plane";
  26026. /**
  26027. * Represents one particle of a solid particle system.
  26028. */
  26029. export class SolidParticle {
  26030. /**
  26031. * particle global index
  26032. */
  26033. idx: number;
  26034. /**
  26035. * The color of the particle
  26036. */
  26037. color: Nullable<Color4>;
  26038. /**
  26039. * The world space position of the particle.
  26040. */
  26041. position: Vector3;
  26042. /**
  26043. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26044. */
  26045. rotation: Vector3;
  26046. /**
  26047. * The world space rotation quaternion of the particle.
  26048. */
  26049. rotationQuaternion: Nullable<Quaternion>;
  26050. /**
  26051. * The scaling of the particle.
  26052. */
  26053. scaling: Vector3;
  26054. /**
  26055. * The uvs of the particle.
  26056. */
  26057. uvs: Vector4;
  26058. /**
  26059. * The current speed of the particle.
  26060. */
  26061. velocity: Vector3;
  26062. /**
  26063. * The pivot point in the particle local space.
  26064. */
  26065. pivot: Vector3;
  26066. /**
  26067. * Must the particle be translated from its pivot point in its local space ?
  26068. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26069. * Default : false
  26070. */
  26071. translateFromPivot: boolean;
  26072. /**
  26073. * Is the particle active or not ?
  26074. */
  26075. alive: boolean;
  26076. /**
  26077. * Is the particle visible or not ?
  26078. */
  26079. isVisible: boolean;
  26080. /**
  26081. * Index of this particle in the global "positions" array (Internal use)
  26082. * @hidden
  26083. */
  26084. _pos: number;
  26085. /**
  26086. * @hidden Index of this particle in the global "indices" array (Internal use)
  26087. */
  26088. _ind: number;
  26089. /**
  26090. * @hidden ModelShape of this particle (Internal use)
  26091. */
  26092. _model: ModelShape;
  26093. /**
  26094. * ModelShape id of this particle
  26095. */
  26096. shapeId: number;
  26097. /**
  26098. * Index of the particle in its shape id
  26099. */
  26100. idxInShape: number;
  26101. /**
  26102. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26103. */
  26104. _modelBoundingInfo: BoundingInfo;
  26105. /**
  26106. * @hidden Particle BoundingInfo object (Internal use)
  26107. */
  26108. _boundingInfo: BoundingInfo;
  26109. /**
  26110. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26111. */
  26112. _sps: SolidParticleSystem;
  26113. /**
  26114. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26115. */
  26116. _stillInvisible: boolean;
  26117. /**
  26118. * @hidden Last computed particle rotation matrix
  26119. */
  26120. _rotationMatrix: number[];
  26121. /**
  26122. * Parent particle Id, if any.
  26123. * Default null.
  26124. */
  26125. parentId: Nullable<number>;
  26126. /**
  26127. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26128. * The possible values are :
  26129. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26130. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26131. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26132. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26133. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26134. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26135. * */
  26136. cullingStrategy: number;
  26137. /**
  26138. * @hidden Internal global position in the SPS.
  26139. */
  26140. _globalPosition: Vector3;
  26141. /**
  26142. * Creates a Solid Particle object.
  26143. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26144. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26145. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26146. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26147. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26148. * @param shapeId (integer) is the model shape identifier in the SPS.
  26149. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26150. * @param sps defines the sps it is associated to
  26151. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26152. */
  26153. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26154. /**
  26155. * Legacy support, changed scale to scaling
  26156. */
  26157. /**
  26158. * Legacy support, changed scale to scaling
  26159. */
  26160. scale: Vector3;
  26161. /**
  26162. * Legacy support, changed quaternion to rotationQuaternion
  26163. */
  26164. /**
  26165. * Legacy support, changed quaternion to rotationQuaternion
  26166. */
  26167. quaternion: Nullable<Quaternion>;
  26168. /**
  26169. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26170. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26171. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26172. * @returns true if it intersects
  26173. */
  26174. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26175. /**
  26176. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26177. * A particle is in the frustum if its bounding box intersects the frustum
  26178. * @param frustumPlanes defines the frustum to test
  26179. * @returns true if the particle is in the frustum planes
  26180. */
  26181. isInFrustum(frustumPlanes: Plane[]): boolean;
  26182. /**
  26183. * get the rotation matrix of the particle
  26184. * @hidden
  26185. */
  26186. getRotationMatrix(m: Matrix): void;
  26187. }
  26188. /**
  26189. * Represents the shape of the model used by one particle of a solid particle system.
  26190. * SPS internal tool, don't use it manually.
  26191. */
  26192. export class ModelShape {
  26193. /**
  26194. * The shape id
  26195. * @hidden
  26196. */
  26197. shapeID: number;
  26198. /**
  26199. * flat array of model positions (internal use)
  26200. * @hidden
  26201. */
  26202. _shape: Vector3[];
  26203. /**
  26204. * flat array of model UVs (internal use)
  26205. * @hidden
  26206. */
  26207. _shapeUV: number[];
  26208. /**
  26209. * length of the shape in the model indices array (internal use)
  26210. * @hidden
  26211. */
  26212. _indicesLength: number;
  26213. /**
  26214. * Custom position function (internal use)
  26215. * @hidden
  26216. */
  26217. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26218. /**
  26219. * Custom vertex function (internal use)
  26220. * @hidden
  26221. */
  26222. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26223. /**
  26224. * 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.
  26225. * SPS internal tool, don't use it manually.
  26226. * @hidden
  26227. */
  26228. 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>);
  26229. }
  26230. /**
  26231. * Represents a Depth Sorted Particle in the solid particle system.
  26232. */
  26233. export class DepthSortedParticle {
  26234. /**
  26235. * Index of the particle in the "indices" array
  26236. */
  26237. ind: number;
  26238. /**
  26239. * Length of the particle shape in the "indices" array
  26240. */
  26241. indicesLength: number;
  26242. /**
  26243. * Squared distance from the particle to the camera
  26244. */
  26245. sqDistance: number;
  26246. }
  26247. }
  26248. declare module "babylonjs/Collisions/meshCollisionData" {
  26249. import { Collider } from "babylonjs/Collisions/collider";
  26250. import { Vector3 } from "babylonjs/Maths/math.vector";
  26251. import { Nullable } from "babylonjs/types";
  26252. import { Observer } from "babylonjs/Misc/observable";
  26253. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26254. /**
  26255. * @hidden
  26256. */
  26257. export class _MeshCollisionData {
  26258. _checkCollisions: boolean;
  26259. _collisionMask: number;
  26260. _collisionGroup: number;
  26261. _collider: Nullable<Collider>;
  26262. _oldPositionForCollisions: Vector3;
  26263. _diffPositionForCollisions: Vector3;
  26264. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26265. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26266. }
  26267. }
  26268. declare module "babylonjs/Meshes/abstractMesh" {
  26269. import { Observable } from "babylonjs/Misc/observable";
  26270. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26271. import { Camera } from "babylonjs/Cameras/camera";
  26272. import { Scene, IDisposable } from "babylonjs/scene";
  26273. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26274. import { Node } from "babylonjs/node";
  26275. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26276. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26277. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26278. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26279. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26280. import { Material } from "babylonjs/Materials/material";
  26281. import { Light } from "babylonjs/Lights/light";
  26282. import { Skeleton } from "babylonjs/Bones/skeleton";
  26283. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26284. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26285. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26286. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26287. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26288. import { Plane } from "babylonjs/Maths/math.plane";
  26289. import { Ray } from "babylonjs/Culling/ray";
  26290. import { Collider } from "babylonjs/Collisions/collider";
  26291. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26292. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26293. /** @hidden */
  26294. class _FacetDataStorage {
  26295. facetPositions: Vector3[];
  26296. facetNormals: Vector3[];
  26297. facetPartitioning: number[][];
  26298. facetNb: number;
  26299. partitioningSubdivisions: number;
  26300. partitioningBBoxRatio: number;
  26301. facetDataEnabled: boolean;
  26302. facetParameters: any;
  26303. bbSize: Vector3;
  26304. subDiv: {
  26305. max: number;
  26306. X: number;
  26307. Y: number;
  26308. Z: number;
  26309. };
  26310. facetDepthSort: boolean;
  26311. facetDepthSortEnabled: boolean;
  26312. depthSortedIndices: IndicesArray;
  26313. depthSortedFacets: {
  26314. ind: number;
  26315. sqDistance: number;
  26316. }[];
  26317. facetDepthSortFunction: (f1: {
  26318. ind: number;
  26319. sqDistance: number;
  26320. }, f2: {
  26321. ind: number;
  26322. sqDistance: number;
  26323. }) => number;
  26324. facetDepthSortFrom: Vector3;
  26325. facetDepthSortOrigin: Vector3;
  26326. invertedMatrix: Matrix;
  26327. }
  26328. /**
  26329. * @hidden
  26330. **/
  26331. class _InternalAbstractMeshDataInfo {
  26332. _hasVertexAlpha: boolean;
  26333. _useVertexColors: boolean;
  26334. _numBoneInfluencers: number;
  26335. _applyFog: boolean;
  26336. _receiveShadows: boolean;
  26337. _facetData: _FacetDataStorage;
  26338. _visibility: number;
  26339. _skeleton: Nullable<Skeleton>;
  26340. _layerMask: number;
  26341. _computeBonesUsingShaders: boolean;
  26342. _isActive: boolean;
  26343. _onlyForInstances: boolean;
  26344. _isActiveIntermediate: boolean;
  26345. _onlyForInstancesIntermediate: boolean;
  26346. }
  26347. /**
  26348. * Class used to store all common mesh properties
  26349. */
  26350. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26351. /** No occlusion */
  26352. static OCCLUSION_TYPE_NONE: number;
  26353. /** Occlusion set to optimisitic */
  26354. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26355. /** Occlusion set to strict */
  26356. static OCCLUSION_TYPE_STRICT: number;
  26357. /** Use an accurante occlusion algorithm */
  26358. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26359. /** Use a conservative occlusion algorithm */
  26360. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26361. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26362. * Test order :
  26363. * Is the bounding sphere outside the frustum ?
  26364. * If not, are the bounding box vertices outside the frustum ?
  26365. * It not, then the cullable object is in the frustum.
  26366. */
  26367. static readonly CULLINGSTRATEGY_STANDARD: number;
  26368. /** Culling strategy : Bounding Sphere Only.
  26369. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26370. * It's also less accurate than the standard because some not visible objects can still be selected.
  26371. * Test : is the bounding sphere outside the frustum ?
  26372. * If not, then the cullable object is in the frustum.
  26373. */
  26374. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26375. /** Culling strategy : Optimistic Inclusion.
  26376. * This in an inclusion test first, then the standard exclusion test.
  26377. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26378. * 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.
  26379. * Anyway, it's as accurate as the standard strategy.
  26380. * Test :
  26381. * Is the cullable object bounding sphere center in the frustum ?
  26382. * If not, apply the default culling strategy.
  26383. */
  26384. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26385. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26386. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26387. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26388. * 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.
  26389. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26390. * Test :
  26391. * Is the cullable object bounding sphere center in the frustum ?
  26392. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26393. */
  26394. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26395. /**
  26396. * No billboard
  26397. */
  26398. static readonly BILLBOARDMODE_NONE: number;
  26399. /** Billboard on X axis */
  26400. static readonly BILLBOARDMODE_X: number;
  26401. /** Billboard on Y axis */
  26402. static readonly BILLBOARDMODE_Y: number;
  26403. /** Billboard on Z axis */
  26404. static readonly BILLBOARDMODE_Z: number;
  26405. /** Billboard on all axes */
  26406. static readonly BILLBOARDMODE_ALL: number;
  26407. /** Billboard on using position instead of orientation */
  26408. static readonly BILLBOARDMODE_USE_POSITION: number;
  26409. /** @hidden */
  26410. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26411. /**
  26412. * The culling strategy to use to check whether the mesh must be rendered or not.
  26413. * This value can be changed at any time and will be used on the next render mesh selection.
  26414. * The possible values are :
  26415. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26416. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26417. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26418. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26419. * Please read each static variable documentation to get details about the culling process.
  26420. * */
  26421. cullingStrategy: number;
  26422. /**
  26423. * Gets the number of facets in the mesh
  26424. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26425. */
  26426. readonly facetNb: number;
  26427. /**
  26428. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26429. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26430. */
  26431. partitioningSubdivisions: number;
  26432. /**
  26433. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26434. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26435. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26436. */
  26437. partitioningBBoxRatio: number;
  26438. /**
  26439. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26440. * Works only for updatable meshes.
  26441. * Doesn't work with multi-materials
  26442. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26443. */
  26444. mustDepthSortFacets: boolean;
  26445. /**
  26446. * The location (Vector3) where the facet depth sort must be computed from.
  26447. * By default, the active camera position.
  26448. * Used only when facet depth sort is enabled
  26449. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26450. */
  26451. facetDepthSortFrom: Vector3;
  26452. /**
  26453. * gets a boolean indicating if facetData is enabled
  26454. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26455. */
  26456. readonly isFacetDataEnabled: boolean;
  26457. /** @hidden */
  26458. _updateNonUniformScalingState(value: boolean): boolean;
  26459. /**
  26460. * An event triggered when this mesh collides with another one
  26461. */
  26462. onCollideObservable: Observable<AbstractMesh>;
  26463. /** Set a function to call when this mesh collides with another one */
  26464. onCollide: () => void;
  26465. /**
  26466. * An event triggered when the collision's position changes
  26467. */
  26468. onCollisionPositionChangeObservable: Observable<Vector3>;
  26469. /** Set a function to call when the collision's position changes */
  26470. onCollisionPositionChange: () => void;
  26471. /**
  26472. * An event triggered when material is changed
  26473. */
  26474. onMaterialChangedObservable: Observable<AbstractMesh>;
  26475. /**
  26476. * Gets or sets the orientation for POV movement & rotation
  26477. */
  26478. definedFacingForward: boolean;
  26479. /** @hidden */
  26480. _occlusionQuery: Nullable<WebGLQuery>;
  26481. /** @hidden */
  26482. _renderingGroup: Nullable<RenderingGroup>;
  26483. /**
  26484. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26485. */
  26486. /**
  26487. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26488. */
  26489. visibility: number;
  26490. /** Gets or sets the alpha index used to sort transparent meshes
  26491. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26492. */
  26493. alphaIndex: number;
  26494. /**
  26495. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26496. */
  26497. isVisible: boolean;
  26498. /**
  26499. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26500. */
  26501. isPickable: boolean;
  26502. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26503. showSubMeshesBoundingBox: boolean;
  26504. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26505. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26506. */
  26507. isBlocker: boolean;
  26508. /**
  26509. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26510. */
  26511. enablePointerMoveEvents: boolean;
  26512. /**
  26513. * Specifies the rendering group id for this mesh (0 by default)
  26514. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26515. */
  26516. renderingGroupId: number;
  26517. private _material;
  26518. /** Gets or sets current material */
  26519. material: Nullable<Material>;
  26520. /**
  26521. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26522. * @see http://doc.babylonjs.com/babylon101/shadows
  26523. */
  26524. receiveShadows: boolean;
  26525. /** Defines color to use when rendering outline */
  26526. outlineColor: Color3;
  26527. /** Define width to use when rendering outline */
  26528. outlineWidth: number;
  26529. /** Defines color to use when rendering overlay */
  26530. overlayColor: Color3;
  26531. /** Defines alpha to use when rendering overlay */
  26532. overlayAlpha: number;
  26533. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26534. hasVertexAlpha: boolean;
  26535. /** 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) */
  26536. useVertexColors: boolean;
  26537. /**
  26538. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26539. */
  26540. computeBonesUsingShaders: boolean;
  26541. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26542. numBoneInfluencers: number;
  26543. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26544. applyFog: boolean;
  26545. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26546. useOctreeForRenderingSelection: boolean;
  26547. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26548. useOctreeForPicking: boolean;
  26549. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26550. useOctreeForCollisions: boolean;
  26551. /**
  26552. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26553. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26554. */
  26555. layerMask: number;
  26556. /**
  26557. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26558. */
  26559. alwaysSelectAsActiveMesh: boolean;
  26560. /**
  26561. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26562. */
  26563. doNotSyncBoundingInfo: boolean;
  26564. /**
  26565. * Gets or sets the current action manager
  26566. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26567. */
  26568. actionManager: Nullable<AbstractActionManager>;
  26569. private _meshCollisionData;
  26570. /**
  26571. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26572. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26573. */
  26574. ellipsoid: Vector3;
  26575. /**
  26576. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26577. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26578. */
  26579. ellipsoidOffset: Vector3;
  26580. /**
  26581. * Gets or sets a collision mask used to mask collisions (default is -1).
  26582. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26583. */
  26584. collisionMask: number;
  26585. /**
  26586. * Gets or sets the current collision group mask (-1 by default).
  26587. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26588. */
  26589. collisionGroup: number;
  26590. /**
  26591. * Defines edge width used when edgesRenderer is enabled
  26592. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26593. */
  26594. edgesWidth: number;
  26595. /**
  26596. * Defines edge color used when edgesRenderer is enabled
  26597. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26598. */
  26599. edgesColor: Color4;
  26600. /** @hidden */
  26601. _edgesRenderer: Nullable<IEdgesRenderer>;
  26602. /** @hidden */
  26603. _masterMesh: Nullable<AbstractMesh>;
  26604. /** @hidden */
  26605. _boundingInfo: Nullable<BoundingInfo>;
  26606. /** @hidden */
  26607. _renderId: number;
  26608. /**
  26609. * Gets or sets the list of subMeshes
  26610. * @see http://doc.babylonjs.com/how_to/multi_materials
  26611. */
  26612. subMeshes: SubMesh[];
  26613. /** @hidden */
  26614. _intersectionsInProgress: AbstractMesh[];
  26615. /** @hidden */
  26616. _unIndexed: boolean;
  26617. /** @hidden */
  26618. _lightSources: Light[];
  26619. /** Gets the list of lights affecting that mesh */
  26620. readonly lightSources: Light[];
  26621. /** @hidden */
  26622. readonly _positions: Nullable<Vector3[]>;
  26623. /** @hidden */
  26624. _waitingData: {
  26625. lods: Nullable<any>;
  26626. actions: Nullable<any>;
  26627. freezeWorldMatrix: Nullable<boolean>;
  26628. };
  26629. /** @hidden */
  26630. _bonesTransformMatrices: Nullable<Float32Array>;
  26631. /** @hidden */
  26632. _transformMatrixTexture: Nullable<RawTexture>;
  26633. /**
  26634. * Gets or sets a skeleton to apply skining transformations
  26635. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26636. */
  26637. skeleton: Nullable<Skeleton>;
  26638. /**
  26639. * An event triggered when the mesh is rebuilt.
  26640. */
  26641. onRebuildObservable: Observable<AbstractMesh>;
  26642. /**
  26643. * Creates a new AbstractMesh
  26644. * @param name defines the name of the mesh
  26645. * @param scene defines the hosting scene
  26646. */
  26647. constructor(name: string, scene?: Nullable<Scene>);
  26648. /**
  26649. * Returns the string "AbstractMesh"
  26650. * @returns "AbstractMesh"
  26651. */
  26652. getClassName(): string;
  26653. /**
  26654. * Gets a string representation of the current mesh
  26655. * @param fullDetails defines a boolean indicating if full details must be included
  26656. * @returns a string representation of the current mesh
  26657. */
  26658. toString(fullDetails?: boolean): string;
  26659. /**
  26660. * @hidden
  26661. */
  26662. protected _getEffectiveParent(): Nullable<Node>;
  26663. /** @hidden */
  26664. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26665. /** @hidden */
  26666. _rebuild(): void;
  26667. /** @hidden */
  26668. _resyncLightSources(): void;
  26669. /** @hidden */
  26670. _resyncLighSource(light: Light): void;
  26671. /** @hidden */
  26672. _unBindEffect(): void;
  26673. /** @hidden */
  26674. _removeLightSource(light: Light, dispose: boolean): void;
  26675. private _markSubMeshesAsDirty;
  26676. /** @hidden */
  26677. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  26678. /** @hidden */
  26679. _markSubMeshesAsAttributesDirty(): void;
  26680. /** @hidden */
  26681. _markSubMeshesAsMiscDirty(): void;
  26682. /**
  26683. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26684. */
  26685. scaling: Vector3;
  26686. /**
  26687. * Returns true if the mesh is blocked. Implemented by child classes
  26688. */
  26689. readonly isBlocked: boolean;
  26690. /**
  26691. * Returns the mesh itself by default. Implemented by child classes
  26692. * @param camera defines the camera to use to pick the right LOD level
  26693. * @returns the currentAbstractMesh
  26694. */
  26695. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26696. /**
  26697. * Returns 0 by default. Implemented by child classes
  26698. * @returns an integer
  26699. */
  26700. getTotalVertices(): number;
  26701. /**
  26702. * Returns a positive integer : the total number of indices in this mesh geometry.
  26703. * @returns the numner of indices or zero if the mesh has no geometry.
  26704. */
  26705. getTotalIndices(): number;
  26706. /**
  26707. * Returns null by default. Implemented by child classes
  26708. * @returns null
  26709. */
  26710. getIndices(): Nullable<IndicesArray>;
  26711. /**
  26712. * Returns the array of the requested vertex data kind. Implemented by child classes
  26713. * @param kind defines the vertex data kind to use
  26714. * @returns null
  26715. */
  26716. getVerticesData(kind: string): Nullable<FloatArray>;
  26717. /**
  26718. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26719. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26720. * Note that a new underlying VertexBuffer object is created each call.
  26721. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26722. * @param kind defines vertex data kind:
  26723. * * VertexBuffer.PositionKind
  26724. * * VertexBuffer.UVKind
  26725. * * VertexBuffer.UV2Kind
  26726. * * VertexBuffer.UV3Kind
  26727. * * VertexBuffer.UV4Kind
  26728. * * VertexBuffer.UV5Kind
  26729. * * VertexBuffer.UV6Kind
  26730. * * VertexBuffer.ColorKind
  26731. * * VertexBuffer.MatricesIndicesKind
  26732. * * VertexBuffer.MatricesIndicesExtraKind
  26733. * * VertexBuffer.MatricesWeightsKind
  26734. * * VertexBuffer.MatricesWeightsExtraKind
  26735. * @param data defines the data source
  26736. * @param updatable defines if the data must be flagged as updatable (or static)
  26737. * @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
  26738. * @returns the current mesh
  26739. */
  26740. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26741. /**
  26742. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26743. * If the mesh has no geometry, it is simply returned as it is.
  26744. * @param kind defines vertex data kind:
  26745. * * VertexBuffer.PositionKind
  26746. * * VertexBuffer.UVKind
  26747. * * VertexBuffer.UV2Kind
  26748. * * VertexBuffer.UV3Kind
  26749. * * VertexBuffer.UV4Kind
  26750. * * VertexBuffer.UV5Kind
  26751. * * VertexBuffer.UV6Kind
  26752. * * VertexBuffer.ColorKind
  26753. * * VertexBuffer.MatricesIndicesKind
  26754. * * VertexBuffer.MatricesIndicesExtraKind
  26755. * * VertexBuffer.MatricesWeightsKind
  26756. * * VertexBuffer.MatricesWeightsExtraKind
  26757. * @param data defines the data source
  26758. * @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
  26759. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26760. * @returns the current mesh
  26761. */
  26762. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26763. /**
  26764. * Sets the mesh indices,
  26765. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26766. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26767. * @param totalVertices Defines the total number of vertices
  26768. * @returns the current mesh
  26769. */
  26770. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26771. /**
  26772. * Gets a boolean indicating if specific vertex data is present
  26773. * @param kind defines the vertex data kind to use
  26774. * @returns true is data kind is present
  26775. */
  26776. isVerticesDataPresent(kind: string): boolean;
  26777. /**
  26778. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26779. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26780. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26781. * @returns a BoundingInfo
  26782. */
  26783. getBoundingInfo(): BoundingInfo;
  26784. /**
  26785. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26786. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26787. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26788. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26789. * @returns the current mesh
  26790. */
  26791. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26792. /**
  26793. * Overwrite the current bounding info
  26794. * @param boundingInfo defines the new bounding info
  26795. * @returns the current mesh
  26796. */
  26797. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26798. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26799. readonly useBones: boolean;
  26800. /** @hidden */
  26801. _preActivate(): void;
  26802. /** @hidden */
  26803. _preActivateForIntermediateRendering(renderId: number): void;
  26804. /** @hidden */
  26805. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26806. /** @hidden */
  26807. _postActivate(): void;
  26808. /** @hidden */
  26809. _freeze(): void;
  26810. /** @hidden */
  26811. _unFreeze(): void;
  26812. /**
  26813. * Gets the current world matrix
  26814. * @returns a Matrix
  26815. */
  26816. getWorldMatrix(): Matrix;
  26817. /** @hidden */
  26818. _getWorldMatrixDeterminant(): number;
  26819. /**
  26820. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26821. */
  26822. readonly isAnInstance: boolean;
  26823. /**
  26824. * Gets a boolean indicating if this mesh has instances
  26825. */
  26826. readonly hasInstances: boolean;
  26827. /**
  26828. * Perform relative position change from the point of view of behind the front of the mesh.
  26829. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26830. * Supports definition of mesh facing forward or backward
  26831. * @param amountRight defines the distance on the right axis
  26832. * @param amountUp defines the distance on the up axis
  26833. * @param amountForward defines the distance on the forward axis
  26834. * @returns the current mesh
  26835. */
  26836. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26837. /**
  26838. * Calculate relative position change from the point of view of behind the front of the mesh.
  26839. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26840. * Supports definition of mesh facing forward or backward
  26841. * @param amountRight defines the distance on the right axis
  26842. * @param amountUp defines the distance on the up axis
  26843. * @param amountForward defines the distance on the forward axis
  26844. * @returns the new displacement vector
  26845. */
  26846. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26847. /**
  26848. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26849. * Supports definition of mesh facing forward or backward
  26850. * @param flipBack defines the flip
  26851. * @param twirlClockwise defines the twirl
  26852. * @param tiltRight defines the tilt
  26853. * @returns the current mesh
  26854. */
  26855. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26856. /**
  26857. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26858. * Supports definition of mesh facing forward or backward.
  26859. * @param flipBack defines the flip
  26860. * @param twirlClockwise defines the twirl
  26861. * @param tiltRight defines the tilt
  26862. * @returns the new rotation vector
  26863. */
  26864. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26865. /**
  26866. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26867. * This means the mesh underlying bounding box and sphere are recomputed.
  26868. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26869. * @returns the current mesh
  26870. */
  26871. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26872. /** @hidden */
  26873. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26874. /** @hidden */
  26875. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26876. /** @hidden */
  26877. _updateBoundingInfo(): AbstractMesh;
  26878. /** @hidden */
  26879. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26880. /** @hidden */
  26881. protected _afterComputeWorldMatrix(): void;
  26882. /** @hidden */
  26883. readonly _effectiveMesh: AbstractMesh;
  26884. /**
  26885. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26886. * A mesh is in the frustum if its bounding box intersects the frustum
  26887. * @param frustumPlanes defines the frustum to test
  26888. * @returns true if the mesh is in the frustum planes
  26889. */
  26890. isInFrustum(frustumPlanes: Plane[]): boolean;
  26891. /**
  26892. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26893. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26894. * @param frustumPlanes defines the frustum to test
  26895. * @returns true if the mesh is completely in the frustum planes
  26896. */
  26897. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26898. /**
  26899. * True if the mesh intersects another mesh or a SolidParticle object
  26900. * @param mesh defines a target mesh or SolidParticle to test
  26901. * @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)
  26902. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26903. * @returns true if there is an intersection
  26904. */
  26905. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26906. /**
  26907. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26908. * @param point defines the point to test
  26909. * @returns true if there is an intersection
  26910. */
  26911. intersectsPoint(point: Vector3): boolean;
  26912. /**
  26913. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26914. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26915. */
  26916. checkCollisions: boolean;
  26917. /**
  26918. * Gets Collider object used to compute collisions (not physics)
  26919. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26920. */
  26921. readonly collider: Nullable<Collider>;
  26922. /**
  26923. * Move the mesh using collision engine
  26924. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26925. * @param displacement defines the requested displacement vector
  26926. * @returns the current mesh
  26927. */
  26928. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26929. private _onCollisionPositionChange;
  26930. /** @hidden */
  26931. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26932. /** @hidden */
  26933. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26934. /** @hidden */
  26935. _checkCollision(collider: Collider): AbstractMesh;
  26936. /** @hidden */
  26937. _generatePointsArray(): boolean;
  26938. /**
  26939. * Checks if the passed Ray intersects with the mesh
  26940. * @param ray defines the ray to use
  26941. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26942. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26943. * @returns the picking info
  26944. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26945. */
  26946. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26947. /**
  26948. * Clones the current mesh
  26949. * @param name defines the mesh name
  26950. * @param newParent defines the new mesh parent
  26951. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26952. * @returns the new mesh
  26953. */
  26954. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26955. /**
  26956. * Disposes all the submeshes of the current meshnp
  26957. * @returns the current mesh
  26958. */
  26959. releaseSubMeshes(): AbstractMesh;
  26960. /**
  26961. * Releases resources associated with this abstract mesh.
  26962. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26963. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26964. */
  26965. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26966. /**
  26967. * Adds the passed mesh as a child to the current mesh
  26968. * @param mesh defines the child mesh
  26969. * @returns the current mesh
  26970. */
  26971. addChild(mesh: AbstractMesh): AbstractMesh;
  26972. /**
  26973. * Removes the passed mesh from the current mesh children list
  26974. * @param mesh defines the child mesh
  26975. * @returns the current mesh
  26976. */
  26977. removeChild(mesh: AbstractMesh): AbstractMesh;
  26978. /** @hidden */
  26979. private _initFacetData;
  26980. /**
  26981. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26982. * This method can be called within the render loop.
  26983. * 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
  26984. * @returns the current mesh
  26985. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26986. */
  26987. updateFacetData(): AbstractMesh;
  26988. /**
  26989. * Returns the facetLocalNormals array.
  26990. * The normals are expressed in the mesh local spac
  26991. * @returns an array of Vector3
  26992. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26993. */
  26994. getFacetLocalNormals(): Vector3[];
  26995. /**
  26996. * Returns the facetLocalPositions array.
  26997. * The facet positions are expressed in the mesh local space
  26998. * @returns an array of Vector3
  26999. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27000. */
  27001. getFacetLocalPositions(): Vector3[];
  27002. /**
  27003. * Returns the facetLocalPartioning array
  27004. * @returns an array of array of numbers
  27005. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27006. */
  27007. getFacetLocalPartitioning(): number[][];
  27008. /**
  27009. * Returns the i-th facet position in the world system.
  27010. * This method allocates a new Vector3 per call
  27011. * @param i defines the facet index
  27012. * @returns a new Vector3
  27013. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27014. */
  27015. getFacetPosition(i: number): Vector3;
  27016. /**
  27017. * Sets the reference Vector3 with the i-th facet position in the world system
  27018. * @param i defines the facet index
  27019. * @param ref defines the target vector
  27020. * @returns the current mesh
  27021. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27022. */
  27023. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27024. /**
  27025. * Returns the i-th facet normal in the world system.
  27026. * This method allocates a new Vector3 per call
  27027. * @param i defines the facet index
  27028. * @returns a new Vector3
  27029. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27030. */
  27031. getFacetNormal(i: number): Vector3;
  27032. /**
  27033. * Sets the reference Vector3 with the i-th facet normal in the world system
  27034. * @param i defines the facet index
  27035. * @param ref defines the target vector
  27036. * @returns the current mesh
  27037. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27038. */
  27039. getFacetNormalToRef(i: number, ref: Vector3): this;
  27040. /**
  27041. * 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)
  27042. * @param x defines x coordinate
  27043. * @param y defines y coordinate
  27044. * @param z defines z coordinate
  27045. * @returns the array of facet indexes
  27046. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27047. */
  27048. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27049. /**
  27050. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27051. * @param projected sets as the (x,y,z) world projection on the facet
  27052. * @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
  27053. * @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
  27054. * @param x defines x coordinate
  27055. * @param y defines y coordinate
  27056. * @param z defines z coordinate
  27057. * @returns the face index if found (or null instead)
  27058. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27059. */
  27060. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27061. /**
  27062. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27063. * @param projected sets as the (x,y,z) local projection on the facet
  27064. * @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
  27065. * @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
  27066. * @param x defines x coordinate
  27067. * @param y defines y coordinate
  27068. * @param z defines z coordinate
  27069. * @returns the face index if found (or null instead)
  27070. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27071. */
  27072. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27073. /**
  27074. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27075. * @returns the parameters
  27076. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27077. */
  27078. getFacetDataParameters(): any;
  27079. /**
  27080. * Disables the feature FacetData and frees the related memory
  27081. * @returns the current mesh
  27082. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27083. */
  27084. disableFacetData(): AbstractMesh;
  27085. /**
  27086. * Updates the AbstractMesh indices array
  27087. * @param indices defines the data source
  27088. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27089. * @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)
  27090. * @returns the current mesh
  27091. */
  27092. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27093. /**
  27094. * Creates new normals data for the mesh
  27095. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27096. * @returns the current mesh
  27097. */
  27098. createNormals(updatable: boolean): AbstractMesh;
  27099. /**
  27100. * Align the mesh with a normal
  27101. * @param normal defines the normal to use
  27102. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27103. * @returns the current mesh
  27104. */
  27105. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27106. /** @hidden */
  27107. _checkOcclusionQuery(): boolean;
  27108. /**
  27109. * Disables the mesh edge rendering mode
  27110. * @returns the currentAbstractMesh
  27111. */
  27112. disableEdgesRendering(): AbstractMesh;
  27113. /**
  27114. * Enables the edge rendering mode on the mesh.
  27115. * This mode makes the mesh edges visible
  27116. * @param epsilon defines the maximal distance between two angles to detect a face
  27117. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27118. * @returns the currentAbstractMesh
  27119. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27120. */
  27121. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27122. }
  27123. }
  27124. declare module "babylonjs/Actions/actionEvent" {
  27125. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27126. import { Nullable } from "babylonjs/types";
  27127. import { Sprite } from "babylonjs/Sprites/sprite";
  27128. import { Scene } from "babylonjs/scene";
  27129. import { Vector2 } from "babylonjs/Maths/math.vector";
  27130. /**
  27131. * Interface used to define ActionEvent
  27132. */
  27133. export interface IActionEvent {
  27134. /** The mesh or sprite that triggered the action */
  27135. source: any;
  27136. /** The X mouse cursor position at the time of the event */
  27137. pointerX: number;
  27138. /** The Y mouse cursor position at the time of the event */
  27139. pointerY: number;
  27140. /** The mesh that is currently pointed at (can be null) */
  27141. meshUnderPointer: Nullable<AbstractMesh>;
  27142. /** the original (browser) event that triggered the ActionEvent */
  27143. sourceEvent?: any;
  27144. /** additional data for the event */
  27145. additionalData?: any;
  27146. }
  27147. /**
  27148. * ActionEvent is the event being sent when an action is triggered.
  27149. */
  27150. export class ActionEvent implements IActionEvent {
  27151. /** The mesh or sprite that triggered the action */
  27152. source: any;
  27153. /** The X mouse cursor position at the time of the event */
  27154. pointerX: number;
  27155. /** The Y mouse cursor position at the time of the event */
  27156. pointerY: number;
  27157. /** The mesh that is currently pointed at (can be null) */
  27158. meshUnderPointer: Nullable<AbstractMesh>;
  27159. /** the original (browser) event that triggered the ActionEvent */
  27160. sourceEvent?: any;
  27161. /** additional data for the event */
  27162. additionalData?: any;
  27163. /**
  27164. * Creates a new ActionEvent
  27165. * @param source The mesh or sprite that triggered the action
  27166. * @param pointerX The X mouse cursor position at the time of the event
  27167. * @param pointerY The Y mouse cursor position at the time of the event
  27168. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27169. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27170. * @param additionalData additional data for the event
  27171. */
  27172. constructor(
  27173. /** The mesh or sprite that triggered the action */
  27174. source: any,
  27175. /** The X mouse cursor position at the time of the event */
  27176. pointerX: number,
  27177. /** The Y mouse cursor position at the time of the event */
  27178. pointerY: number,
  27179. /** The mesh that is currently pointed at (can be null) */
  27180. meshUnderPointer: Nullable<AbstractMesh>,
  27181. /** the original (browser) event that triggered the ActionEvent */
  27182. sourceEvent?: any,
  27183. /** additional data for the event */
  27184. additionalData?: any);
  27185. /**
  27186. * Helper function to auto-create an ActionEvent from a source mesh.
  27187. * @param source The source mesh that triggered the event
  27188. * @param evt The original (browser) event
  27189. * @param additionalData additional data for the event
  27190. * @returns the new ActionEvent
  27191. */
  27192. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27193. /**
  27194. * Helper function to auto-create an ActionEvent from a source sprite
  27195. * @param source The source sprite that triggered the event
  27196. * @param scene Scene associated with the sprite
  27197. * @param evt The original (browser) event
  27198. * @param additionalData additional data for the event
  27199. * @returns the new ActionEvent
  27200. */
  27201. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27202. /**
  27203. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27204. * @param scene the scene where the event occurred
  27205. * @param evt The original (browser) event
  27206. * @returns the new ActionEvent
  27207. */
  27208. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27209. /**
  27210. * Helper function to auto-create an ActionEvent from a primitive
  27211. * @param prim defines the target primitive
  27212. * @param pointerPos defines the pointer position
  27213. * @param evt The original (browser) event
  27214. * @param additionalData additional data for the event
  27215. * @returns the new ActionEvent
  27216. */
  27217. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27218. }
  27219. }
  27220. declare module "babylonjs/Actions/abstractActionManager" {
  27221. import { IDisposable } from "babylonjs/scene";
  27222. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27223. import { IAction } from "babylonjs/Actions/action";
  27224. import { Nullable } from "babylonjs/types";
  27225. /**
  27226. * Abstract class used to decouple action Manager from scene and meshes.
  27227. * Do not instantiate.
  27228. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27229. */
  27230. export abstract class AbstractActionManager implements IDisposable {
  27231. /** Gets the list of active triggers */
  27232. static Triggers: {
  27233. [key: string]: number;
  27234. };
  27235. /** Gets the cursor to use when hovering items */
  27236. hoverCursor: string;
  27237. /** Gets the list of actions */
  27238. actions: IAction[];
  27239. /**
  27240. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27241. */
  27242. isRecursive: boolean;
  27243. /**
  27244. * Releases all associated resources
  27245. */
  27246. abstract dispose(): void;
  27247. /**
  27248. * Does this action manager has pointer triggers
  27249. */
  27250. abstract readonly hasPointerTriggers: boolean;
  27251. /**
  27252. * Does this action manager has pick triggers
  27253. */
  27254. abstract readonly hasPickTriggers: boolean;
  27255. /**
  27256. * Process a specific trigger
  27257. * @param trigger defines the trigger to process
  27258. * @param evt defines the event details to be processed
  27259. */
  27260. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27261. /**
  27262. * Does this action manager handles actions of any of the given triggers
  27263. * @param triggers defines the triggers to be tested
  27264. * @return a boolean indicating whether one (or more) of the triggers is handled
  27265. */
  27266. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27267. /**
  27268. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27269. * speed.
  27270. * @param triggerA defines the trigger to be tested
  27271. * @param triggerB defines the trigger to be tested
  27272. * @return a boolean indicating whether one (or more) of the triggers is handled
  27273. */
  27274. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27275. /**
  27276. * Does this action manager handles actions of a given trigger
  27277. * @param trigger defines the trigger to be tested
  27278. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27279. * @return whether the trigger is handled
  27280. */
  27281. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27282. /**
  27283. * Serialize this manager to a JSON object
  27284. * @param name defines the property name to store this manager
  27285. * @returns a JSON representation of this manager
  27286. */
  27287. abstract serialize(name: string): any;
  27288. /**
  27289. * Registers an action to this action manager
  27290. * @param action defines the action to be registered
  27291. * @return the action amended (prepared) after registration
  27292. */
  27293. abstract registerAction(action: IAction): Nullable<IAction>;
  27294. /**
  27295. * Unregisters an action to this action manager
  27296. * @param action defines the action to be unregistered
  27297. * @return a boolean indicating whether the action has been unregistered
  27298. */
  27299. abstract unregisterAction(action: IAction): Boolean;
  27300. /**
  27301. * Does exist one action manager with at least one trigger
  27302. **/
  27303. static readonly HasTriggers: boolean;
  27304. /**
  27305. * Does exist one action manager with at least one pick trigger
  27306. **/
  27307. static readonly HasPickTriggers: boolean;
  27308. /**
  27309. * Does exist one action manager that handles actions of a given trigger
  27310. * @param trigger defines the trigger to be tested
  27311. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27312. **/
  27313. static HasSpecificTrigger(trigger: number): boolean;
  27314. }
  27315. }
  27316. declare module "babylonjs/node" {
  27317. import { Scene } from "babylonjs/scene";
  27318. import { Nullable } from "babylonjs/types";
  27319. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27320. import { Engine } from "babylonjs/Engines/engine";
  27321. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27322. import { Observable } from "babylonjs/Misc/observable";
  27323. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27324. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27325. import { Animatable } from "babylonjs/Animations/animatable";
  27326. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27327. import { Animation } from "babylonjs/Animations/animation";
  27328. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27329. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27330. /**
  27331. * Defines how a node can be built from a string name.
  27332. */
  27333. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27334. /**
  27335. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27336. */
  27337. export class Node implements IBehaviorAware<Node> {
  27338. /** @hidden */
  27339. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27340. private static _NodeConstructors;
  27341. /**
  27342. * Add a new node constructor
  27343. * @param type defines the type name of the node to construct
  27344. * @param constructorFunc defines the constructor function
  27345. */
  27346. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27347. /**
  27348. * Returns a node constructor based on type name
  27349. * @param type defines the type name
  27350. * @param name defines the new node name
  27351. * @param scene defines the hosting scene
  27352. * @param options defines optional options to transmit to constructors
  27353. * @returns the new constructor or null
  27354. */
  27355. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27356. /**
  27357. * Gets or sets the name of the node
  27358. */
  27359. name: string;
  27360. /**
  27361. * Gets or sets the id of the node
  27362. */
  27363. id: string;
  27364. /**
  27365. * Gets or sets the unique id of the node
  27366. */
  27367. uniqueId: number;
  27368. /**
  27369. * Gets or sets a string used to store user defined state for the node
  27370. */
  27371. state: string;
  27372. /**
  27373. * Gets or sets an object used to store user defined information for the node
  27374. */
  27375. metadata: any;
  27376. /**
  27377. * For internal use only. Please do not use.
  27378. */
  27379. reservedDataStore: any;
  27380. /**
  27381. * List of inspectable custom properties (used by the Inspector)
  27382. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27383. */
  27384. inspectableCustomProperties: IInspectable[];
  27385. /**
  27386. * Gets or sets a boolean used to define if the node must be serialized
  27387. */
  27388. doNotSerialize: boolean;
  27389. /** @hidden */
  27390. _isDisposed: boolean;
  27391. /**
  27392. * Gets a list of Animations associated with the node
  27393. */
  27394. animations: import("babylonjs/Animations/animation").Animation[];
  27395. protected _ranges: {
  27396. [name: string]: Nullable<AnimationRange>;
  27397. };
  27398. /**
  27399. * Callback raised when the node is ready to be used
  27400. */
  27401. onReady: Nullable<(node: Node) => void>;
  27402. private _isEnabled;
  27403. private _isParentEnabled;
  27404. private _isReady;
  27405. /** @hidden */
  27406. _currentRenderId: number;
  27407. private _parentUpdateId;
  27408. /** @hidden */
  27409. _childUpdateId: number;
  27410. /** @hidden */
  27411. _waitingParentId: Nullable<string>;
  27412. /** @hidden */
  27413. _scene: Scene;
  27414. /** @hidden */
  27415. _cache: any;
  27416. private _parentNode;
  27417. private _children;
  27418. /** @hidden */
  27419. _worldMatrix: Matrix;
  27420. /** @hidden */
  27421. _worldMatrixDeterminant: number;
  27422. /** @hidden */
  27423. _worldMatrixDeterminantIsDirty: boolean;
  27424. /** @hidden */
  27425. private _sceneRootNodesIndex;
  27426. /**
  27427. * Gets a boolean indicating if the node has been disposed
  27428. * @returns true if the node was disposed
  27429. */
  27430. isDisposed(): boolean;
  27431. /**
  27432. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27433. * @see https://doc.babylonjs.com/how_to/parenting
  27434. */
  27435. parent: Nullable<Node>;
  27436. private addToSceneRootNodes;
  27437. private removeFromSceneRootNodes;
  27438. private _animationPropertiesOverride;
  27439. /**
  27440. * Gets or sets the animation properties override
  27441. */
  27442. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27443. /**
  27444. * Gets a string idenfifying the name of the class
  27445. * @returns "Node" string
  27446. */
  27447. getClassName(): string;
  27448. /** @hidden */
  27449. readonly _isNode: boolean;
  27450. /**
  27451. * An event triggered when the mesh is disposed
  27452. */
  27453. onDisposeObservable: Observable<Node>;
  27454. private _onDisposeObserver;
  27455. /**
  27456. * Sets a callback that will be raised when the node will be disposed
  27457. */
  27458. onDispose: () => void;
  27459. /**
  27460. * Creates a new Node
  27461. * @param name the name and id to be given to this node
  27462. * @param scene the scene this node will be added to
  27463. * @param addToRootNodes the node will be added to scene.rootNodes
  27464. */
  27465. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27466. /**
  27467. * Gets the scene of the node
  27468. * @returns a scene
  27469. */
  27470. getScene(): Scene;
  27471. /**
  27472. * Gets the engine of the node
  27473. * @returns a Engine
  27474. */
  27475. getEngine(): Engine;
  27476. private _behaviors;
  27477. /**
  27478. * Attach a behavior to the node
  27479. * @see http://doc.babylonjs.com/features/behaviour
  27480. * @param behavior defines the behavior to attach
  27481. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27482. * @returns the current Node
  27483. */
  27484. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27485. /**
  27486. * Remove an attached behavior
  27487. * @see http://doc.babylonjs.com/features/behaviour
  27488. * @param behavior defines the behavior to attach
  27489. * @returns the current Node
  27490. */
  27491. removeBehavior(behavior: Behavior<Node>): Node;
  27492. /**
  27493. * Gets the list of attached behaviors
  27494. * @see http://doc.babylonjs.com/features/behaviour
  27495. */
  27496. readonly behaviors: Behavior<Node>[];
  27497. /**
  27498. * Gets an attached behavior by name
  27499. * @param name defines the name of the behavior to look for
  27500. * @see http://doc.babylonjs.com/features/behaviour
  27501. * @returns null if behavior was not found else the requested behavior
  27502. */
  27503. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27504. /**
  27505. * Returns the latest update of the World matrix
  27506. * @returns a Matrix
  27507. */
  27508. getWorldMatrix(): Matrix;
  27509. /** @hidden */
  27510. _getWorldMatrixDeterminant(): number;
  27511. /**
  27512. * Returns directly the latest state of the mesh World matrix.
  27513. * A Matrix is returned.
  27514. */
  27515. readonly worldMatrixFromCache: Matrix;
  27516. /** @hidden */
  27517. _initCache(): void;
  27518. /** @hidden */
  27519. updateCache(force?: boolean): void;
  27520. /** @hidden */
  27521. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27522. /** @hidden */
  27523. _updateCache(ignoreParentClass?: boolean): void;
  27524. /** @hidden */
  27525. _isSynchronized(): boolean;
  27526. /** @hidden */
  27527. _markSyncedWithParent(): void;
  27528. /** @hidden */
  27529. isSynchronizedWithParent(): boolean;
  27530. /** @hidden */
  27531. isSynchronized(): boolean;
  27532. /**
  27533. * Is this node ready to be used/rendered
  27534. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27535. * @return true if the node is ready
  27536. */
  27537. isReady(completeCheck?: boolean): boolean;
  27538. /**
  27539. * Is this node enabled?
  27540. * 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
  27541. * @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
  27542. * @return whether this node (and its parent) is enabled
  27543. */
  27544. isEnabled(checkAncestors?: boolean): boolean;
  27545. /** @hidden */
  27546. protected _syncParentEnabledState(): void;
  27547. /**
  27548. * Set the enabled state of this node
  27549. * @param value defines the new enabled state
  27550. */
  27551. setEnabled(value: boolean): void;
  27552. /**
  27553. * Is this node a descendant of the given node?
  27554. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27555. * @param ancestor defines the parent node to inspect
  27556. * @returns a boolean indicating if this node is a descendant of the given node
  27557. */
  27558. isDescendantOf(ancestor: Node): boolean;
  27559. /** @hidden */
  27560. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27561. /**
  27562. * Will return all nodes that have this node as ascendant
  27563. * @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
  27564. * @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
  27565. * @return all children nodes of all types
  27566. */
  27567. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27568. /**
  27569. * Get all child-meshes of this node
  27570. * @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)
  27571. * @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
  27572. * @returns an array of AbstractMesh
  27573. */
  27574. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27575. /**
  27576. * Get all direct children of this node
  27577. * @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
  27578. * @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)
  27579. * @returns an array of Node
  27580. */
  27581. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27582. /** @hidden */
  27583. _setReady(state: boolean): void;
  27584. /**
  27585. * Get an animation by name
  27586. * @param name defines the name of the animation to look for
  27587. * @returns null if not found else the requested animation
  27588. */
  27589. getAnimationByName(name: string): Nullable<Animation>;
  27590. /**
  27591. * Creates an animation range for this node
  27592. * @param name defines the name of the range
  27593. * @param from defines the starting key
  27594. * @param to defines the end key
  27595. */
  27596. createAnimationRange(name: string, from: number, to: number): void;
  27597. /**
  27598. * Delete a specific animation range
  27599. * @param name defines the name of the range to delete
  27600. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27601. */
  27602. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27603. /**
  27604. * Get an animation range by name
  27605. * @param name defines the name of the animation range to look for
  27606. * @returns null if not found else the requested animation range
  27607. */
  27608. getAnimationRange(name: string): Nullable<AnimationRange>;
  27609. /**
  27610. * Gets the list of all animation ranges defined on this node
  27611. * @returns an array
  27612. */
  27613. getAnimationRanges(): Nullable<AnimationRange>[];
  27614. /**
  27615. * Will start the animation sequence
  27616. * @param name defines the range frames for animation sequence
  27617. * @param loop defines if the animation should loop (false by default)
  27618. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27619. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27620. * @returns the object created for this animation. If range does not exist, it will return null
  27621. */
  27622. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27623. /**
  27624. * Serialize animation ranges into a JSON compatible object
  27625. * @returns serialization object
  27626. */
  27627. serializeAnimationRanges(): any;
  27628. /**
  27629. * Computes the world matrix of the node
  27630. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27631. * @returns the world matrix
  27632. */
  27633. computeWorldMatrix(force?: boolean): Matrix;
  27634. /**
  27635. * Releases resources associated with this node.
  27636. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27637. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27638. */
  27639. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27640. /**
  27641. * Parse animation range data from a serialization object and store them into a given node
  27642. * @param node defines where to store the animation ranges
  27643. * @param parsedNode defines the serialization object to read data from
  27644. * @param scene defines the hosting scene
  27645. */
  27646. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27647. /**
  27648. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27649. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27650. * @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
  27651. * @returns the new bounding vectors
  27652. */
  27653. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27654. min: Vector3;
  27655. max: Vector3;
  27656. };
  27657. }
  27658. }
  27659. declare module "babylonjs/Animations/animation" {
  27660. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27661. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27662. import { Color3 } from "babylonjs/Maths/math.color";
  27663. import { Nullable } from "babylonjs/types";
  27664. import { Scene } from "babylonjs/scene";
  27665. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27666. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27667. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27668. import { Node } from "babylonjs/node";
  27669. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27670. import { Size } from "babylonjs/Maths/math.size";
  27671. import { Animatable } from "babylonjs/Animations/animatable";
  27672. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27673. /**
  27674. * @hidden
  27675. */
  27676. export class _IAnimationState {
  27677. key: number;
  27678. repeatCount: number;
  27679. workValue?: any;
  27680. loopMode?: number;
  27681. offsetValue?: any;
  27682. highLimitValue?: any;
  27683. }
  27684. /**
  27685. * Class used to store any kind of animation
  27686. */
  27687. export class Animation {
  27688. /**Name of the animation */
  27689. name: string;
  27690. /**Property to animate */
  27691. targetProperty: string;
  27692. /**The frames per second of the animation */
  27693. framePerSecond: number;
  27694. /**The data type of the animation */
  27695. dataType: number;
  27696. /**The loop mode of the animation */
  27697. loopMode?: number | undefined;
  27698. /**Specifies if blending should be enabled */
  27699. enableBlending?: boolean | undefined;
  27700. /**
  27701. * Use matrix interpolation instead of using direct key value when animating matrices
  27702. */
  27703. static AllowMatricesInterpolation: boolean;
  27704. /**
  27705. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27706. */
  27707. static AllowMatrixDecomposeForInterpolation: boolean;
  27708. /**
  27709. * Stores the key frames of the animation
  27710. */
  27711. private _keys;
  27712. /**
  27713. * Stores the easing function of the animation
  27714. */
  27715. private _easingFunction;
  27716. /**
  27717. * @hidden Internal use only
  27718. */
  27719. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27720. /**
  27721. * The set of event that will be linked to this animation
  27722. */
  27723. private _events;
  27724. /**
  27725. * Stores an array of target property paths
  27726. */
  27727. targetPropertyPath: string[];
  27728. /**
  27729. * Stores the blending speed of the animation
  27730. */
  27731. blendingSpeed: number;
  27732. /**
  27733. * Stores the animation ranges for the animation
  27734. */
  27735. private _ranges;
  27736. /**
  27737. * @hidden Internal use
  27738. */
  27739. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27740. /**
  27741. * Sets up an animation
  27742. * @param property The property to animate
  27743. * @param animationType The animation type to apply
  27744. * @param framePerSecond The frames per second of the animation
  27745. * @param easingFunction The easing function used in the animation
  27746. * @returns The created animation
  27747. */
  27748. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27749. /**
  27750. * Create and start an animation on a node
  27751. * @param name defines the name of the global animation that will be run on all nodes
  27752. * @param node defines the root node where the animation will take place
  27753. * @param targetProperty defines property to animate
  27754. * @param framePerSecond defines the number of frame per second yo use
  27755. * @param totalFrame defines the number of frames in total
  27756. * @param from defines the initial value
  27757. * @param to defines the final value
  27758. * @param loopMode defines which loop mode you want to use (off by default)
  27759. * @param easingFunction defines the easing function to use (linear by default)
  27760. * @param onAnimationEnd defines the callback to call when animation end
  27761. * @returns the animatable created for this animation
  27762. */
  27763. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27764. /**
  27765. * Create and start an animation on a node and its descendants
  27766. * @param name defines the name of the global animation that will be run on all nodes
  27767. * @param node defines the root node where the animation will take place
  27768. * @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
  27769. * @param targetProperty defines property to animate
  27770. * @param framePerSecond defines the number of frame per second to use
  27771. * @param totalFrame defines the number of frames in total
  27772. * @param from defines the initial value
  27773. * @param to defines the final value
  27774. * @param loopMode defines which loop mode you want to use (off by default)
  27775. * @param easingFunction defines the easing function to use (linear by default)
  27776. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27777. * @returns the list of animatables created for all nodes
  27778. * @example https://www.babylonjs-playground.com/#MH0VLI
  27779. */
  27780. 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[]>;
  27781. /**
  27782. * Creates a new animation, merges it with the existing animations and starts it
  27783. * @param name Name of the animation
  27784. * @param node Node which contains the scene that begins the animations
  27785. * @param targetProperty Specifies which property to animate
  27786. * @param framePerSecond The frames per second of the animation
  27787. * @param totalFrame The total number of frames
  27788. * @param from The frame at the beginning of the animation
  27789. * @param to The frame at the end of the animation
  27790. * @param loopMode Specifies the loop mode of the animation
  27791. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27792. * @param onAnimationEnd Callback to run once the animation is complete
  27793. * @returns Nullable animation
  27794. */
  27795. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27796. /**
  27797. * Transition property of an host to the target Value
  27798. * @param property The property to transition
  27799. * @param targetValue The target Value of the property
  27800. * @param host The object where the property to animate belongs
  27801. * @param scene Scene used to run the animation
  27802. * @param frameRate Framerate (in frame/s) to use
  27803. * @param transition The transition type we want to use
  27804. * @param duration The duration of the animation, in milliseconds
  27805. * @param onAnimationEnd Callback trigger at the end of the animation
  27806. * @returns Nullable animation
  27807. */
  27808. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27809. /**
  27810. * Return the array of runtime animations currently using this animation
  27811. */
  27812. readonly runtimeAnimations: RuntimeAnimation[];
  27813. /**
  27814. * Specifies if any of the runtime animations are currently running
  27815. */
  27816. readonly hasRunningRuntimeAnimations: boolean;
  27817. /**
  27818. * Initializes the animation
  27819. * @param name Name of the animation
  27820. * @param targetProperty Property to animate
  27821. * @param framePerSecond The frames per second of the animation
  27822. * @param dataType The data type of the animation
  27823. * @param loopMode The loop mode of the animation
  27824. * @param enableBlending Specifies if blending should be enabled
  27825. */
  27826. constructor(
  27827. /**Name of the animation */
  27828. name: string,
  27829. /**Property to animate */
  27830. targetProperty: string,
  27831. /**The frames per second of the animation */
  27832. framePerSecond: number,
  27833. /**The data type of the animation */
  27834. dataType: number,
  27835. /**The loop mode of the animation */
  27836. loopMode?: number | undefined,
  27837. /**Specifies if blending should be enabled */
  27838. enableBlending?: boolean | undefined);
  27839. /**
  27840. * Converts the animation to a string
  27841. * @param fullDetails support for multiple levels of logging within scene loading
  27842. * @returns String form of the animation
  27843. */
  27844. toString(fullDetails?: boolean): string;
  27845. /**
  27846. * Add an event to this animation
  27847. * @param event Event to add
  27848. */
  27849. addEvent(event: AnimationEvent): void;
  27850. /**
  27851. * Remove all events found at the given frame
  27852. * @param frame The frame to remove events from
  27853. */
  27854. removeEvents(frame: number): void;
  27855. /**
  27856. * Retrieves all the events from the animation
  27857. * @returns Events from the animation
  27858. */
  27859. getEvents(): AnimationEvent[];
  27860. /**
  27861. * Creates an animation range
  27862. * @param name Name of the animation range
  27863. * @param from Starting frame of the animation range
  27864. * @param to Ending frame of the animation
  27865. */
  27866. createRange(name: string, from: number, to: number): void;
  27867. /**
  27868. * Deletes an animation range by name
  27869. * @param name Name of the animation range to delete
  27870. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27871. */
  27872. deleteRange(name: string, deleteFrames?: boolean): void;
  27873. /**
  27874. * Gets the animation range by name, or null if not defined
  27875. * @param name Name of the animation range
  27876. * @returns Nullable animation range
  27877. */
  27878. getRange(name: string): Nullable<AnimationRange>;
  27879. /**
  27880. * Gets the key frames from the animation
  27881. * @returns The key frames of the animation
  27882. */
  27883. getKeys(): Array<IAnimationKey>;
  27884. /**
  27885. * Gets the highest frame rate of the animation
  27886. * @returns Highest frame rate of the animation
  27887. */
  27888. getHighestFrame(): number;
  27889. /**
  27890. * Gets the easing function of the animation
  27891. * @returns Easing function of the animation
  27892. */
  27893. getEasingFunction(): IEasingFunction;
  27894. /**
  27895. * Sets the easing function of the animation
  27896. * @param easingFunction A custom mathematical formula for animation
  27897. */
  27898. setEasingFunction(easingFunction: EasingFunction): void;
  27899. /**
  27900. * Interpolates a scalar linearly
  27901. * @param startValue Start value of the animation curve
  27902. * @param endValue End value of the animation curve
  27903. * @param gradient Scalar amount to interpolate
  27904. * @returns Interpolated scalar value
  27905. */
  27906. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27907. /**
  27908. * Interpolates a scalar cubically
  27909. * @param startValue Start value of the animation curve
  27910. * @param outTangent End tangent of the animation
  27911. * @param endValue End value of the animation curve
  27912. * @param inTangent Start tangent of the animation curve
  27913. * @param gradient Scalar amount to interpolate
  27914. * @returns Interpolated scalar value
  27915. */
  27916. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27917. /**
  27918. * Interpolates a quaternion using a spherical linear interpolation
  27919. * @param startValue Start value of the animation curve
  27920. * @param endValue End value of the animation curve
  27921. * @param gradient Scalar amount to interpolate
  27922. * @returns Interpolated quaternion value
  27923. */
  27924. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27925. /**
  27926. * Interpolates a quaternion cubically
  27927. * @param startValue Start value of the animation curve
  27928. * @param outTangent End tangent of the animation curve
  27929. * @param endValue End value of the animation curve
  27930. * @param inTangent Start tangent of the animation curve
  27931. * @param gradient Scalar amount to interpolate
  27932. * @returns Interpolated quaternion value
  27933. */
  27934. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27935. /**
  27936. * Interpolates a Vector3 linearl
  27937. * @param startValue Start value of the animation curve
  27938. * @param endValue End value of the animation curve
  27939. * @param gradient Scalar amount to interpolate
  27940. * @returns Interpolated scalar value
  27941. */
  27942. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27943. /**
  27944. * Interpolates a Vector3 cubically
  27945. * @param startValue Start value of the animation curve
  27946. * @param outTangent End tangent of the animation
  27947. * @param endValue End value of the animation curve
  27948. * @param inTangent Start tangent of the animation curve
  27949. * @param gradient Scalar amount to interpolate
  27950. * @returns InterpolatedVector3 value
  27951. */
  27952. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27953. /**
  27954. * Interpolates a Vector2 linearly
  27955. * @param startValue Start value of the animation curve
  27956. * @param endValue End value of the animation curve
  27957. * @param gradient Scalar amount to interpolate
  27958. * @returns Interpolated Vector2 value
  27959. */
  27960. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27961. /**
  27962. * Interpolates a Vector2 cubically
  27963. * @param startValue Start value of the animation curve
  27964. * @param outTangent End tangent of the animation
  27965. * @param endValue End value of the animation curve
  27966. * @param inTangent Start tangent of the animation curve
  27967. * @param gradient Scalar amount to interpolate
  27968. * @returns Interpolated Vector2 value
  27969. */
  27970. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27971. /**
  27972. * Interpolates a size linearly
  27973. * @param startValue Start value of the animation curve
  27974. * @param endValue End value of the animation curve
  27975. * @param gradient Scalar amount to interpolate
  27976. * @returns Interpolated Size value
  27977. */
  27978. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27979. /**
  27980. * Interpolates a Color3 linearly
  27981. * @param startValue Start value of the animation curve
  27982. * @param endValue End value of the animation curve
  27983. * @param gradient Scalar amount to interpolate
  27984. * @returns Interpolated Color3 value
  27985. */
  27986. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27987. /**
  27988. * @hidden Internal use only
  27989. */
  27990. _getKeyValue(value: any): any;
  27991. /**
  27992. * @hidden Internal use only
  27993. */
  27994. _interpolate(currentFrame: number, state: _IAnimationState): any;
  27995. /**
  27996. * Defines the function to use to interpolate matrices
  27997. * @param startValue defines the start matrix
  27998. * @param endValue defines the end matrix
  27999. * @param gradient defines the gradient between both matrices
  28000. * @param result defines an optional target matrix where to store the interpolation
  28001. * @returns the interpolated matrix
  28002. */
  28003. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28004. /**
  28005. * Makes a copy of the animation
  28006. * @returns Cloned animation
  28007. */
  28008. clone(): Animation;
  28009. /**
  28010. * Sets the key frames of the animation
  28011. * @param values The animation key frames to set
  28012. */
  28013. setKeys(values: Array<IAnimationKey>): void;
  28014. /**
  28015. * Serializes the animation to an object
  28016. * @returns Serialized object
  28017. */
  28018. serialize(): any;
  28019. /**
  28020. * Float animation type
  28021. */
  28022. private static _ANIMATIONTYPE_FLOAT;
  28023. /**
  28024. * Vector3 animation type
  28025. */
  28026. private static _ANIMATIONTYPE_VECTOR3;
  28027. /**
  28028. * Quaternion animation type
  28029. */
  28030. private static _ANIMATIONTYPE_QUATERNION;
  28031. /**
  28032. * Matrix animation type
  28033. */
  28034. private static _ANIMATIONTYPE_MATRIX;
  28035. /**
  28036. * Color3 animation type
  28037. */
  28038. private static _ANIMATIONTYPE_COLOR3;
  28039. /**
  28040. * Vector2 animation type
  28041. */
  28042. private static _ANIMATIONTYPE_VECTOR2;
  28043. /**
  28044. * Size animation type
  28045. */
  28046. private static _ANIMATIONTYPE_SIZE;
  28047. /**
  28048. * Relative Loop Mode
  28049. */
  28050. private static _ANIMATIONLOOPMODE_RELATIVE;
  28051. /**
  28052. * Cycle Loop Mode
  28053. */
  28054. private static _ANIMATIONLOOPMODE_CYCLE;
  28055. /**
  28056. * Constant Loop Mode
  28057. */
  28058. private static _ANIMATIONLOOPMODE_CONSTANT;
  28059. /**
  28060. * Get the float animation type
  28061. */
  28062. static readonly ANIMATIONTYPE_FLOAT: number;
  28063. /**
  28064. * Get the Vector3 animation type
  28065. */
  28066. static readonly ANIMATIONTYPE_VECTOR3: number;
  28067. /**
  28068. * Get the Vector2 animation type
  28069. */
  28070. static readonly ANIMATIONTYPE_VECTOR2: number;
  28071. /**
  28072. * Get the Size animation type
  28073. */
  28074. static readonly ANIMATIONTYPE_SIZE: number;
  28075. /**
  28076. * Get the Quaternion animation type
  28077. */
  28078. static readonly ANIMATIONTYPE_QUATERNION: number;
  28079. /**
  28080. * Get the Matrix animation type
  28081. */
  28082. static readonly ANIMATIONTYPE_MATRIX: number;
  28083. /**
  28084. * Get the Color3 animation type
  28085. */
  28086. static readonly ANIMATIONTYPE_COLOR3: number;
  28087. /**
  28088. * Get the Relative Loop Mode
  28089. */
  28090. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28091. /**
  28092. * Get the Cycle Loop Mode
  28093. */
  28094. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28095. /**
  28096. * Get the Constant Loop Mode
  28097. */
  28098. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28099. /** @hidden */
  28100. static _UniversalLerp(left: any, right: any, amount: number): any;
  28101. /**
  28102. * Parses an animation object and creates an animation
  28103. * @param parsedAnimation Parsed animation object
  28104. * @returns Animation object
  28105. */
  28106. static Parse(parsedAnimation: any): Animation;
  28107. /**
  28108. * Appends the serialized animations from the source animations
  28109. * @param source Source containing the animations
  28110. * @param destination Target to store the animations
  28111. */
  28112. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28113. }
  28114. }
  28115. declare module "babylonjs/Animations/animatable.interface" {
  28116. import { Nullable } from "babylonjs/types";
  28117. import { Animation } from "babylonjs/Animations/animation";
  28118. /**
  28119. * Interface containing an array of animations
  28120. */
  28121. export interface IAnimatable {
  28122. /**
  28123. * Array of animations
  28124. */
  28125. animations: Nullable<Array<Animation>>;
  28126. }
  28127. }
  28128. declare module "babylonjs/Materials/fresnelParameters" {
  28129. import { Color3 } from "babylonjs/Maths/math.color";
  28130. /**
  28131. * This represents all the required information to add a fresnel effect on a material:
  28132. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28133. */
  28134. export class FresnelParameters {
  28135. private _isEnabled;
  28136. /**
  28137. * Define if the fresnel effect is enable or not.
  28138. */
  28139. isEnabled: boolean;
  28140. /**
  28141. * Define the color used on edges (grazing angle)
  28142. */
  28143. leftColor: Color3;
  28144. /**
  28145. * Define the color used on center
  28146. */
  28147. rightColor: Color3;
  28148. /**
  28149. * Define bias applied to computed fresnel term
  28150. */
  28151. bias: number;
  28152. /**
  28153. * Defined the power exponent applied to fresnel term
  28154. */
  28155. power: number;
  28156. /**
  28157. * Clones the current fresnel and its valuues
  28158. * @returns a clone fresnel configuration
  28159. */
  28160. clone(): FresnelParameters;
  28161. /**
  28162. * Serializes the current fresnel parameters to a JSON representation.
  28163. * @return the JSON serialization
  28164. */
  28165. serialize(): any;
  28166. /**
  28167. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28168. * @param parsedFresnelParameters Define the JSON representation
  28169. * @returns the parsed parameters
  28170. */
  28171. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28172. }
  28173. }
  28174. declare module "babylonjs/Misc/decorators" {
  28175. import { Nullable } from "babylonjs/types";
  28176. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28177. import { Scene } from "babylonjs/scene";
  28178. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28179. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28180. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28181. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28182. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28183. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28184. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28185. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28186. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28187. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28188. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28189. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28190. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28191. /**
  28192. * Decorator used to define property that can be serialized as reference to a camera
  28193. * @param sourceName defines the name of the property to decorate
  28194. */
  28195. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28196. /**
  28197. * Class used to help serialization objects
  28198. */
  28199. export class SerializationHelper {
  28200. /** @hidden */
  28201. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28202. /** @hidden */
  28203. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28204. /** @hidden */
  28205. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28206. /** @hidden */
  28207. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28208. /**
  28209. * Appends the serialized animations from the source animations
  28210. * @param source Source containing the animations
  28211. * @param destination Target to store the animations
  28212. */
  28213. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28214. /**
  28215. * Static function used to serialized a specific entity
  28216. * @param entity defines the entity to serialize
  28217. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28218. * @returns a JSON compatible object representing the serialization of the entity
  28219. */
  28220. static Serialize<T>(entity: T, serializationObject?: any): any;
  28221. /**
  28222. * Creates a new entity from a serialization data object
  28223. * @param creationFunction defines a function used to instanciated the new entity
  28224. * @param source defines the source serialization data
  28225. * @param scene defines the hosting scene
  28226. * @param rootUrl defines the root url for resources
  28227. * @returns a new entity
  28228. */
  28229. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28230. /**
  28231. * Clones an object
  28232. * @param creationFunction defines the function used to instanciate the new object
  28233. * @param source defines the source object
  28234. * @returns the cloned object
  28235. */
  28236. static Clone<T>(creationFunction: () => T, source: T): T;
  28237. /**
  28238. * Instanciates a new object based on a source one (some data will be shared between both object)
  28239. * @param creationFunction defines the function used to instanciate the new object
  28240. * @param source defines the source object
  28241. * @returns the new object
  28242. */
  28243. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28244. }
  28245. }
  28246. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28247. import { Nullable } from "babylonjs/types";
  28248. /**
  28249. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28250. */
  28251. export interface CubeMapInfo {
  28252. /**
  28253. * The pixel array for the front face.
  28254. * This is stored in format, left to right, up to down format.
  28255. */
  28256. front: Nullable<ArrayBufferView>;
  28257. /**
  28258. * The pixel array for the back face.
  28259. * This is stored in format, left to right, up to down format.
  28260. */
  28261. back: Nullable<ArrayBufferView>;
  28262. /**
  28263. * The pixel array for the left face.
  28264. * This is stored in format, left to right, up to down format.
  28265. */
  28266. left: Nullable<ArrayBufferView>;
  28267. /**
  28268. * The pixel array for the right face.
  28269. * This is stored in format, left to right, up to down format.
  28270. */
  28271. right: Nullable<ArrayBufferView>;
  28272. /**
  28273. * The pixel array for the up face.
  28274. * This is stored in format, left to right, up to down format.
  28275. */
  28276. up: Nullable<ArrayBufferView>;
  28277. /**
  28278. * The pixel array for the down face.
  28279. * This is stored in format, left to right, up to down format.
  28280. */
  28281. down: Nullable<ArrayBufferView>;
  28282. /**
  28283. * The size of the cubemap stored.
  28284. *
  28285. * Each faces will be size * size pixels.
  28286. */
  28287. size: number;
  28288. /**
  28289. * The format of the texture.
  28290. *
  28291. * RGBA, RGB.
  28292. */
  28293. format: number;
  28294. /**
  28295. * The type of the texture data.
  28296. *
  28297. * UNSIGNED_INT, FLOAT.
  28298. */
  28299. type: number;
  28300. /**
  28301. * Specifies whether the texture is in gamma space.
  28302. */
  28303. gammaSpace: boolean;
  28304. }
  28305. /**
  28306. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28307. */
  28308. export class PanoramaToCubeMapTools {
  28309. private static FACE_FRONT;
  28310. private static FACE_BACK;
  28311. private static FACE_RIGHT;
  28312. private static FACE_LEFT;
  28313. private static FACE_DOWN;
  28314. private static FACE_UP;
  28315. /**
  28316. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28317. *
  28318. * @param float32Array The source data.
  28319. * @param inputWidth The width of the input panorama.
  28320. * @param inputHeight The height of the input panorama.
  28321. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28322. * @return The cubemap data
  28323. */
  28324. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28325. private static CreateCubemapTexture;
  28326. private static CalcProjectionSpherical;
  28327. }
  28328. }
  28329. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28330. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28331. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28332. import { Nullable } from "babylonjs/types";
  28333. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28334. /**
  28335. * Helper class dealing with the extraction of spherical polynomial dataArray
  28336. * from a cube map.
  28337. */
  28338. export class CubeMapToSphericalPolynomialTools {
  28339. private static FileFaces;
  28340. /**
  28341. * Converts a texture to the according Spherical Polynomial data.
  28342. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28343. *
  28344. * @param texture The texture to extract the information from.
  28345. * @return The Spherical Polynomial data.
  28346. */
  28347. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28348. /**
  28349. * Converts a cubemap to the according Spherical Polynomial data.
  28350. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28351. *
  28352. * @param cubeInfo The Cube map to extract the information from.
  28353. * @return The Spherical Polynomial data.
  28354. */
  28355. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28356. }
  28357. }
  28358. declare module "babylonjs/Misc/guid" {
  28359. /**
  28360. * Class used to manipulate GUIDs
  28361. */
  28362. export class GUID {
  28363. /**
  28364. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28365. * Be aware Math.random() could cause collisions, but:
  28366. * "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"
  28367. * @returns a pseudo random id
  28368. */
  28369. static RandomId(): string;
  28370. }
  28371. }
  28372. declare module "babylonjs/Materials/Textures/baseTexture" {
  28373. import { Observable } from "babylonjs/Misc/observable";
  28374. import { Nullable } from "babylonjs/types";
  28375. import { Scene } from "babylonjs/scene";
  28376. import { Matrix } from "babylonjs/Maths/math.vector";
  28377. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28378. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28379. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28380. import { ISize } from "babylonjs/Maths/math.size";
  28381. /**
  28382. * Base class of all the textures in babylon.
  28383. * It groups all the common properties the materials, post process, lights... might need
  28384. * in order to make a correct use of the texture.
  28385. */
  28386. export class BaseTexture implements IAnimatable {
  28387. /**
  28388. * Default anisotropic filtering level for the application.
  28389. * It is set to 4 as a good tradeoff between perf and quality.
  28390. */
  28391. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28392. /**
  28393. * Gets or sets the unique id of the texture
  28394. */
  28395. uniqueId: number;
  28396. /**
  28397. * Define the name of the texture.
  28398. */
  28399. name: string;
  28400. /**
  28401. * Gets or sets an object used to store user defined information.
  28402. */
  28403. metadata: any;
  28404. /**
  28405. * For internal use only. Please do not use.
  28406. */
  28407. reservedDataStore: any;
  28408. private _hasAlpha;
  28409. /**
  28410. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28411. */
  28412. hasAlpha: boolean;
  28413. /**
  28414. * Defines if the alpha value should be determined via the rgb values.
  28415. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28416. */
  28417. getAlphaFromRGB: boolean;
  28418. /**
  28419. * Intensity or strength of the texture.
  28420. * It is commonly used by materials to fine tune the intensity of the texture
  28421. */
  28422. level: number;
  28423. /**
  28424. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28425. * This is part of the texture as textures usually maps to one uv set.
  28426. */
  28427. coordinatesIndex: number;
  28428. private _coordinatesMode;
  28429. /**
  28430. * How a texture is mapped.
  28431. *
  28432. * | Value | Type | Description |
  28433. * | ----- | ----------------------------------- | ----------- |
  28434. * | 0 | EXPLICIT_MODE | |
  28435. * | 1 | SPHERICAL_MODE | |
  28436. * | 2 | PLANAR_MODE | |
  28437. * | 3 | CUBIC_MODE | |
  28438. * | 4 | PROJECTION_MODE | |
  28439. * | 5 | SKYBOX_MODE | |
  28440. * | 6 | INVCUBIC_MODE | |
  28441. * | 7 | EQUIRECTANGULAR_MODE | |
  28442. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28443. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28444. */
  28445. coordinatesMode: number;
  28446. /**
  28447. * | Value | Type | Description |
  28448. * | ----- | ------------------ | ----------- |
  28449. * | 0 | CLAMP_ADDRESSMODE | |
  28450. * | 1 | WRAP_ADDRESSMODE | |
  28451. * | 2 | MIRROR_ADDRESSMODE | |
  28452. */
  28453. wrapU: number;
  28454. /**
  28455. * | Value | Type | Description |
  28456. * | ----- | ------------------ | ----------- |
  28457. * | 0 | CLAMP_ADDRESSMODE | |
  28458. * | 1 | WRAP_ADDRESSMODE | |
  28459. * | 2 | MIRROR_ADDRESSMODE | |
  28460. */
  28461. wrapV: number;
  28462. /**
  28463. * | Value | Type | Description |
  28464. * | ----- | ------------------ | ----------- |
  28465. * | 0 | CLAMP_ADDRESSMODE | |
  28466. * | 1 | WRAP_ADDRESSMODE | |
  28467. * | 2 | MIRROR_ADDRESSMODE | |
  28468. */
  28469. wrapR: number;
  28470. /**
  28471. * With compliant hardware and browser (supporting anisotropic filtering)
  28472. * this defines the level of anisotropic filtering in the texture.
  28473. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28474. */
  28475. anisotropicFilteringLevel: number;
  28476. /**
  28477. * Define if the texture is a cube texture or if false a 2d texture.
  28478. */
  28479. isCube: boolean;
  28480. /**
  28481. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28482. */
  28483. is3D: boolean;
  28484. /**
  28485. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28486. * HDR texture are usually stored in linear space.
  28487. * This only impacts the PBR and Background materials
  28488. */
  28489. gammaSpace: boolean;
  28490. /**
  28491. * Gets or sets whether or not the texture contains RGBD data.
  28492. */
  28493. isRGBD: boolean;
  28494. /**
  28495. * Is Z inverted in the texture (useful in a cube texture).
  28496. */
  28497. invertZ: boolean;
  28498. /**
  28499. * Are mip maps generated for this texture or not.
  28500. */
  28501. readonly noMipmap: boolean;
  28502. /**
  28503. * @hidden
  28504. */
  28505. lodLevelInAlpha: boolean;
  28506. /**
  28507. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28508. */
  28509. lodGenerationOffset: number;
  28510. /**
  28511. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28512. */
  28513. lodGenerationScale: number;
  28514. /**
  28515. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28516. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28517. * average roughness values.
  28518. */
  28519. linearSpecularLOD: boolean;
  28520. /**
  28521. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28522. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28523. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28524. */
  28525. irradianceTexture: Nullable<BaseTexture>;
  28526. /**
  28527. * Define if the texture is a render target.
  28528. */
  28529. isRenderTarget: boolean;
  28530. /**
  28531. * Define the unique id of the texture in the scene.
  28532. */
  28533. readonly uid: string;
  28534. /**
  28535. * Return a string representation of the texture.
  28536. * @returns the texture as a string
  28537. */
  28538. toString(): string;
  28539. /**
  28540. * Get the class name of the texture.
  28541. * @returns "BaseTexture"
  28542. */
  28543. getClassName(): string;
  28544. /**
  28545. * Define the list of animation attached to the texture.
  28546. */
  28547. animations: import("babylonjs/Animations/animation").Animation[];
  28548. /**
  28549. * An event triggered when the texture is disposed.
  28550. */
  28551. onDisposeObservable: Observable<BaseTexture>;
  28552. private _onDisposeObserver;
  28553. /**
  28554. * Callback triggered when the texture has been disposed.
  28555. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28556. */
  28557. onDispose: () => void;
  28558. /**
  28559. * Define the current state of the loading sequence when in delayed load mode.
  28560. */
  28561. delayLoadState: number;
  28562. private _scene;
  28563. /** @hidden */
  28564. _texture: Nullable<InternalTexture>;
  28565. private _uid;
  28566. /**
  28567. * Define if the texture is preventinga material to render or not.
  28568. * If not and the texture is not ready, the engine will use a default black texture instead.
  28569. */
  28570. readonly isBlocking: boolean;
  28571. /**
  28572. * Instantiates a new BaseTexture.
  28573. * Base class of all the textures in babylon.
  28574. * It groups all the common properties the materials, post process, lights... might need
  28575. * in order to make a correct use of the texture.
  28576. * @param scene Define the scene the texture blongs to
  28577. */
  28578. constructor(scene: Nullable<Scene>);
  28579. /**
  28580. * Get the scene the texture belongs to.
  28581. * @returns the scene or null if undefined
  28582. */
  28583. getScene(): Nullable<Scene>;
  28584. /**
  28585. * Get the texture transform matrix used to offset tile the texture for istance.
  28586. * @returns the transformation matrix
  28587. */
  28588. getTextureMatrix(): Matrix;
  28589. /**
  28590. * Get the texture reflection matrix used to rotate/transform the reflection.
  28591. * @returns the reflection matrix
  28592. */
  28593. getReflectionTextureMatrix(): Matrix;
  28594. /**
  28595. * Get the underlying lower level texture from Babylon.
  28596. * @returns the insternal texture
  28597. */
  28598. getInternalTexture(): Nullable<InternalTexture>;
  28599. /**
  28600. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28601. * @returns true if ready or not blocking
  28602. */
  28603. isReadyOrNotBlocking(): boolean;
  28604. /**
  28605. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28606. * @returns true if fully ready
  28607. */
  28608. isReady(): boolean;
  28609. private _cachedSize;
  28610. /**
  28611. * Get the size of the texture.
  28612. * @returns the texture size.
  28613. */
  28614. getSize(): ISize;
  28615. /**
  28616. * Get the base size of the texture.
  28617. * It can be different from the size if the texture has been resized for POT for instance
  28618. * @returns the base size
  28619. */
  28620. getBaseSize(): ISize;
  28621. /**
  28622. * Update the sampling mode of the texture.
  28623. * Default is Trilinear mode.
  28624. *
  28625. * | Value | Type | Description |
  28626. * | ----- | ------------------ | ----------- |
  28627. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28628. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28629. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28630. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28631. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28632. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28633. * | 7 | NEAREST_LINEAR | |
  28634. * | 8 | NEAREST_NEAREST | |
  28635. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28636. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28637. * | 11 | LINEAR_LINEAR | |
  28638. * | 12 | LINEAR_NEAREST | |
  28639. *
  28640. * > _mag_: magnification filter (close to the viewer)
  28641. * > _min_: minification filter (far from the viewer)
  28642. * > _mip_: filter used between mip map levels
  28643. *@param samplingMode Define the new sampling mode of the texture
  28644. */
  28645. updateSamplingMode(samplingMode: number): void;
  28646. /**
  28647. * Scales the texture if is `canRescale()`
  28648. * @param ratio the resize factor we want to use to rescale
  28649. */
  28650. scale(ratio: number): void;
  28651. /**
  28652. * Get if the texture can rescale.
  28653. */
  28654. readonly canRescale: boolean;
  28655. /** @hidden */
  28656. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28657. /** @hidden */
  28658. _rebuild(): void;
  28659. /**
  28660. * Triggers the load sequence in delayed load mode.
  28661. */
  28662. delayLoad(): void;
  28663. /**
  28664. * Clones the texture.
  28665. * @returns the cloned texture
  28666. */
  28667. clone(): Nullable<BaseTexture>;
  28668. /**
  28669. * Get the texture underlying type (INT, FLOAT...)
  28670. */
  28671. readonly textureType: number;
  28672. /**
  28673. * Get the texture underlying format (RGB, RGBA...)
  28674. */
  28675. readonly textureFormat: number;
  28676. /**
  28677. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28678. * This will returns an RGBA array buffer containing either in values (0-255) or
  28679. * float values (0-1) depending of the underlying buffer type.
  28680. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28681. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28682. * @param buffer defines a user defined buffer to fill with data (can be null)
  28683. * @returns The Array buffer containing the pixels data.
  28684. */
  28685. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28686. /**
  28687. * Release and destroy the underlying lower level texture aka internalTexture.
  28688. */
  28689. releaseInternalTexture(): void;
  28690. /**
  28691. * Get the polynomial representation of the texture data.
  28692. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28693. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28694. */
  28695. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28696. /** @hidden */
  28697. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28698. /** @hidden */
  28699. readonly _lodTextureMid: Nullable<BaseTexture>;
  28700. /** @hidden */
  28701. readonly _lodTextureLow: Nullable<BaseTexture>;
  28702. /**
  28703. * Dispose the texture and release its associated resources.
  28704. */
  28705. dispose(): void;
  28706. /**
  28707. * Serialize the texture into a JSON representation that can be parsed later on.
  28708. * @returns the JSON representation of the texture
  28709. */
  28710. serialize(): any;
  28711. /**
  28712. * Helper function to be called back once a list of texture contains only ready textures.
  28713. * @param textures Define the list of textures to wait for
  28714. * @param callback Define the callback triggered once the entire list will be ready
  28715. */
  28716. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28717. }
  28718. }
  28719. declare module "babylonjs/Materials/Textures/internalTexture" {
  28720. import { Observable } from "babylonjs/Misc/observable";
  28721. import { Nullable, int } from "babylonjs/types";
  28722. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28723. import { Engine } from "babylonjs/Engines/engine";
  28724. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28725. /**
  28726. * Class used to store data associated with WebGL texture data for the engine
  28727. * This class should not be used directly
  28728. */
  28729. export class InternalTexture {
  28730. /** @hidden */
  28731. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28732. /**
  28733. * The source of the texture data is unknown
  28734. */
  28735. static DATASOURCE_UNKNOWN: number;
  28736. /**
  28737. * Texture data comes from an URL
  28738. */
  28739. static DATASOURCE_URL: number;
  28740. /**
  28741. * Texture data is only used for temporary storage
  28742. */
  28743. static DATASOURCE_TEMP: number;
  28744. /**
  28745. * Texture data comes from raw data (ArrayBuffer)
  28746. */
  28747. static DATASOURCE_RAW: number;
  28748. /**
  28749. * Texture content is dynamic (video or dynamic texture)
  28750. */
  28751. static DATASOURCE_DYNAMIC: number;
  28752. /**
  28753. * Texture content is generated by rendering to it
  28754. */
  28755. static DATASOURCE_RENDERTARGET: number;
  28756. /**
  28757. * Texture content is part of a multi render target process
  28758. */
  28759. static DATASOURCE_MULTIRENDERTARGET: number;
  28760. /**
  28761. * Texture data comes from a cube data file
  28762. */
  28763. static DATASOURCE_CUBE: number;
  28764. /**
  28765. * Texture data comes from a raw cube data
  28766. */
  28767. static DATASOURCE_CUBERAW: number;
  28768. /**
  28769. * Texture data come from a prefiltered cube data file
  28770. */
  28771. static DATASOURCE_CUBEPREFILTERED: number;
  28772. /**
  28773. * Texture content is raw 3D data
  28774. */
  28775. static DATASOURCE_RAW3D: number;
  28776. /**
  28777. * Texture content is a depth texture
  28778. */
  28779. static DATASOURCE_DEPTHTEXTURE: number;
  28780. /**
  28781. * Texture data comes from a raw cube data encoded with RGBD
  28782. */
  28783. static DATASOURCE_CUBERAW_RGBD: number;
  28784. /**
  28785. * Defines if the texture is ready
  28786. */
  28787. isReady: boolean;
  28788. /**
  28789. * Defines if the texture is a cube texture
  28790. */
  28791. isCube: boolean;
  28792. /**
  28793. * Defines if the texture contains 3D data
  28794. */
  28795. is3D: boolean;
  28796. /**
  28797. * Defines if the texture contains multiview data
  28798. */
  28799. isMultiview: boolean;
  28800. /**
  28801. * Gets the URL used to load this texture
  28802. */
  28803. url: string;
  28804. /**
  28805. * Gets the sampling mode of the texture
  28806. */
  28807. samplingMode: number;
  28808. /**
  28809. * Gets a boolean indicating if the texture needs mipmaps generation
  28810. */
  28811. generateMipMaps: boolean;
  28812. /**
  28813. * Gets the number of samples used by the texture (WebGL2+ only)
  28814. */
  28815. samples: number;
  28816. /**
  28817. * Gets the type of the texture (int, float...)
  28818. */
  28819. type: number;
  28820. /**
  28821. * Gets the format of the texture (RGB, RGBA...)
  28822. */
  28823. format: number;
  28824. /**
  28825. * Observable called when the texture is loaded
  28826. */
  28827. onLoadedObservable: Observable<InternalTexture>;
  28828. /**
  28829. * Gets the width of the texture
  28830. */
  28831. width: number;
  28832. /**
  28833. * Gets the height of the texture
  28834. */
  28835. height: number;
  28836. /**
  28837. * Gets the depth of the texture
  28838. */
  28839. depth: number;
  28840. /**
  28841. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28842. */
  28843. baseWidth: number;
  28844. /**
  28845. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28846. */
  28847. baseHeight: number;
  28848. /**
  28849. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28850. */
  28851. baseDepth: number;
  28852. /**
  28853. * Gets a boolean indicating if the texture is inverted on Y axis
  28854. */
  28855. invertY: boolean;
  28856. /** @hidden */
  28857. _invertVScale: boolean;
  28858. /** @hidden */
  28859. _associatedChannel: number;
  28860. /** @hidden */
  28861. _dataSource: number;
  28862. /** @hidden */
  28863. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  28864. /** @hidden */
  28865. _bufferView: Nullable<ArrayBufferView>;
  28866. /** @hidden */
  28867. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28868. /** @hidden */
  28869. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28870. /** @hidden */
  28871. _size: number;
  28872. /** @hidden */
  28873. _extension: string;
  28874. /** @hidden */
  28875. _files: Nullable<string[]>;
  28876. /** @hidden */
  28877. _workingCanvas: Nullable<HTMLCanvasElement>;
  28878. /** @hidden */
  28879. _workingContext: Nullable<CanvasRenderingContext2D>;
  28880. /** @hidden */
  28881. _framebuffer: Nullable<WebGLFramebuffer>;
  28882. /** @hidden */
  28883. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28884. /** @hidden */
  28885. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28886. /** @hidden */
  28887. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28888. /** @hidden */
  28889. _attachments: Nullable<number[]>;
  28890. /** @hidden */
  28891. _cachedCoordinatesMode: Nullable<number>;
  28892. /** @hidden */
  28893. _cachedWrapU: Nullable<number>;
  28894. /** @hidden */
  28895. _cachedWrapV: Nullable<number>;
  28896. /** @hidden */
  28897. _cachedWrapR: Nullable<number>;
  28898. /** @hidden */
  28899. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28900. /** @hidden */
  28901. _isDisabled: boolean;
  28902. /** @hidden */
  28903. _compression: Nullable<string>;
  28904. /** @hidden */
  28905. _generateStencilBuffer: boolean;
  28906. /** @hidden */
  28907. _generateDepthBuffer: boolean;
  28908. /** @hidden */
  28909. _comparisonFunction: number;
  28910. /** @hidden */
  28911. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28912. /** @hidden */
  28913. _lodGenerationScale: number;
  28914. /** @hidden */
  28915. _lodGenerationOffset: number;
  28916. /** @hidden */
  28917. _colorTextureArray: Nullable<WebGLTexture>;
  28918. /** @hidden */
  28919. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28920. /** @hidden */
  28921. _lodTextureHigh: Nullable<BaseTexture>;
  28922. /** @hidden */
  28923. _lodTextureMid: Nullable<BaseTexture>;
  28924. /** @hidden */
  28925. _lodTextureLow: Nullable<BaseTexture>;
  28926. /** @hidden */
  28927. _isRGBD: boolean;
  28928. /** @hidden */
  28929. _linearSpecularLOD: boolean;
  28930. /** @hidden */
  28931. _irradianceTexture: Nullable<BaseTexture>;
  28932. /** @hidden */
  28933. _webGLTexture: Nullable<WebGLTexture>;
  28934. /** @hidden */
  28935. _references: number;
  28936. private _engine;
  28937. /**
  28938. * Gets the Engine the texture belongs to.
  28939. * @returns The babylon engine
  28940. */
  28941. getEngine(): Engine;
  28942. /**
  28943. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28944. */
  28945. readonly dataSource: number;
  28946. /**
  28947. * Creates a new InternalTexture
  28948. * @param engine defines the engine to use
  28949. * @param dataSource defines the type of data that will be used
  28950. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28951. */
  28952. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28953. /**
  28954. * Increments the number of references (ie. the number of Texture that point to it)
  28955. */
  28956. incrementReferences(): void;
  28957. /**
  28958. * Change the size of the texture (not the size of the content)
  28959. * @param width defines the new width
  28960. * @param height defines the new height
  28961. * @param depth defines the new depth (1 by default)
  28962. */
  28963. updateSize(width: int, height: int, depth?: int): void;
  28964. /** @hidden */
  28965. _rebuild(): void;
  28966. /** @hidden */
  28967. _swapAndDie(target: InternalTexture): void;
  28968. /**
  28969. * Dispose the current allocated resources
  28970. */
  28971. dispose(): void;
  28972. }
  28973. }
  28974. declare module "babylonjs/Materials/effect" {
  28975. import { Observable } from "babylonjs/Misc/observable";
  28976. import { Nullable } from "babylonjs/types";
  28977. import { IDisposable } from "babylonjs/scene";
  28978. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28979. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28980. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28981. import { Engine } from "babylonjs/Engines/engine";
  28982. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28983. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28984. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28985. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28986. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28987. /**
  28988. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28989. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28990. */
  28991. export class EffectFallbacks {
  28992. private _defines;
  28993. private _currentRank;
  28994. private _maxRank;
  28995. private _mesh;
  28996. /**
  28997. * Removes the fallback from the bound mesh.
  28998. */
  28999. unBindMesh(): void;
  29000. /**
  29001. * Adds a fallback on the specified property.
  29002. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  29003. * @param define The name of the define in the shader
  29004. */
  29005. addFallback(rank: number, define: string): void;
  29006. /**
  29007. * Sets the mesh to use CPU skinning when needing to fallback.
  29008. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  29009. * @param mesh The mesh to use the fallbacks.
  29010. */
  29011. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  29012. /**
  29013. * Checks to see if more fallbacks are still availible.
  29014. */
  29015. readonly hasMoreFallbacks: boolean;
  29016. /**
  29017. * Removes the defines that should be removed when falling back.
  29018. * @param currentDefines defines the current define statements for the shader.
  29019. * @param effect defines the current effect we try to compile
  29020. * @returns The resulting defines with defines of the current rank removed.
  29021. */
  29022. reduce(currentDefines: string, effect: Effect): string;
  29023. }
  29024. /**
  29025. * Options to be used when creating an effect.
  29026. */
  29027. export class EffectCreationOptions {
  29028. /**
  29029. * Atrributes that will be used in the shader.
  29030. */
  29031. attributes: string[];
  29032. /**
  29033. * Uniform varible names that will be set in the shader.
  29034. */
  29035. uniformsNames: string[];
  29036. /**
  29037. * Uniform buffer varible names that will be set in the shader.
  29038. */
  29039. uniformBuffersNames: string[];
  29040. /**
  29041. * Sampler texture variable names that will be set in the shader.
  29042. */
  29043. samplers: string[];
  29044. /**
  29045. * Define statements that will be set in the shader.
  29046. */
  29047. defines: any;
  29048. /**
  29049. * Possible fallbacks for this effect to improve performance when needed.
  29050. */
  29051. fallbacks: Nullable<EffectFallbacks>;
  29052. /**
  29053. * Callback that will be called when the shader is compiled.
  29054. */
  29055. onCompiled: Nullable<(effect: Effect) => void>;
  29056. /**
  29057. * Callback that will be called if an error occurs during shader compilation.
  29058. */
  29059. onError: Nullable<(effect: Effect, errors: string) => void>;
  29060. /**
  29061. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29062. */
  29063. indexParameters: any;
  29064. /**
  29065. * Max number of lights that can be used in the shader.
  29066. */
  29067. maxSimultaneousLights: number;
  29068. /**
  29069. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29070. */
  29071. transformFeedbackVaryings: Nullable<string[]>;
  29072. }
  29073. /**
  29074. * Effect containing vertex and fragment shader that can be executed on an object.
  29075. */
  29076. export class Effect implements IDisposable {
  29077. /**
  29078. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29079. */
  29080. static ShadersRepository: string;
  29081. /**
  29082. * Name of the effect.
  29083. */
  29084. name: any;
  29085. /**
  29086. * String container all the define statements that should be set on the shader.
  29087. */
  29088. defines: string;
  29089. /**
  29090. * Callback that will be called when the shader is compiled.
  29091. */
  29092. onCompiled: Nullable<(effect: Effect) => void>;
  29093. /**
  29094. * Callback that will be called if an error occurs during shader compilation.
  29095. */
  29096. onError: Nullable<(effect: Effect, errors: string) => void>;
  29097. /**
  29098. * Callback that will be called when effect is bound.
  29099. */
  29100. onBind: Nullable<(effect: Effect) => void>;
  29101. /**
  29102. * Unique ID of the effect.
  29103. */
  29104. uniqueId: number;
  29105. /**
  29106. * Observable that will be called when the shader is compiled.
  29107. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29108. */
  29109. onCompileObservable: Observable<Effect>;
  29110. /**
  29111. * Observable that will be called if an error occurs during shader compilation.
  29112. */
  29113. onErrorObservable: Observable<Effect>;
  29114. /** @hidden */
  29115. _onBindObservable: Nullable<Observable<Effect>>;
  29116. /**
  29117. * Observable that will be called when effect is bound.
  29118. */
  29119. readonly onBindObservable: Observable<Effect>;
  29120. /** @hidden */
  29121. _bonesComputationForcedToCPU: boolean;
  29122. private static _uniqueIdSeed;
  29123. private _engine;
  29124. private _uniformBuffersNames;
  29125. private _uniformsNames;
  29126. private _samplerList;
  29127. private _samplers;
  29128. private _isReady;
  29129. private _compilationError;
  29130. private _attributesNames;
  29131. private _attributes;
  29132. private _uniforms;
  29133. /**
  29134. * Key for the effect.
  29135. * @hidden
  29136. */
  29137. _key: string;
  29138. private _indexParameters;
  29139. private _fallbacks;
  29140. private _vertexSourceCode;
  29141. private _fragmentSourceCode;
  29142. private _vertexSourceCodeOverride;
  29143. private _fragmentSourceCodeOverride;
  29144. private _transformFeedbackVaryings;
  29145. /**
  29146. * Compiled shader to webGL program.
  29147. * @hidden
  29148. */
  29149. _pipelineContext: Nullable<IPipelineContext>;
  29150. private _valueCache;
  29151. private static _baseCache;
  29152. /**
  29153. * Instantiates an effect.
  29154. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29155. * @param baseName Name of the effect.
  29156. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29157. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29158. * @param samplers List of sampler variables that will be passed to the shader.
  29159. * @param engine Engine to be used to render the effect
  29160. * @param defines Define statements to be added to the shader.
  29161. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29162. * @param onCompiled Callback that will be called when the shader is compiled.
  29163. * @param onError Callback that will be called if an error occurs during shader compilation.
  29164. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29165. */
  29166. 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);
  29167. private _useFinalCode;
  29168. /**
  29169. * Unique key for this effect
  29170. */
  29171. readonly key: string;
  29172. /**
  29173. * If the effect has been compiled and prepared.
  29174. * @returns if the effect is compiled and prepared.
  29175. */
  29176. isReady(): boolean;
  29177. private _isReadyInternal;
  29178. /**
  29179. * The engine the effect was initialized with.
  29180. * @returns the engine.
  29181. */
  29182. getEngine(): Engine;
  29183. /**
  29184. * The pipeline context for this effect
  29185. * @returns the associated pipeline context
  29186. */
  29187. getPipelineContext(): Nullable<IPipelineContext>;
  29188. /**
  29189. * The set of names of attribute variables for the shader.
  29190. * @returns An array of attribute names.
  29191. */
  29192. getAttributesNames(): string[];
  29193. /**
  29194. * Returns the attribute at the given index.
  29195. * @param index The index of the attribute.
  29196. * @returns The location of the attribute.
  29197. */
  29198. getAttributeLocation(index: number): number;
  29199. /**
  29200. * Returns the attribute based on the name of the variable.
  29201. * @param name of the attribute to look up.
  29202. * @returns the attribute location.
  29203. */
  29204. getAttributeLocationByName(name: string): number;
  29205. /**
  29206. * The number of attributes.
  29207. * @returns the numnber of attributes.
  29208. */
  29209. getAttributesCount(): number;
  29210. /**
  29211. * Gets the index of a uniform variable.
  29212. * @param uniformName of the uniform to look up.
  29213. * @returns the index.
  29214. */
  29215. getUniformIndex(uniformName: string): number;
  29216. /**
  29217. * Returns the attribute based on the name of the variable.
  29218. * @param uniformName of the uniform to look up.
  29219. * @returns the location of the uniform.
  29220. */
  29221. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29222. /**
  29223. * Returns an array of sampler variable names
  29224. * @returns The array of sampler variable neames.
  29225. */
  29226. getSamplers(): string[];
  29227. /**
  29228. * The error from the last compilation.
  29229. * @returns the error string.
  29230. */
  29231. getCompilationError(): string;
  29232. /**
  29233. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29234. * @param func The callback to be used.
  29235. */
  29236. executeWhenCompiled(func: (effect: Effect) => void): void;
  29237. private _checkIsReady;
  29238. /** @hidden */
  29239. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29240. /** @hidden */
  29241. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29242. /** @hidden */
  29243. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29244. /**
  29245. * Recompiles the webGL program
  29246. * @param vertexSourceCode The source code for the vertex shader.
  29247. * @param fragmentSourceCode The source code for the fragment shader.
  29248. * @param onCompiled Callback called when completed.
  29249. * @param onError Callback called on error.
  29250. * @hidden
  29251. */
  29252. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29253. /**
  29254. * Prepares the effect
  29255. * @hidden
  29256. */
  29257. _prepareEffect(): void;
  29258. private _processCompilationErrors;
  29259. /**
  29260. * Checks if the effect is supported. (Must be called after compilation)
  29261. */
  29262. readonly isSupported: boolean;
  29263. /**
  29264. * Binds a texture to the engine to be used as output of the shader.
  29265. * @param channel Name of the output variable.
  29266. * @param texture Texture to bind.
  29267. * @hidden
  29268. */
  29269. _bindTexture(channel: string, texture: InternalTexture): void;
  29270. /**
  29271. * Sets a texture on the engine to be used in the shader.
  29272. * @param channel Name of the sampler variable.
  29273. * @param texture Texture to set.
  29274. */
  29275. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29276. /**
  29277. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29278. * @param channel Name of the sampler variable.
  29279. * @param texture Texture to set.
  29280. */
  29281. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29282. /**
  29283. * Sets an array of textures on the engine to be used in the shader.
  29284. * @param channel Name of the variable.
  29285. * @param textures Textures to set.
  29286. */
  29287. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29288. /**
  29289. * 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)
  29290. * @param channel Name of the sampler variable.
  29291. * @param postProcess Post process to get the input texture from.
  29292. */
  29293. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29294. /**
  29295. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29296. * 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)
  29297. * @param channel Name of the sampler variable.
  29298. * @param postProcess Post process to get the output texture from.
  29299. */
  29300. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29301. /** @hidden */
  29302. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29303. /** @hidden */
  29304. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29305. /** @hidden */
  29306. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29307. /** @hidden */
  29308. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29309. /**
  29310. * Binds a buffer to a uniform.
  29311. * @param buffer Buffer to bind.
  29312. * @param name Name of the uniform variable to bind to.
  29313. */
  29314. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29315. /**
  29316. * Binds block to a uniform.
  29317. * @param blockName Name of the block to bind.
  29318. * @param index Index to bind.
  29319. */
  29320. bindUniformBlock(blockName: string, index: number): void;
  29321. /**
  29322. * Sets an interger value on a uniform variable.
  29323. * @param uniformName Name of the variable.
  29324. * @param value Value to be set.
  29325. * @returns this effect.
  29326. */
  29327. setInt(uniformName: string, value: number): Effect;
  29328. /**
  29329. * Sets an int array on a uniform variable.
  29330. * @param uniformName Name of the variable.
  29331. * @param array array to be set.
  29332. * @returns this effect.
  29333. */
  29334. setIntArray(uniformName: string, array: Int32Array): Effect;
  29335. /**
  29336. * 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)
  29337. * @param uniformName Name of the variable.
  29338. * @param array array to be set.
  29339. * @returns this effect.
  29340. */
  29341. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29342. /**
  29343. * 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)
  29344. * @param uniformName Name of the variable.
  29345. * @param array array to be set.
  29346. * @returns this effect.
  29347. */
  29348. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29349. /**
  29350. * 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)
  29351. * @param uniformName Name of the variable.
  29352. * @param array array to be set.
  29353. * @returns this effect.
  29354. */
  29355. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29356. /**
  29357. * Sets an float array on a uniform variable.
  29358. * @param uniformName Name of the variable.
  29359. * @param array array to be set.
  29360. * @returns this effect.
  29361. */
  29362. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29363. /**
  29364. * 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)
  29365. * @param uniformName Name of the variable.
  29366. * @param array array to be set.
  29367. * @returns this effect.
  29368. */
  29369. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29370. /**
  29371. * 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)
  29372. * @param uniformName Name of the variable.
  29373. * @param array array to be set.
  29374. * @returns this effect.
  29375. */
  29376. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29377. /**
  29378. * 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)
  29379. * @param uniformName Name of the variable.
  29380. * @param array array to be set.
  29381. * @returns this effect.
  29382. */
  29383. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29384. /**
  29385. * Sets an array on a uniform variable.
  29386. * @param uniformName Name of the variable.
  29387. * @param array array to be set.
  29388. * @returns this effect.
  29389. */
  29390. setArray(uniformName: string, array: number[]): Effect;
  29391. /**
  29392. * 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)
  29393. * @param uniformName Name of the variable.
  29394. * @param array array to be set.
  29395. * @returns this effect.
  29396. */
  29397. setArray2(uniformName: string, array: number[]): Effect;
  29398. /**
  29399. * 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)
  29400. * @param uniformName Name of the variable.
  29401. * @param array array to be set.
  29402. * @returns this effect.
  29403. */
  29404. setArray3(uniformName: string, array: number[]): Effect;
  29405. /**
  29406. * 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)
  29407. * @param uniformName Name of the variable.
  29408. * @param array array to be set.
  29409. * @returns this effect.
  29410. */
  29411. setArray4(uniformName: string, array: number[]): Effect;
  29412. /**
  29413. * Sets matrices on a uniform variable.
  29414. * @param uniformName Name of the variable.
  29415. * @param matrices matrices to be set.
  29416. * @returns this effect.
  29417. */
  29418. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29419. /**
  29420. * Sets matrix on a uniform variable.
  29421. * @param uniformName Name of the variable.
  29422. * @param matrix matrix to be set.
  29423. * @returns this effect.
  29424. */
  29425. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29426. /**
  29427. * 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)
  29428. * @param uniformName Name of the variable.
  29429. * @param matrix matrix to be set.
  29430. * @returns this effect.
  29431. */
  29432. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29433. /**
  29434. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29435. * @param uniformName Name of the variable.
  29436. * @param matrix matrix to be set.
  29437. * @returns this effect.
  29438. */
  29439. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29440. /**
  29441. * Sets a float on a uniform variable.
  29442. * @param uniformName Name of the variable.
  29443. * @param value value to be set.
  29444. * @returns this effect.
  29445. */
  29446. setFloat(uniformName: string, value: number): Effect;
  29447. /**
  29448. * Sets a boolean on a uniform variable.
  29449. * @param uniformName Name of the variable.
  29450. * @param bool value to be set.
  29451. * @returns this effect.
  29452. */
  29453. setBool(uniformName: string, bool: boolean): Effect;
  29454. /**
  29455. * Sets a Vector2 on a uniform variable.
  29456. * @param uniformName Name of the variable.
  29457. * @param vector2 vector2 to be set.
  29458. * @returns this effect.
  29459. */
  29460. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29461. /**
  29462. * Sets a float2 on a uniform variable.
  29463. * @param uniformName Name of the variable.
  29464. * @param x First float in float2.
  29465. * @param y Second float in float2.
  29466. * @returns this effect.
  29467. */
  29468. setFloat2(uniformName: string, x: number, y: number): Effect;
  29469. /**
  29470. * Sets a Vector3 on a uniform variable.
  29471. * @param uniformName Name of the variable.
  29472. * @param vector3 Value to be set.
  29473. * @returns this effect.
  29474. */
  29475. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29476. /**
  29477. * Sets a float3 on a uniform variable.
  29478. * @param uniformName Name of the variable.
  29479. * @param x First float in float3.
  29480. * @param y Second float in float3.
  29481. * @param z Third float in float3.
  29482. * @returns this effect.
  29483. */
  29484. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29485. /**
  29486. * Sets a Vector4 on a uniform variable.
  29487. * @param uniformName Name of the variable.
  29488. * @param vector4 Value to be set.
  29489. * @returns this effect.
  29490. */
  29491. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29492. /**
  29493. * Sets a float4 on a uniform variable.
  29494. * @param uniformName Name of the variable.
  29495. * @param x First float in float4.
  29496. * @param y Second float in float4.
  29497. * @param z Third float in float4.
  29498. * @param w Fourth float in float4.
  29499. * @returns this effect.
  29500. */
  29501. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29502. /**
  29503. * Sets a Color3 on a uniform variable.
  29504. * @param uniformName Name of the variable.
  29505. * @param color3 Value to be set.
  29506. * @returns this effect.
  29507. */
  29508. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29509. /**
  29510. * Sets a Color4 on a uniform variable.
  29511. * @param uniformName Name of the variable.
  29512. * @param color3 Value to be set.
  29513. * @param alpha Alpha value to be set.
  29514. * @returns this effect.
  29515. */
  29516. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29517. /**
  29518. * Sets a Color4 on a uniform variable
  29519. * @param uniformName defines the name of the variable
  29520. * @param color4 defines the value to be set
  29521. * @returns this effect.
  29522. */
  29523. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29524. /** Release all associated resources */
  29525. dispose(): void;
  29526. /**
  29527. * This function will add a new shader to the shader store
  29528. * @param name the name of the shader
  29529. * @param pixelShader optional pixel shader content
  29530. * @param vertexShader optional vertex shader content
  29531. */
  29532. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29533. /**
  29534. * Store of each shader (The can be looked up using effect.key)
  29535. */
  29536. static ShadersStore: {
  29537. [key: string]: string;
  29538. };
  29539. /**
  29540. * Store of each included file for a shader (The can be looked up using effect.key)
  29541. */
  29542. static IncludesShadersStore: {
  29543. [key: string]: string;
  29544. };
  29545. /**
  29546. * Resets the cache of effects.
  29547. */
  29548. static ResetCache(): void;
  29549. }
  29550. }
  29551. declare module "babylonjs/Materials/uniformBuffer" {
  29552. import { Nullable, FloatArray } from "babylonjs/types";
  29553. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29554. import { Engine } from "babylonjs/Engines/engine";
  29555. import { Effect } from "babylonjs/Materials/effect";
  29556. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29557. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29558. import { Color3 } from "babylonjs/Maths/math.color";
  29559. /**
  29560. * Uniform buffer objects.
  29561. *
  29562. * Handles blocks of uniform on the GPU.
  29563. *
  29564. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29565. *
  29566. * For more information, please refer to :
  29567. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29568. */
  29569. export class UniformBuffer {
  29570. private _engine;
  29571. private _buffer;
  29572. private _data;
  29573. private _bufferData;
  29574. private _dynamic?;
  29575. private _uniformLocations;
  29576. private _uniformSizes;
  29577. private _uniformLocationPointer;
  29578. private _needSync;
  29579. private _noUBO;
  29580. private _currentEffect;
  29581. private static _MAX_UNIFORM_SIZE;
  29582. private static _tempBuffer;
  29583. /**
  29584. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29585. * This is dynamic to allow compat with webgl 1 and 2.
  29586. * You will need to pass the name of the uniform as well as the value.
  29587. */
  29588. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29589. /**
  29590. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29591. * This is dynamic to allow compat with webgl 1 and 2.
  29592. * You will need to pass the name of the uniform as well as the value.
  29593. */
  29594. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29595. /**
  29596. * Lambda to Update a single float in a uniform buffer.
  29597. * This is dynamic to allow compat with webgl 1 and 2.
  29598. * You will need to pass the name of the uniform as well as the value.
  29599. */
  29600. updateFloat: (name: string, x: number) => void;
  29601. /**
  29602. * Lambda to Update a vec2 of float in a uniform buffer.
  29603. * This is dynamic to allow compat with webgl 1 and 2.
  29604. * You will need to pass the name of the uniform as well as the value.
  29605. */
  29606. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29607. /**
  29608. * Lambda to Update a vec3 of float in a uniform buffer.
  29609. * This is dynamic to allow compat with webgl 1 and 2.
  29610. * You will need to pass the name of the uniform as well as the value.
  29611. */
  29612. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29613. /**
  29614. * Lambda to Update a vec4 of float in a uniform buffer.
  29615. * This is dynamic to allow compat with webgl 1 and 2.
  29616. * You will need to pass the name of the uniform as well as the value.
  29617. */
  29618. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29619. /**
  29620. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29621. * This is dynamic to allow compat with webgl 1 and 2.
  29622. * You will need to pass the name of the uniform as well as the value.
  29623. */
  29624. updateMatrix: (name: string, mat: Matrix) => void;
  29625. /**
  29626. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29627. * This is dynamic to allow compat with webgl 1 and 2.
  29628. * You will need to pass the name of the uniform as well as the value.
  29629. */
  29630. updateVector3: (name: string, vector: Vector3) => void;
  29631. /**
  29632. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29633. * This is dynamic to allow compat with webgl 1 and 2.
  29634. * You will need to pass the name of the uniform as well as the value.
  29635. */
  29636. updateVector4: (name: string, vector: Vector4) => void;
  29637. /**
  29638. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  29639. * This is dynamic to allow compat with webgl 1 and 2.
  29640. * You will need to pass the name of the uniform as well as the value.
  29641. */
  29642. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29643. /**
  29644. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  29645. * This is dynamic to allow compat with webgl 1 and 2.
  29646. * You will need to pass the name of the uniform as well as the value.
  29647. */
  29648. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29649. /**
  29650. * Instantiates a new Uniform buffer objects.
  29651. *
  29652. * Handles blocks of uniform on the GPU.
  29653. *
  29654. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29655. *
  29656. * For more information, please refer to :
  29657. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29658. * @param engine Define the engine the buffer is associated with
  29659. * @param data Define the data contained in the buffer
  29660. * @param dynamic Define if the buffer is updatable
  29661. */
  29662. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29663. /**
  29664. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29665. * or just falling back on setUniformXXX calls.
  29666. */
  29667. readonly useUbo: boolean;
  29668. /**
  29669. * Indicates if the WebGL underlying uniform buffer is in sync
  29670. * with the javascript cache data.
  29671. */
  29672. readonly isSync: boolean;
  29673. /**
  29674. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29675. * Also, a dynamic UniformBuffer will disable cache verification and always
  29676. * update the underlying WebGL uniform buffer to the GPU.
  29677. * @returns if Dynamic, otherwise false
  29678. */
  29679. isDynamic(): boolean;
  29680. /**
  29681. * The data cache on JS side.
  29682. * @returns the underlying data as a float array
  29683. */
  29684. getData(): Float32Array;
  29685. /**
  29686. * The underlying WebGL Uniform buffer.
  29687. * @returns the webgl buffer
  29688. */
  29689. getBuffer(): Nullable<DataBuffer>;
  29690. /**
  29691. * std140 layout specifies how to align data within an UBO structure.
  29692. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29693. * for specs.
  29694. */
  29695. private _fillAlignment;
  29696. /**
  29697. * Adds an uniform in the buffer.
  29698. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29699. * for the layout to be correct !
  29700. * @param name Name of the uniform, as used in the uniform block in the shader.
  29701. * @param size Data size, or data directly.
  29702. */
  29703. addUniform(name: string, size: number | number[]): void;
  29704. /**
  29705. * Adds a Matrix 4x4 to the uniform buffer.
  29706. * @param name Name of the uniform, as used in the uniform block in the shader.
  29707. * @param mat A 4x4 matrix.
  29708. */
  29709. addMatrix(name: string, mat: Matrix): void;
  29710. /**
  29711. * Adds a vec2 to the uniform buffer.
  29712. * @param name Name of the uniform, as used in the uniform block in the shader.
  29713. * @param x Define the x component value of the vec2
  29714. * @param y Define the y component value of the vec2
  29715. */
  29716. addFloat2(name: string, x: number, y: number): void;
  29717. /**
  29718. * Adds a vec3 to the uniform buffer.
  29719. * @param name Name of the uniform, as used in the uniform block in the shader.
  29720. * @param x Define the x component value of the vec3
  29721. * @param y Define the y component value of the vec3
  29722. * @param z Define the z component value of the vec3
  29723. */
  29724. addFloat3(name: string, x: number, y: number, z: number): void;
  29725. /**
  29726. * Adds a vec3 to the uniform buffer.
  29727. * @param name Name of the uniform, as used in the uniform block in the shader.
  29728. * @param color Define the vec3 from a Color
  29729. */
  29730. addColor3(name: string, color: Color3): void;
  29731. /**
  29732. * Adds a vec4 to the uniform buffer.
  29733. * @param name Name of the uniform, as used in the uniform block in the shader.
  29734. * @param color Define the rgb components from a Color
  29735. * @param alpha Define the a component of the vec4
  29736. */
  29737. addColor4(name: string, color: Color3, alpha: number): void;
  29738. /**
  29739. * Adds a vec3 to the uniform buffer.
  29740. * @param name Name of the uniform, as used in the uniform block in the shader.
  29741. * @param vector Define the vec3 components from a Vector
  29742. */
  29743. addVector3(name: string, vector: Vector3): void;
  29744. /**
  29745. * Adds a Matrix 3x3 to the uniform buffer.
  29746. * @param name Name of the uniform, as used in the uniform block in the shader.
  29747. */
  29748. addMatrix3x3(name: string): void;
  29749. /**
  29750. * Adds a Matrix 2x2 to the uniform buffer.
  29751. * @param name Name of the uniform, as used in the uniform block in the shader.
  29752. */
  29753. addMatrix2x2(name: string): void;
  29754. /**
  29755. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29756. */
  29757. create(): void;
  29758. /** @hidden */
  29759. _rebuild(): void;
  29760. /**
  29761. * Updates the WebGL Uniform Buffer on the GPU.
  29762. * If the `dynamic` flag is set to true, no cache comparison is done.
  29763. * Otherwise, the buffer will be updated only if the cache differs.
  29764. */
  29765. update(): void;
  29766. /**
  29767. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29768. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29769. * @param data Define the flattened data
  29770. * @param size Define the size of the data.
  29771. */
  29772. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29773. private _valueCache;
  29774. private _cacheMatrix;
  29775. private _updateMatrix3x3ForUniform;
  29776. private _updateMatrix3x3ForEffect;
  29777. private _updateMatrix2x2ForEffect;
  29778. private _updateMatrix2x2ForUniform;
  29779. private _updateFloatForEffect;
  29780. private _updateFloatForUniform;
  29781. private _updateFloat2ForEffect;
  29782. private _updateFloat2ForUniform;
  29783. private _updateFloat3ForEffect;
  29784. private _updateFloat3ForUniform;
  29785. private _updateFloat4ForEffect;
  29786. private _updateFloat4ForUniform;
  29787. private _updateMatrixForEffect;
  29788. private _updateMatrixForUniform;
  29789. private _updateVector3ForEffect;
  29790. private _updateVector3ForUniform;
  29791. private _updateVector4ForEffect;
  29792. private _updateVector4ForUniform;
  29793. private _updateColor3ForEffect;
  29794. private _updateColor3ForUniform;
  29795. private _updateColor4ForEffect;
  29796. private _updateColor4ForUniform;
  29797. /**
  29798. * Sets a sampler uniform on the effect.
  29799. * @param name Define the name of the sampler.
  29800. * @param texture Define the texture to set in the sampler
  29801. */
  29802. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29803. /**
  29804. * Directly updates the value of the uniform in the cache AND on the GPU.
  29805. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29806. * @param data Define the flattened data
  29807. */
  29808. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29809. /**
  29810. * Binds this uniform buffer to an effect.
  29811. * @param effect Define the effect to bind the buffer to
  29812. * @param name Name of the uniform block in the shader.
  29813. */
  29814. bindToEffect(effect: Effect, name: string): void;
  29815. /**
  29816. * Disposes the uniform buffer.
  29817. */
  29818. dispose(): void;
  29819. }
  29820. }
  29821. declare module "babylonjs/Audio/analyser" {
  29822. import { Scene } from "babylonjs/scene";
  29823. /**
  29824. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29825. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29826. */
  29827. export class Analyser {
  29828. /**
  29829. * Gets or sets the smoothing
  29830. * @ignorenaming
  29831. */
  29832. SMOOTHING: number;
  29833. /**
  29834. * Gets or sets the FFT table size
  29835. * @ignorenaming
  29836. */
  29837. FFT_SIZE: number;
  29838. /**
  29839. * Gets or sets the bar graph amplitude
  29840. * @ignorenaming
  29841. */
  29842. BARGRAPHAMPLITUDE: number;
  29843. /**
  29844. * Gets or sets the position of the debug canvas
  29845. * @ignorenaming
  29846. */
  29847. DEBUGCANVASPOS: {
  29848. x: number;
  29849. y: number;
  29850. };
  29851. /**
  29852. * Gets or sets the debug canvas size
  29853. * @ignorenaming
  29854. */
  29855. DEBUGCANVASSIZE: {
  29856. width: number;
  29857. height: number;
  29858. };
  29859. private _byteFreqs;
  29860. private _byteTime;
  29861. private _floatFreqs;
  29862. private _webAudioAnalyser;
  29863. private _debugCanvas;
  29864. private _debugCanvasContext;
  29865. private _scene;
  29866. private _registerFunc;
  29867. private _audioEngine;
  29868. /**
  29869. * Creates a new analyser
  29870. * @param scene defines hosting scene
  29871. */
  29872. constructor(scene: Scene);
  29873. /**
  29874. * Get the number of data values you will have to play with for the visualization
  29875. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29876. * @returns a number
  29877. */
  29878. getFrequencyBinCount(): number;
  29879. /**
  29880. * Gets the current frequency data as a byte array
  29881. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29882. * @returns a Uint8Array
  29883. */
  29884. getByteFrequencyData(): Uint8Array;
  29885. /**
  29886. * Gets the current waveform as a byte array
  29887. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29888. * @returns a Uint8Array
  29889. */
  29890. getByteTimeDomainData(): Uint8Array;
  29891. /**
  29892. * Gets the current frequency data as a float array
  29893. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29894. * @returns a Float32Array
  29895. */
  29896. getFloatFrequencyData(): Float32Array;
  29897. /**
  29898. * Renders the debug canvas
  29899. */
  29900. drawDebugCanvas(): void;
  29901. /**
  29902. * Stops rendering the debug canvas and removes it
  29903. */
  29904. stopDebugCanvas(): void;
  29905. /**
  29906. * Connects two audio nodes
  29907. * @param inputAudioNode defines first node to connect
  29908. * @param outputAudioNode defines second node to connect
  29909. */
  29910. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29911. /**
  29912. * Releases all associated resources
  29913. */
  29914. dispose(): void;
  29915. }
  29916. }
  29917. declare module "babylonjs/Audio/audioEngine" {
  29918. import { IDisposable } from "babylonjs/scene";
  29919. import { Analyser } from "babylonjs/Audio/analyser";
  29920. import { Nullable } from "babylonjs/types";
  29921. import { Observable } from "babylonjs/Misc/observable";
  29922. /**
  29923. * This represents an audio engine and it is responsible
  29924. * to play, synchronize and analyse sounds throughout the application.
  29925. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29926. */
  29927. export interface IAudioEngine extends IDisposable {
  29928. /**
  29929. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29930. */
  29931. readonly canUseWebAudio: boolean;
  29932. /**
  29933. * Gets the current AudioContext if available.
  29934. */
  29935. readonly audioContext: Nullable<AudioContext>;
  29936. /**
  29937. * The master gain node defines the global audio volume of your audio engine.
  29938. */
  29939. readonly masterGain: GainNode;
  29940. /**
  29941. * Gets whether or not mp3 are supported by your browser.
  29942. */
  29943. readonly isMP3supported: boolean;
  29944. /**
  29945. * Gets whether or not ogg are supported by your browser.
  29946. */
  29947. readonly isOGGsupported: boolean;
  29948. /**
  29949. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29950. * @ignoreNaming
  29951. */
  29952. WarnedWebAudioUnsupported: boolean;
  29953. /**
  29954. * Defines if the audio engine relies on a custom unlocked button.
  29955. * In this case, the embedded button will not be displayed.
  29956. */
  29957. useCustomUnlockedButton: boolean;
  29958. /**
  29959. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29960. */
  29961. readonly unlocked: boolean;
  29962. /**
  29963. * Event raised when audio has been unlocked on the browser.
  29964. */
  29965. onAudioUnlockedObservable: Observable<AudioEngine>;
  29966. /**
  29967. * Event raised when audio has been locked on the browser.
  29968. */
  29969. onAudioLockedObservable: Observable<AudioEngine>;
  29970. /**
  29971. * Flags the audio engine in Locked state.
  29972. * This happens due to new browser policies preventing audio to autoplay.
  29973. */
  29974. lock(): void;
  29975. /**
  29976. * Unlocks the audio engine once a user action has been done on the dom.
  29977. * This is helpful to resume play once browser policies have been satisfied.
  29978. */
  29979. unlock(): void;
  29980. }
  29981. /**
  29982. * This represents the default audio engine used in babylon.
  29983. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29984. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29985. */
  29986. export class AudioEngine implements IAudioEngine {
  29987. private _audioContext;
  29988. private _audioContextInitialized;
  29989. private _muteButton;
  29990. private _hostElement;
  29991. /**
  29992. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29993. */
  29994. canUseWebAudio: boolean;
  29995. /**
  29996. * The master gain node defines the global audio volume of your audio engine.
  29997. */
  29998. masterGain: GainNode;
  29999. /**
  30000. * Defines if Babylon should emit a warning if WebAudio is not supported.
  30001. * @ignoreNaming
  30002. */
  30003. WarnedWebAudioUnsupported: boolean;
  30004. /**
  30005. * Gets whether or not mp3 are supported by your browser.
  30006. */
  30007. isMP3supported: boolean;
  30008. /**
  30009. * Gets whether or not ogg are supported by your browser.
  30010. */
  30011. isOGGsupported: boolean;
  30012. /**
  30013. * Gets whether audio has been unlocked on the device.
  30014. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  30015. * a user interaction has happened.
  30016. */
  30017. unlocked: boolean;
  30018. /**
  30019. * Defines if the audio engine relies on a custom unlocked button.
  30020. * In this case, the embedded button will not be displayed.
  30021. */
  30022. useCustomUnlockedButton: boolean;
  30023. /**
  30024. * Event raised when audio has been unlocked on the browser.
  30025. */
  30026. onAudioUnlockedObservable: Observable<AudioEngine>;
  30027. /**
  30028. * Event raised when audio has been locked on the browser.
  30029. */
  30030. onAudioLockedObservable: Observable<AudioEngine>;
  30031. /**
  30032. * Gets the current AudioContext if available.
  30033. */
  30034. readonly audioContext: Nullable<AudioContext>;
  30035. private _connectedAnalyser;
  30036. /**
  30037. * Instantiates a new audio engine.
  30038. *
  30039. * There should be only one per page as some browsers restrict the number
  30040. * of audio contexts you can create.
  30041. * @param hostElement defines the host element where to display the mute icon if necessary
  30042. */
  30043. constructor(hostElement?: Nullable<HTMLElement>);
  30044. /**
  30045. * Flags the audio engine in Locked state.
  30046. * This happens due to new browser policies preventing audio to autoplay.
  30047. */
  30048. lock(): void;
  30049. /**
  30050. * Unlocks the audio engine once a user action has been done on the dom.
  30051. * This is helpful to resume play once browser policies have been satisfied.
  30052. */
  30053. unlock(): void;
  30054. private _resumeAudioContext;
  30055. private _initializeAudioContext;
  30056. private _tryToRun;
  30057. private _triggerRunningState;
  30058. private _triggerSuspendedState;
  30059. private _displayMuteButton;
  30060. private _moveButtonToTopLeft;
  30061. private _onResize;
  30062. private _hideMuteButton;
  30063. /**
  30064. * Destroy and release the resources associated with the audio ccontext.
  30065. */
  30066. dispose(): void;
  30067. /**
  30068. * Gets the global volume sets on the master gain.
  30069. * @returns the global volume if set or -1 otherwise
  30070. */
  30071. getGlobalVolume(): number;
  30072. /**
  30073. * Sets the global volume of your experience (sets on the master gain).
  30074. * @param newVolume Defines the new global volume of the application
  30075. */
  30076. setGlobalVolume(newVolume: number): void;
  30077. /**
  30078. * Connect the audio engine to an audio analyser allowing some amazing
  30079. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  30080. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  30081. * @param analyser The analyser to connect to the engine
  30082. */
  30083. connectToAnalyser(analyser: Analyser): void;
  30084. }
  30085. }
  30086. declare module "babylonjs/Loading/loadingScreen" {
  30087. /**
  30088. * Interface used to present a loading screen while loading a scene
  30089. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30090. */
  30091. export interface ILoadingScreen {
  30092. /**
  30093. * Function called to display the loading screen
  30094. */
  30095. displayLoadingUI: () => void;
  30096. /**
  30097. * Function called to hide the loading screen
  30098. */
  30099. hideLoadingUI: () => void;
  30100. /**
  30101. * Gets or sets the color to use for the background
  30102. */
  30103. loadingUIBackgroundColor: string;
  30104. /**
  30105. * Gets or sets the text to display while loading
  30106. */
  30107. loadingUIText: string;
  30108. }
  30109. /**
  30110. * Class used for the default loading screen
  30111. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30112. */
  30113. export class DefaultLoadingScreen implements ILoadingScreen {
  30114. private _renderingCanvas;
  30115. private _loadingText;
  30116. private _loadingDivBackgroundColor;
  30117. private _loadingDiv;
  30118. private _loadingTextDiv;
  30119. /** Gets or sets the logo url to use for the default loading screen */
  30120. static DefaultLogoUrl: string;
  30121. /** Gets or sets the spinner url to use for the default loading screen */
  30122. static DefaultSpinnerUrl: string;
  30123. /**
  30124. * Creates a new default loading screen
  30125. * @param _renderingCanvas defines the canvas used to render the scene
  30126. * @param _loadingText defines the default text to display
  30127. * @param _loadingDivBackgroundColor defines the default background color
  30128. */
  30129. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30130. /**
  30131. * Function called to display the loading screen
  30132. */
  30133. displayLoadingUI(): void;
  30134. /**
  30135. * Function called to hide the loading screen
  30136. */
  30137. hideLoadingUI(): void;
  30138. /**
  30139. * Gets or sets the text to display while loading
  30140. */
  30141. loadingUIText: string;
  30142. /**
  30143. * Gets or sets the color to use for the background
  30144. */
  30145. loadingUIBackgroundColor: string;
  30146. private _resizeLoadingUI;
  30147. }
  30148. }
  30149. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30150. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30151. import { Engine } from "babylonjs/Engines/engine";
  30152. import { Nullable } from "babylonjs/types";
  30153. /** @hidden */
  30154. export class WebGLPipelineContext implements IPipelineContext {
  30155. engine: Engine;
  30156. program: Nullable<WebGLProgram>;
  30157. context?: WebGLRenderingContext;
  30158. vertexShader?: WebGLShader;
  30159. fragmentShader?: WebGLShader;
  30160. isParallelCompiled: boolean;
  30161. onCompiled?: () => void;
  30162. transformFeedback?: WebGLTransformFeedback | null;
  30163. readonly isAsync: boolean;
  30164. readonly isReady: boolean;
  30165. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30166. }
  30167. }
  30168. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30169. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30170. /** @hidden */
  30171. export class WebGLDataBuffer extends DataBuffer {
  30172. private _buffer;
  30173. constructor(resource: WebGLBuffer);
  30174. readonly underlyingResource: any;
  30175. }
  30176. }
  30177. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30178. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30179. /** @hidden */
  30180. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30181. attributeProcessor(attribute: string): string;
  30182. varyingProcessor(varying: string, isFragment: boolean): string;
  30183. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30184. }
  30185. }
  30186. declare module "babylonjs/Misc/perfCounter" {
  30187. /**
  30188. * This class is used to track a performance counter which is number based.
  30189. * The user has access to many properties which give statistics of different nature.
  30190. *
  30191. * The implementer can track two kinds of Performance Counter: time and count.
  30192. * 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.
  30193. * 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.
  30194. */
  30195. export class PerfCounter {
  30196. /**
  30197. * Gets or sets a global boolean to turn on and off all the counters
  30198. */
  30199. static Enabled: boolean;
  30200. /**
  30201. * Returns the smallest value ever
  30202. */
  30203. readonly min: number;
  30204. /**
  30205. * Returns the biggest value ever
  30206. */
  30207. readonly max: number;
  30208. /**
  30209. * Returns the average value since the performance counter is running
  30210. */
  30211. readonly average: number;
  30212. /**
  30213. * Returns the average value of the last second the counter was monitored
  30214. */
  30215. readonly lastSecAverage: number;
  30216. /**
  30217. * Returns the current value
  30218. */
  30219. readonly current: number;
  30220. /**
  30221. * Gets the accumulated total
  30222. */
  30223. readonly total: number;
  30224. /**
  30225. * Gets the total value count
  30226. */
  30227. readonly count: number;
  30228. /**
  30229. * Creates a new counter
  30230. */
  30231. constructor();
  30232. /**
  30233. * Call this method to start monitoring a new frame.
  30234. * 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.
  30235. */
  30236. fetchNewFrame(): void;
  30237. /**
  30238. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30239. * @param newCount the count value to add to the monitored count
  30240. * @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.
  30241. */
  30242. addCount(newCount: number, fetchResult: boolean): void;
  30243. /**
  30244. * Start monitoring this performance counter
  30245. */
  30246. beginMonitoring(): void;
  30247. /**
  30248. * Compute the time lapsed since the previous beginMonitoring() call.
  30249. * @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
  30250. */
  30251. endMonitoring(newFrame?: boolean): void;
  30252. private _fetchResult;
  30253. private _startMonitoringTime;
  30254. private _min;
  30255. private _max;
  30256. private _average;
  30257. private _current;
  30258. private _totalValueCount;
  30259. private _totalAccumulated;
  30260. private _lastSecAverage;
  30261. private _lastSecAccumulated;
  30262. private _lastSecTime;
  30263. private _lastSecValueCount;
  30264. }
  30265. }
  30266. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30267. /**
  30268. * Interface for any object that can request an animation frame
  30269. */
  30270. export interface ICustomAnimationFrameRequester {
  30271. /**
  30272. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30273. */
  30274. renderFunction?: Function;
  30275. /**
  30276. * Called to request the next frame to render to
  30277. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30278. */
  30279. requestAnimationFrame: Function;
  30280. /**
  30281. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30282. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30283. */
  30284. requestID?: number;
  30285. }
  30286. }
  30287. declare module "babylonjs/Materials/Textures/videoTexture" {
  30288. import { Observable } from "babylonjs/Misc/observable";
  30289. import { Nullable } from "babylonjs/types";
  30290. import { Scene } from "babylonjs/scene";
  30291. import { Texture } from "babylonjs/Materials/Textures/texture";
  30292. /**
  30293. * Settings for finer control over video usage
  30294. */
  30295. export interface VideoTextureSettings {
  30296. /**
  30297. * Applies `autoplay` to video, if specified
  30298. */
  30299. autoPlay?: boolean;
  30300. /**
  30301. * Applies `loop` to video, if specified
  30302. */
  30303. loop?: boolean;
  30304. /**
  30305. * Automatically updates internal texture from video at every frame in the render loop
  30306. */
  30307. autoUpdateTexture: boolean;
  30308. /**
  30309. * Image src displayed during the video loading or until the user interacts with the video.
  30310. */
  30311. poster?: string;
  30312. }
  30313. /**
  30314. * If you want to display a video in your scene, this is the special texture for that.
  30315. * This special texture works similar to other textures, with the exception of a few parameters.
  30316. * @see https://doc.babylonjs.com/how_to/video_texture
  30317. */
  30318. export class VideoTexture extends Texture {
  30319. /**
  30320. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30321. */
  30322. readonly autoUpdateTexture: boolean;
  30323. /**
  30324. * The video instance used by the texture internally
  30325. */
  30326. readonly video: HTMLVideoElement;
  30327. private _onUserActionRequestedObservable;
  30328. /**
  30329. * Event triggerd when a dom action is required by the user to play the video.
  30330. * This happens due to recent changes in browser policies preventing video to auto start.
  30331. */
  30332. readonly onUserActionRequestedObservable: Observable<Texture>;
  30333. private _generateMipMaps;
  30334. private _engine;
  30335. private _stillImageCaptured;
  30336. private _displayingPosterTexture;
  30337. private _settings;
  30338. private _createInternalTextureOnEvent;
  30339. private _frameId;
  30340. /**
  30341. * Creates a video texture.
  30342. * If you want to display a video in your scene, this is the special texture for that.
  30343. * This special texture works similar to other textures, with the exception of a few parameters.
  30344. * @see https://doc.babylonjs.com/how_to/video_texture
  30345. * @param name optional name, will detect from video source, if not defined
  30346. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30347. * @param scene is obviously the current scene.
  30348. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30349. * @param invertY is false by default but can be used to invert video on Y axis
  30350. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30351. * @param settings allows finer control over video usage
  30352. */
  30353. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30354. private _getName;
  30355. private _getVideo;
  30356. private _createInternalTexture;
  30357. private reset;
  30358. /**
  30359. * @hidden Internal method to initiate `update`.
  30360. */
  30361. _rebuild(): void;
  30362. /**
  30363. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30364. */
  30365. update(): void;
  30366. /**
  30367. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30368. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30369. */
  30370. updateTexture(isVisible: boolean): void;
  30371. protected _updateInternalTexture: () => void;
  30372. /**
  30373. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30374. * @param url New url.
  30375. */
  30376. updateURL(url: string): void;
  30377. /**
  30378. * Dispose the texture and release its associated resources.
  30379. */
  30380. dispose(): void;
  30381. /**
  30382. * Creates a video texture straight from a stream.
  30383. * @param scene Define the scene the texture should be created in
  30384. * @param stream Define the stream the texture should be created from
  30385. * @returns The created video texture as a promise
  30386. */
  30387. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30388. /**
  30389. * Creates a video texture straight from your WebCam video feed.
  30390. * @param scene Define the scene the texture should be created in
  30391. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30392. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30393. * @returns The created video texture as a promise
  30394. */
  30395. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30396. minWidth: number;
  30397. maxWidth: number;
  30398. minHeight: number;
  30399. maxHeight: number;
  30400. deviceId: string;
  30401. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30402. /**
  30403. * Creates a video texture straight from your WebCam video feed.
  30404. * @param scene Define the scene the texture should be created in
  30405. * @param onReady Define a callback to triggered once the texture will be ready
  30406. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30407. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30408. */
  30409. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30410. minWidth: number;
  30411. maxWidth: number;
  30412. minHeight: number;
  30413. maxHeight: number;
  30414. deviceId: string;
  30415. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30416. }
  30417. }
  30418. declare module "babylonjs/Engines/engine" {
  30419. import { Observable } from "babylonjs/Misc/observable";
  30420. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30421. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30422. import { Scene } from "babylonjs/scene";
  30423. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30424. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30425. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30426. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30427. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30428. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30429. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30430. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30431. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30432. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30433. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30434. import { WebRequest } from "babylonjs/Misc/webRequest";
  30435. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30436. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30437. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30438. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30439. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30440. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30441. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30442. import { Material } from "babylonjs/Materials/material";
  30443. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30444. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30445. /**
  30446. * Defines the interface used by objects containing a viewport (like a camera)
  30447. */
  30448. interface IViewportOwnerLike {
  30449. /**
  30450. * Gets or sets the viewport
  30451. */
  30452. viewport: IViewportLike;
  30453. }
  30454. /**
  30455. * Interface for attribute information associated with buffer instanciation
  30456. */
  30457. export class InstancingAttributeInfo {
  30458. /**
  30459. * Index/offset of the attribute in the vertex shader
  30460. */
  30461. index: number;
  30462. /**
  30463. * size of the attribute, 1, 2, 3 or 4
  30464. */
  30465. attributeSize: number;
  30466. /**
  30467. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30468. * default is FLOAT
  30469. */
  30470. attribyteType: number;
  30471. /**
  30472. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30473. */
  30474. normalized: boolean;
  30475. /**
  30476. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30477. */
  30478. offset: number;
  30479. /**
  30480. * Name of the GLSL attribute, for debugging purpose only
  30481. */
  30482. attributeName: string;
  30483. }
  30484. /**
  30485. * Define options used to create a depth texture
  30486. */
  30487. export class DepthTextureCreationOptions {
  30488. /** Specifies whether or not a stencil should be allocated in the texture */
  30489. generateStencil?: boolean;
  30490. /** Specifies whether or not bilinear filtering is enable on the texture */
  30491. bilinearFiltering?: boolean;
  30492. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30493. comparisonFunction?: number;
  30494. /** Specifies if the created texture is a cube texture */
  30495. isCube?: boolean;
  30496. }
  30497. /**
  30498. * Class used to describe the capabilities of the engine relatively to the current browser
  30499. */
  30500. export class EngineCapabilities {
  30501. /** Maximum textures units per fragment shader */
  30502. maxTexturesImageUnits: number;
  30503. /** Maximum texture units per vertex shader */
  30504. maxVertexTextureImageUnits: number;
  30505. /** Maximum textures units in the entire pipeline */
  30506. maxCombinedTexturesImageUnits: number;
  30507. /** Maximum texture size */
  30508. maxTextureSize: number;
  30509. /** Maximum cube texture size */
  30510. maxCubemapTextureSize: number;
  30511. /** Maximum render texture size */
  30512. maxRenderTextureSize: number;
  30513. /** Maximum number of vertex attributes */
  30514. maxVertexAttribs: number;
  30515. /** Maximum number of varyings */
  30516. maxVaryingVectors: number;
  30517. /** Maximum number of uniforms per vertex shader */
  30518. maxVertexUniformVectors: number;
  30519. /** Maximum number of uniforms per fragment shader */
  30520. maxFragmentUniformVectors: number;
  30521. /** Defines if standard derivates (dx/dy) are supported */
  30522. standardDerivatives: boolean;
  30523. /** Defines if s3tc texture compression is supported */
  30524. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30525. /** Defines if pvrtc texture compression is supported */
  30526. pvrtc: any;
  30527. /** Defines if etc1 texture compression is supported */
  30528. etc1: any;
  30529. /** Defines if etc2 texture compression is supported */
  30530. etc2: any;
  30531. /** Defines if astc texture compression is supported */
  30532. astc: any;
  30533. /** Defines if float textures are supported */
  30534. textureFloat: boolean;
  30535. /** Defines if vertex array objects are supported */
  30536. vertexArrayObject: boolean;
  30537. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30538. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30539. /** Gets the maximum level of anisotropy supported */
  30540. maxAnisotropy: number;
  30541. /** Defines if instancing is supported */
  30542. instancedArrays: boolean;
  30543. /** Defines if 32 bits indices are supported */
  30544. uintIndices: boolean;
  30545. /** Defines if high precision shaders are supported */
  30546. highPrecisionShaderSupported: boolean;
  30547. /** Defines if depth reading in the fragment shader is supported */
  30548. fragmentDepthSupported: boolean;
  30549. /** Defines if float texture linear filtering is supported*/
  30550. textureFloatLinearFiltering: boolean;
  30551. /** Defines if rendering to float textures is supported */
  30552. textureFloatRender: boolean;
  30553. /** Defines if half float textures are supported*/
  30554. textureHalfFloat: boolean;
  30555. /** Defines if half float texture linear filtering is supported*/
  30556. textureHalfFloatLinearFiltering: boolean;
  30557. /** Defines if rendering to half float textures is supported */
  30558. textureHalfFloatRender: boolean;
  30559. /** Defines if textureLOD shader command is supported */
  30560. textureLOD: boolean;
  30561. /** Defines if draw buffers extension is supported */
  30562. drawBuffersExtension: boolean;
  30563. /** Defines if depth textures are supported */
  30564. depthTextureExtension: boolean;
  30565. /** Defines if float color buffer are supported */
  30566. colorBufferFloat: boolean;
  30567. /** Gets disjoint timer query extension (null if not supported) */
  30568. timerQuery: EXT_disjoint_timer_query;
  30569. /** Defines if timestamp can be used with timer query */
  30570. canUseTimestampForTimerQuery: boolean;
  30571. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30572. multiview: any;
  30573. /** Function used to let the system compiles shaders in background */
  30574. parallelShaderCompile: {
  30575. COMPLETION_STATUS_KHR: number;
  30576. };
  30577. /** Max number of texture samples for MSAA */
  30578. maxMSAASamples: number;
  30579. }
  30580. /** Interface defining initialization parameters for Engine class */
  30581. export interface EngineOptions extends WebGLContextAttributes {
  30582. /**
  30583. * Defines if the engine should no exceed a specified device ratio
  30584. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30585. */
  30586. limitDeviceRatio?: number;
  30587. /**
  30588. * Defines if webvr should be enabled automatically
  30589. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30590. */
  30591. autoEnableWebVR?: boolean;
  30592. /**
  30593. * Defines if webgl2 should be turned off even if supported
  30594. * @see http://doc.babylonjs.com/features/webgl2
  30595. */
  30596. disableWebGL2Support?: boolean;
  30597. /**
  30598. * Defines if webaudio should be initialized as well
  30599. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30600. */
  30601. audioEngine?: boolean;
  30602. /**
  30603. * Defines if animations should run using a deterministic lock step
  30604. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30605. */
  30606. deterministicLockstep?: boolean;
  30607. /** Defines the maximum steps to use with deterministic lock step mode */
  30608. lockstepMaxSteps?: number;
  30609. /**
  30610. * Defines that engine should ignore context lost events
  30611. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30612. */
  30613. doNotHandleContextLost?: boolean;
  30614. /**
  30615. * Defines that engine should ignore modifying touch action attribute and style
  30616. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30617. */
  30618. doNotHandleTouchAction?: boolean;
  30619. /**
  30620. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30621. */
  30622. useHighPrecisionFloats?: boolean;
  30623. }
  30624. /**
  30625. * Defines the interface used by display changed events
  30626. */
  30627. export interface IDisplayChangedEventArgs {
  30628. /** Gets the vrDisplay object (if any) */
  30629. vrDisplay: Nullable<any>;
  30630. /** Gets a boolean indicating if webVR is supported */
  30631. vrSupported: boolean;
  30632. }
  30633. /**
  30634. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30635. */
  30636. export class Engine {
  30637. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30638. static ExceptionList: ({
  30639. key: string;
  30640. capture: string;
  30641. captureConstraint: number;
  30642. targets: string[];
  30643. } | {
  30644. key: string;
  30645. capture: null;
  30646. captureConstraint: null;
  30647. targets: string[];
  30648. })[];
  30649. /** Gets the list of created engines */
  30650. static readonly Instances: Engine[];
  30651. /**
  30652. * Gets the latest created engine
  30653. */
  30654. static readonly LastCreatedEngine: Nullable<Engine>;
  30655. /**
  30656. * Gets the latest created scene
  30657. */
  30658. static readonly LastCreatedScene: Nullable<Scene>;
  30659. /**
  30660. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30661. * @param flag defines which part of the materials must be marked as dirty
  30662. * @param predicate defines a predicate used to filter which materials should be affected
  30663. */
  30664. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30665. /** @hidden */
  30666. static _TextureLoaders: IInternalTextureLoader[];
  30667. /** Defines that alpha blending is disabled */
  30668. static readonly ALPHA_DISABLE: number;
  30669. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30670. static readonly ALPHA_ADD: number;
  30671. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30672. static readonly ALPHA_COMBINE: number;
  30673. /** Defines that alpha blending to DEST - SRC * DEST */
  30674. static readonly ALPHA_SUBTRACT: number;
  30675. /** Defines that alpha blending to SRC * DEST */
  30676. static readonly ALPHA_MULTIPLY: number;
  30677. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30678. static readonly ALPHA_MAXIMIZED: number;
  30679. /** Defines that alpha blending to SRC + DEST */
  30680. static readonly ALPHA_ONEONE: number;
  30681. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30682. static readonly ALPHA_PREMULTIPLIED: number;
  30683. /**
  30684. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30685. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30686. */
  30687. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30688. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30689. static readonly ALPHA_INTERPOLATE: number;
  30690. /**
  30691. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30692. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30693. */
  30694. static readonly ALPHA_SCREENMODE: number;
  30695. /** Defines that the ressource is not delayed*/
  30696. static readonly DELAYLOADSTATE_NONE: number;
  30697. /** Defines that the ressource was successfully delay loaded */
  30698. static readonly DELAYLOADSTATE_LOADED: number;
  30699. /** Defines that the ressource is currently delay loading */
  30700. static readonly DELAYLOADSTATE_LOADING: number;
  30701. /** Defines that the ressource is delayed and has not started loading */
  30702. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30703. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30704. static readonly NEVER: number;
  30705. /** 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 */
  30706. static readonly ALWAYS: number;
  30707. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30708. static readonly LESS: number;
  30709. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30710. static readonly EQUAL: number;
  30711. /** 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 */
  30712. static readonly LEQUAL: number;
  30713. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30714. static readonly GREATER: number;
  30715. /** 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 */
  30716. static readonly GEQUAL: number;
  30717. /** 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 */
  30718. static readonly NOTEQUAL: number;
  30719. /** Passed to stencilOperation to specify that stencil value must be kept */
  30720. static readonly KEEP: number;
  30721. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30722. static readonly REPLACE: number;
  30723. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30724. static readonly INCR: number;
  30725. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30726. static readonly DECR: number;
  30727. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30728. static readonly INVERT: number;
  30729. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30730. static readonly INCR_WRAP: number;
  30731. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30732. static readonly DECR_WRAP: number;
  30733. /** Texture is not repeating outside of 0..1 UVs */
  30734. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30735. /** Texture is repeating outside of 0..1 UVs */
  30736. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30737. /** Texture is repeating and mirrored */
  30738. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30739. /** ALPHA */
  30740. static readonly TEXTUREFORMAT_ALPHA: number;
  30741. /** LUMINANCE */
  30742. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30743. /** LUMINANCE_ALPHA */
  30744. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30745. /** RGB */
  30746. static readonly TEXTUREFORMAT_RGB: number;
  30747. /** RGBA */
  30748. static readonly TEXTUREFORMAT_RGBA: number;
  30749. /** RED */
  30750. static readonly TEXTUREFORMAT_RED: number;
  30751. /** RED (2nd reference) */
  30752. static readonly TEXTUREFORMAT_R: number;
  30753. /** RG */
  30754. static readonly TEXTUREFORMAT_RG: number;
  30755. /** RED_INTEGER */
  30756. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30757. /** RED_INTEGER (2nd reference) */
  30758. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30759. /** RG_INTEGER */
  30760. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30761. /** RGB_INTEGER */
  30762. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30763. /** RGBA_INTEGER */
  30764. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30765. /** UNSIGNED_BYTE */
  30766. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30767. /** UNSIGNED_BYTE (2nd reference) */
  30768. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30769. /** FLOAT */
  30770. static readonly TEXTURETYPE_FLOAT: number;
  30771. /** HALF_FLOAT */
  30772. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30773. /** BYTE */
  30774. static readonly TEXTURETYPE_BYTE: number;
  30775. /** SHORT */
  30776. static readonly TEXTURETYPE_SHORT: number;
  30777. /** UNSIGNED_SHORT */
  30778. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30779. /** INT */
  30780. static readonly TEXTURETYPE_INT: number;
  30781. /** UNSIGNED_INT */
  30782. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30783. /** UNSIGNED_SHORT_4_4_4_4 */
  30784. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30785. /** UNSIGNED_SHORT_5_5_5_1 */
  30786. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30787. /** UNSIGNED_SHORT_5_6_5 */
  30788. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30789. /** UNSIGNED_INT_2_10_10_10_REV */
  30790. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30791. /** UNSIGNED_INT_24_8 */
  30792. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30793. /** UNSIGNED_INT_10F_11F_11F_REV */
  30794. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30795. /** UNSIGNED_INT_5_9_9_9_REV */
  30796. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30797. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30798. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30799. /** nearest is mag = nearest and min = nearest and mip = linear */
  30800. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30801. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30802. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30803. /** Trilinear is mag = linear and min = linear and mip = linear */
  30804. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30805. /** nearest is mag = nearest and min = nearest and mip = linear */
  30806. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30807. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30808. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30809. /** Trilinear is mag = linear and min = linear and mip = linear */
  30810. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30811. /** mag = nearest and min = nearest and mip = nearest */
  30812. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30813. /** mag = nearest and min = linear and mip = nearest */
  30814. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30815. /** mag = nearest and min = linear and mip = linear */
  30816. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30817. /** mag = nearest and min = linear and mip = none */
  30818. static readonly TEXTURE_NEAREST_LINEAR: number;
  30819. /** mag = nearest and min = nearest and mip = none */
  30820. static readonly TEXTURE_NEAREST_NEAREST: number;
  30821. /** mag = linear and min = nearest and mip = nearest */
  30822. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30823. /** mag = linear and min = nearest and mip = linear */
  30824. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30825. /** mag = linear and min = linear and mip = none */
  30826. static readonly TEXTURE_LINEAR_LINEAR: number;
  30827. /** mag = linear and min = nearest and mip = none */
  30828. static readonly TEXTURE_LINEAR_NEAREST: number;
  30829. /** Explicit coordinates mode */
  30830. static readonly TEXTURE_EXPLICIT_MODE: number;
  30831. /** Spherical coordinates mode */
  30832. static readonly TEXTURE_SPHERICAL_MODE: number;
  30833. /** Planar coordinates mode */
  30834. static readonly TEXTURE_PLANAR_MODE: number;
  30835. /** Cubic coordinates mode */
  30836. static readonly TEXTURE_CUBIC_MODE: number;
  30837. /** Projection coordinates mode */
  30838. static readonly TEXTURE_PROJECTION_MODE: number;
  30839. /** Skybox coordinates mode */
  30840. static readonly TEXTURE_SKYBOX_MODE: number;
  30841. /** Inverse Cubic coordinates mode */
  30842. static readonly TEXTURE_INVCUBIC_MODE: number;
  30843. /** Equirectangular coordinates mode */
  30844. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30845. /** Equirectangular Fixed coordinates mode */
  30846. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30847. /** Equirectangular Fixed Mirrored coordinates mode */
  30848. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30849. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30850. static readonly SCALEMODE_FLOOR: number;
  30851. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30852. static readonly SCALEMODE_NEAREST: number;
  30853. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30854. static readonly SCALEMODE_CEILING: number;
  30855. /**
  30856. * Returns the current npm package of the sdk
  30857. */
  30858. static readonly NpmPackage: string;
  30859. /**
  30860. * Returns the current version of the framework
  30861. */
  30862. static readonly Version: string;
  30863. /**
  30864. * Returns a string describing the current engine
  30865. */
  30866. readonly description: string;
  30867. /**
  30868. * Gets or sets the epsilon value used by collision engine
  30869. */
  30870. static CollisionsEpsilon: number;
  30871. /**
  30872. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30873. */
  30874. static ShadersRepository: string;
  30875. /**
  30876. * Method called to create the default loading screen.
  30877. * This can be overriden in your own app.
  30878. * @param canvas The rendering canvas element
  30879. * @returns The loading screen
  30880. */
  30881. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30882. /**
  30883. * Method called to create the default rescale post process on each engine.
  30884. */
  30885. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30886. /** @hidden */
  30887. _shaderProcessor: IShaderProcessor;
  30888. /**
  30889. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30890. */
  30891. forcePOTTextures: boolean;
  30892. /**
  30893. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30894. */
  30895. isFullscreen: boolean;
  30896. /**
  30897. * Gets a boolean indicating if the pointer is currently locked
  30898. */
  30899. isPointerLock: boolean;
  30900. /**
  30901. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30902. */
  30903. cullBackFaces: boolean;
  30904. /**
  30905. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30906. */
  30907. renderEvenInBackground: boolean;
  30908. /**
  30909. * Gets or sets a boolean indicating that cache can be kept between frames
  30910. */
  30911. preventCacheWipeBetweenFrames: boolean;
  30912. /**
  30913. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30914. **/
  30915. enableOfflineSupport: boolean;
  30916. /**
  30917. * 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)
  30918. **/
  30919. disableManifestCheck: boolean;
  30920. /**
  30921. * Gets the list of created scenes
  30922. */
  30923. scenes: Scene[];
  30924. /**
  30925. * Event raised when a new scene is created
  30926. */
  30927. onNewSceneAddedObservable: Observable<Scene>;
  30928. /**
  30929. * Gets the list of created postprocesses
  30930. */
  30931. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30932. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30933. validateShaderPrograms: boolean;
  30934. /**
  30935. * Observable event triggered each time the rendering canvas is resized
  30936. */
  30937. onResizeObservable: Observable<Engine>;
  30938. /**
  30939. * Observable event triggered each time the canvas loses focus
  30940. */
  30941. onCanvasBlurObservable: Observable<Engine>;
  30942. /**
  30943. * Observable event triggered each time the canvas gains focus
  30944. */
  30945. onCanvasFocusObservable: Observable<Engine>;
  30946. /**
  30947. * Observable event triggered each time the canvas receives pointerout event
  30948. */
  30949. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30950. /**
  30951. * Observable event triggered before each texture is initialized
  30952. */
  30953. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30954. /**
  30955. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30956. */
  30957. disableUniformBuffers: boolean;
  30958. /** @hidden */
  30959. _uniformBuffers: UniformBuffer[];
  30960. /**
  30961. * Gets a boolean indicating that the engine supports uniform buffers
  30962. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30963. */
  30964. readonly supportsUniformBuffers: boolean;
  30965. /**
  30966. * Observable raised when the engine begins a new frame
  30967. */
  30968. onBeginFrameObservable: Observable<Engine>;
  30969. /**
  30970. * If set, will be used to request the next animation frame for the render loop
  30971. */
  30972. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30973. /**
  30974. * Observable raised when the engine ends the current frame
  30975. */
  30976. onEndFrameObservable: Observable<Engine>;
  30977. /**
  30978. * Observable raised when the engine is about to compile a shader
  30979. */
  30980. onBeforeShaderCompilationObservable: Observable<Engine>;
  30981. /**
  30982. * Observable raised when the engine has jsut compiled a shader
  30983. */
  30984. onAfterShaderCompilationObservable: Observable<Engine>;
  30985. /** @hidden */
  30986. _gl: WebGLRenderingContext;
  30987. private _renderingCanvas;
  30988. private _windowIsBackground;
  30989. protected _webGLVersion: number;
  30990. protected _highPrecisionShadersAllowed: boolean;
  30991. /** @hidden */
  30992. readonly _shouldUseHighPrecisionShader: boolean;
  30993. /**
  30994. * Gets a boolean indicating that only power of 2 textures are supported
  30995. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30996. */
  30997. readonly needPOTTextures: boolean;
  30998. /** @hidden */
  30999. _badOS: boolean;
  31000. /** @hidden */
  31001. _badDesktopOS: boolean;
  31002. /**
  31003. * Gets the audio engine
  31004. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31005. * @ignorenaming
  31006. */
  31007. static audioEngine: IAudioEngine;
  31008. /**
  31009. * Default AudioEngine factory responsible of creating the Audio Engine.
  31010. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  31011. */
  31012. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  31013. /**
  31014. * Default offline support factory responsible of creating a tool used to store data locally.
  31015. * By default, this will create a Database object if the workload has been embedded.
  31016. */
  31017. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  31018. private _onFocus;
  31019. private _onBlur;
  31020. private _onCanvasPointerOut;
  31021. private _onCanvasBlur;
  31022. private _onCanvasFocus;
  31023. private _onFullscreenChange;
  31024. private _onPointerLockChange;
  31025. private _hardwareScalingLevel;
  31026. /** @hidden */
  31027. _caps: EngineCapabilities;
  31028. private _pointerLockRequested;
  31029. private _isStencilEnable;
  31030. protected _colorWrite: boolean;
  31031. private _loadingScreen;
  31032. /** @hidden */
  31033. _drawCalls: PerfCounter;
  31034. private _glVersion;
  31035. private _glRenderer;
  31036. private _glVendor;
  31037. private _videoTextureSupported;
  31038. private _renderingQueueLaunched;
  31039. private _activeRenderLoops;
  31040. private _deterministicLockstep;
  31041. private _lockstepMaxSteps;
  31042. /**
  31043. * Observable signaled when a context lost event is raised
  31044. */
  31045. onContextLostObservable: Observable<Engine>;
  31046. /**
  31047. * Observable signaled when a context restored event is raised
  31048. */
  31049. onContextRestoredObservable: Observable<Engine>;
  31050. private _onContextLost;
  31051. private _onContextRestored;
  31052. private _contextWasLost;
  31053. /** @hidden */
  31054. _doNotHandleContextLost: boolean;
  31055. /**
  31056. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  31057. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  31058. */
  31059. doNotHandleContextLost: boolean;
  31060. private _performanceMonitor;
  31061. private _fps;
  31062. private _deltaTime;
  31063. /**
  31064. * Turn this value on if you want to pause FPS computation when in background
  31065. */
  31066. disablePerformanceMonitorInBackground: boolean;
  31067. /**
  31068. * Gets the performance monitor attached to this engine
  31069. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  31070. */
  31071. readonly performanceMonitor: PerformanceMonitor;
  31072. /**
  31073. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  31074. */
  31075. disableVertexArrayObjects: boolean;
  31076. /** @hidden */
  31077. protected _depthCullingState: _DepthCullingState;
  31078. /** @hidden */
  31079. protected _stencilState: _StencilState;
  31080. /** @hidden */
  31081. protected _alphaState: _AlphaState;
  31082. /** @hidden */
  31083. protected _alphaMode: number;
  31084. /** @hidden */
  31085. _internalTexturesCache: InternalTexture[];
  31086. /** @hidden */
  31087. protected _activeChannel: number;
  31088. private _currentTextureChannel;
  31089. /** @hidden */
  31090. protected _boundTexturesCache: {
  31091. [key: string]: Nullable<InternalTexture>;
  31092. };
  31093. /** @hidden */
  31094. protected _currentEffect: Nullable<Effect>;
  31095. /** @hidden */
  31096. protected _currentProgram: Nullable<WebGLProgram>;
  31097. private _compiledEffects;
  31098. private _vertexAttribArraysEnabled;
  31099. /** @hidden */
  31100. protected _cachedViewport: Nullable<IViewportLike>;
  31101. private _cachedVertexArrayObject;
  31102. /** @hidden */
  31103. protected _cachedVertexBuffers: any;
  31104. /** @hidden */
  31105. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  31106. /** @hidden */
  31107. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  31108. /** @hidden */
  31109. _currentRenderTarget: Nullable<InternalTexture>;
  31110. private _uintIndicesCurrentlySet;
  31111. private _currentBoundBuffer;
  31112. /** @hidden */
  31113. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  31114. private _currentBufferPointers;
  31115. private _currentInstanceLocations;
  31116. private _currentInstanceBuffers;
  31117. private _textureUnits;
  31118. /** @hidden */
  31119. _workingCanvas: Nullable<HTMLCanvasElement>;
  31120. /** @hidden */
  31121. _workingContext: Nullable<CanvasRenderingContext2D>;
  31122. private _rescalePostProcess;
  31123. private _dummyFramebuffer;
  31124. private _externalData;
  31125. /** @hidden */
  31126. _bindedRenderFunction: any;
  31127. private _vaoRecordInProgress;
  31128. private _mustWipeVertexAttributes;
  31129. private _emptyTexture;
  31130. private _emptyCubeTexture;
  31131. private _emptyTexture3D;
  31132. /** @hidden */
  31133. _frameHandler: number;
  31134. private _nextFreeTextureSlots;
  31135. private _maxSimultaneousTextures;
  31136. private _activeRequests;
  31137. private _texturesSupported;
  31138. /** @hidden */
  31139. _textureFormatInUse: Nullable<string>;
  31140. /**
  31141. * Gets the list of texture formats supported
  31142. */
  31143. readonly texturesSupported: Array<string>;
  31144. /**
  31145. * Gets the list of texture formats in use
  31146. */
  31147. readonly textureFormatInUse: Nullable<string>;
  31148. /**
  31149. * Gets the current viewport
  31150. */
  31151. readonly currentViewport: Nullable<IViewportLike>;
  31152. /**
  31153. * Gets the default empty texture
  31154. */
  31155. readonly emptyTexture: InternalTexture;
  31156. /**
  31157. * Gets the default empty 3D texture
  31158. */
  31159. readonly emptyTexture3D: InternalTexture;
  31160. /**
  31161. * Gets the default empty cube texture
  31162. */
  31163. readonly emptyCubeTexture: InternalTexture;
  31164. /**
  31165. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31166. */
  31167. readonly premultipliedAlpha: boolean;
  31168. /**
  31169. * Creates a new engine
  31170. * @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
  31171. * @param antialias defines enable antialiasing (default: false)
  31172. * @param options defines further options to be sent to the getContext() function
  31173. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31174. */
  31175. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31176. /**
  31177. * Initializes a webVR display and starts listening to display change events
  31178. * The onVRDisplayChangedObservable will be notified upon these changes
  31179. * @returns The onVRDisplayChangedObservable
  31180. */
  31181. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31182. /** @hidden */
  31183. _prepareVRComponent(): void;
  31184. /** @hidden */
  31185. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31186. /** @hidden */
  31187. _submitVRFrame(): void;
  31188. /**
  31189. * Call this function to leave webVR mode
  31190. * Will do nothing if webVR is not supported or if there is no webVR device
  31191. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31192. */
  31193. disableVR(): void;
  31194. /**
  31195. * Gets a boolean indicating that the system is in VR mode and is presenting
  31196. * @returns true if VR mode is engaged
  31197. */
  31198. isVRPresenting(): boolean;
  31199. /** @hidden */
  31200. _requestVRFrame(): void;
  31201. private _disableTouchAction;
  31202. private _rebuildInternalTextures;
  31203. private _rebuildEffects;
  31204. /**
  31205. * Gets a boolean indicating if all created effects are ready
  31206. * @returns true if all effects are ready
  31207. */
  31208. areAllEffectsReady(): boolean;
  31209. private _rebuildBuffers;
  31210. private _initGLContext;
  31211. /**
  31212. * Gets version of the current webGL context
  31213. */
  31214. readonly webGLVersion: number;
  31215. /**
  31216. * Gets a string idenfifying the name of the class
  31217. * @returns "Engine" string
  31218. */
  31219. getClassName(): string;
  31220. /**
  31221. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31222. */
  31223. readonly isStencilEnable: boolean;
  31224. /** @hidden */
  31225. _prepareWorkingCanvas(): void;
  31226. /**
  31227. * Reset the texture cache to empty state
  31228. */
  31229. resetTextureCache(): void;
  31230. /**
  31231. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31232. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31233. * @returns true if engine is in deterministic lock step mode
  31234. */
  31235. isDeterministicLockStep(): boolean;
  31236. /**
  31237. * Gets the max steps when engine is running in deterministic lock step
  31238. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31239. * @returns the max steps
  31240. */
  31241. getLockstepMaxSteps(): number;
  31242. /**
  31243. * Gets an object containing information about the current webGL context
  31244. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31245. */
  31246. getGlInfo(): {
  31247. vendor: string;
  31248. renderer: string;
  31249. version: string;
  31250. };
  31251. /**
  31252. * Gets current aspect ratio
  31253. * @param viewportOwner defines the camera to use to get the aspect ratio
  31254. * @param useScreen defines if screen size must be used (or the current render target if any)
  31255. * @returns a number defining the aspect ratio
  31256. */
  31257. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31258. /**
  31259. * Gets current screen aspect ratio
  31260. * @returns a number defining the aspect ratio
  31261. */
  31262. getScreenAspectRatio(): number;
  31263. /**
  31264. * Gets the current render width
  31265. * @param useScreen defines if screen size must be used (or the current render target if any)
  31266. * @returns a number defining the current render width
  31267. */
  31268. getRenderWidth(useScreen?: boolean): number;
  31269. /**
  31270. * Gets the current render height
  31271. * @param useScreen defines if screen size must be used (or the current render target if any)
  31272. * @returns a number defining the current render height
  31273. */
  31274. getRenderHeight(useScreen?: boolean): number;
  31275. /**
  31276. * Gets the HTML canvas attached with the current webGL context
  31277. * @returns a HTML canvas
  31278. */
  31279. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31280. /**
  31281. * Gets host window
  31282. * @returns the host window object
  31283. */
  31284. getHostWindow(): Window;
  31285. /**
  31286. * Gets host document
  31287. * @returns the host document object
  31288. */
  31289. getHostDocument(): Document;
  31290. /**
  31291. * Gets the client rect of the HTML canvas attached with the current webGL context
  31292. * @returns a client rectanglee
  31293. */
  31294. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31295. /**
  31296. * Defines the hardware scaling level.
  31297. * By default the hardware scaling level is computed from the window device ratio.
  31298. * 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.
  31299. * @param level defines the level to use
  31300. */
  31301. setHardwareScalingLevel(level: number): void;
  31302. /**
  31303. * Gets the current hardware scaling level.
  31304. * By default the hardware scaling level is computed from the window device ratio.
  31305. * 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.
  31306. * @returns a number indicating the current hardware scaling level
  31307. */
  31308. getHardwareScalingLevel(): number;
  31309. /**
  31310. * Gets the list of loaded textures
  31311. * @returns an array containing all loaded textures
  31312. */
  31313. getLoadedTexturesCache(): InternalTexture[];
  31314. /**
  31315. * Gets the object containing all engine capabilities
  31316. * @returns the EngineCapabilities object
  31317. */
  31318. getCaps(): EngineCapabilities;
  31319. /**
  31320. * Gets the current depth function
  31321. * @returns a number defining the depth function
  31322. */
  31323. getDepthFunction(): Nullable<number>;
  31324. /**
  31325. * Sets the current depth function
  31326. * @param depthFunc defines the function to use
  31327. */
  31328. setDepthFunction(depthFunc: number): void;
  31329. /**
  31330. * Sets the current depth function to GREATER
  31331. */
  31332. setDepthFunctionToGreater(): void;
  31333. /**
  31334. * Sets the current depth function to GEQUAL
  31335. */
  31336. setDepthFunctionToGreaterOrEqual(): void;
  31337. /**
  31338. * Sets the current depth function to LESS
  31339. */
  31340. setDepthFunctionToLess(): void;
  31341. private _cachedStencilBuffer;
  31342. private _cachedStencilFunction;
  31343. private _cachedStencilMask;
  31344. private _cachedStencilOperationPass;
  31345. private _cachedStencilOperationFail;
  31346. private _cachedStencilOperationDepthFail;
  31347. private _cachedStencilReference;
  31348. /**
  31349. * Caches the the state of the stencil buffer
  31350. */
  31351. cacheStencilState(): void;
  31352. /**
  31353. * Restores the state of the stencil buffer
  31354. */
  31355. restoreStencilState(): void;
  31356. /**
  31357. * Sets the current depth function to LEQUAL
  31358. */
  31359. setDepthFunctionToLessOrEqual(): void;
  31360. /**
  31361. * Gets a boolean indicating if stencil buffer is enabled
  31362. * @returns the current stencil buffer state
  31363. */
  31364. getStencilBuffer(): boolean;
  31365. /**
  31366. * Enable or disable the stencil buffer
  31367. * @param enable defines if the stencil buffer must be enabled or disabled
  31368. */
  31369. setStencilBuffer(enable: boolean): void;
  31370. /**
  31371. * Gets the current stencil mask
  31372. * @returns a number defining the new stencil mask to use
  31373. */
  31374. getStencilMask(): number;
  31375. /**
  31376. * Sets the current stencil mask
  31377. * @param mask defines the new stencil mask to use
  31378. */
  31379. setStencilMask(mask: number): void;
  31380. /**
  31381. * Gets the current stencil function
  31382. * @returns a number defining the stencil function to use
  31383. */
  31384. getStencilFunction(): number;
  31385. /**
  31386. * Gets the current stencil reference value
  31387. * @returns a number defining the stencil reference value to use
  31388. */
  31389. getStencilFunctionReference(): number;
  31390. /**
  31391. * Gets the current stencil mask
  31392. * @returns a number defining the stencil mask to use
  31393. */
  31394. getStencilFunctionMask(): number;
  31395. /**
  31396. * Sets the current stencil function
  31397. * @param stencilFunc defines the new stencil function to use
  31398. */
  31399. setStencilFunction(stencilFunc: number): void;
  31400. /**
  31401. * Sets the current stencil reference
  31402. * @param reference defines the new stencil reference to use
  31403. */
  31404. setStencilFunctionReference(reference: number): void;
  31405. /**
  31406. * Sets the current stencil mask
  31407. * @param mask defines the new stencil mask to use
  31408. */
  31409. setStencilFunctionMask(mask: number): void;
  31410. /**
  31411. * Gets the current stencil operation when stencil fails
  31412. * @returns a number defining stencil operation to use when stencil fails
  31413. */
  31414. getStencilOperationFail(): number;
  31415. /**
  31416. * Gets the current stencil operation when depth fails
  31417. * @returns a number defining stencil operation to use when depth fails
  31418. */
  31419. getStencilOperationDepthFail(): number;
  31420. /**
  31421. * Gets the current stencil operation when stencil passes
  31422. * @returns a number defining stencil operation to use when stencil passes
  31423. */
  31424. getStencilOperationPass(): number;
  31425. /**
  31426. * Sets the stencil operation to use when stencil fails
  31427. * @param operation defines the stencil operation to use when stencil fails
  31428. */
  31429. setStencilOperationFail(operation: number): void;
  31430. /**
  31431. * Sets the stencil operation to use when depth fails
  31432. * @param operation defines the stencil operation to use when depth fails
  31433. */
  31434. setStencilOperationDepthFail(operation: number): void;
  31435. /**
  31436. * Sets the stencil operation to use when stencil passes
  31437. * @param operation defines the stencil operation to use when stencil passes
  31438. */
  31439. setStencilOperationPass(operation: number): void;
  31440. /**
  31441. * Sets a boolean indicating if the dithering state is enabled or disabled
  31442. * @param value defines the dithering state
  31443. */
  31444. setDitheringState(value: boolean): void;
  31445. /**
  31446. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31447. * @param value defines the rasterizer state
  31448. */
  31449. setRasterizerState(value: boolean): void;
  31450. /**
  31451. * stop executing a render loop function and remove it from the execution array
  31452. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31453. */
  31454. stopRenderLoop(renderFunction?: () => void): void;
  31455. /** @hidden */
  31456. _renderLoop(): void;
  31457. /**
  31458. * Can be used to override the current requestAnimationFrame requester.
  31459. * @hidden
  31460. */
  31461. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  31462. /**
  31463. * Register and execute a render loop. The engine can have more than one render function
  31464. * @param renderFunction defines the function to continuously execute
  31465. */
  31466. runRenderLoop(renderFunction: () => void): void;
  31467. /**
  31468. * Toggle full screen mode
  31469. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31470. */
  31471. switchFullscreen(requestPointerLock: boolean): void;
  31472. /**
  31473. * Enters full screen mode
  31474. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31475. */
  31476. enterFullscreen(requestPointerLock: boolean): void;
  31477. /**
  31478. * Exits full screen mode
  31479. */
  31480. exitFullscreen(): void;
  31481. /**
  31482. * Enters Pointerlock mode
  31483. */
  31484. enterPointerlock(): void;
  31485. /**
  31486. * Exits Pointerlock mode
  31487. */
  31488. exitPointerlock(): void;
  31489. /**
  31490. * Clear the current render buffer or the current render target (if any is set up)
  31491. * @param color defines the color to use
  31492. * @param backBuffer defines if the back buffer must be cleared
  31493. * @param depth defines if the depth buffer must be cleared
  31494. * @param stencil defines if the stencil buffer must be cleared
  31495. */
  31496. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31497. /**
  31498. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31499. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31500. * @param y defines the y-coordinate of the corner of the clear rectangle
  31501. * @param width defines the width of the clear rectangle
  31502. * @param height defines the height of the clear rectangle
  31503. * @param clearColor defines the clear color
  31504. */
  31505. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31506. /**
  31507. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31508. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31509. * @param y defines the y-coordinate of the corner of the clear rectangle
  31510. * @param width defines the width of the clear rectangle
  31511. * @param height defines the height of the clear rectangle
  31512. */
  31513. enableScissor(x: number, y: number, width: number, height: number): void;
  31514. /**
  31515. * Disable previously set scissor test rectangle
  31516. */
  31517. disableScissor(): void;
  31518. private _viewportCached;
  31519. /** @hidden */
  31520. _viewport(x: number, y: number, width: number, height: number): void;
  31521. /**
  31522. * Set the WebGL's viewport
  31523. * @param viewport defines the viewport element to be used
  31524. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31525. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31526. */
  31527. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31528. /**
  31529. * Directly set the WebGL Viewport
  31530. * @param x defines the x coordinate of the viewport (in screen space)
  31531. * @param y defines the y coordinate of the viewport (in screen space)
  31532. * @param width defines the width of the viewport (in screen space)
  31533. * @param height defines the height of the viewport (in screen space)
  31534. * @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
  31535. */
  31536. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31537. /**
  31538. * Begin a new frame
  31539. */
  31540. beginFrame(): void;
  31541. /**
  31542. * Enf the current frame
  31543. */
  31544. endFrame(): void;
  31545. /**
  31546. * Resize the view according to the canvas' size
  31547. */
  31548. resize(): void;
  31549. /**
  31550. * Force a specific size of the canvas
  31551. * @param width defines the new canvas' width
  31552. * @param height defines the new canvas' height
  31553. */
  31554. setSize(width: number, height: number): void;
  31555. /**
  31556. * Binds the frame buffer to the specified texture.
  31557. * @param texture The texture to render to or null for the default canvas
  31558. * @param faceIndex The face of the texture to render to in case of cube texture
  31559. * @param requiredWidth The width of the target to render to
  31560. * @param requiredHeight The height of the target to render to
  31561. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31562. * @param depthStencilTexture The depth stencil texture to use to render
  31563. * @param lodLevel defines le lod level to bind to the frame buffer
  31564. */
  31565. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31566. /** @hidden */
  31567. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31568. /**
  31569. * Unbind the current render target texture from the webGL context
  31570. * @param texture defines the render target texture to unbind
  31571. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31572. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31573. */
  31574. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31575. /**
  31576. * Force the mipmap generation for the given render target texture
  31577. * @param texture defines the render target texture to use
  31578. */
  31579. generateMipMapsForCubemap(texture: InternalTexture): void;
  31580. /**
  31581. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31582. */
  31583. flushFramebuffer(): void;
  31584. /**
  31585. * Unbind the current render target and bind the default framebuffer
  31586. */
  31587. restoreDefaultFramebuffer(): void;
  31588. /**
  31589. * Create an uniform buffer
  31590. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31591. * @param elements defines the content of the uniform buffer
  31592. * @returns the webGL uniform buffer
  31593. */
  31594. createUniformBuffer(elements: FloatArray): DataBuffer;
  31595. /**
  31596. * Create a dynamic uniform buffer
  31597. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31598. * @param elements defines the content of the uniform buffer
  31599. * @returns the webGL uniform buffer
  31600. */
  31601. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31602. /**
  31603. * Update an existing uniform buffer
  31604. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31605. * @param uniformBuffer defines the target uniform buffer
  31606. * @param elements defines the content to update
  31607. * @param offset defines the offset in the uniform buffer where update should start
  31608. * @param count defines the size of the data to update
  31609. */
  31610. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31611. private _resetVertexBufferBinding;
  31612. /**
  31613. * Creates a vertex buffer
  31614. * @param data the data for the vertex buffer
  31615. * @returns the new WebGL static buffer
  31616. */
  31617. createVertexBuffer(data: DataArray): DataBuffer;
  31618. /**
  31619. * Creates a dynamic vertex buffer
  31620. * @param data the data for the dynamic vertex buffer
  31621. * @returns the new WebGL dynamic buffer
  31622. */
  31623. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31624. /**
  31625. * Update a dynamic index buffer
  31626. * @param indexBuffer defines the target index buffer
  31627. * @param indices defines the data to update
  31628. * @param offset defines the offset in the target index buffer where update should start
  31629. */
  31630. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31631. /**
  31632. * Updates a dynamic vertex buffer.
  31633. * @param vertexBuffer the vertex buffer to update
  31634. * @param data the data used to update the vertex buffer
  31635. * @param byteOffset the byte offset of the data
  31636. * @param byteLength the byte length of the data
  31637. */
  31638. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31639. private _resetIndexBufferBinding;
  31640. /**
  31641. * Creates a new index buffer
  31642. * @param indices defines the content of the index buffer
  31643. * @param updatable defines if the index buffer must be updatable
  31644. * @returns a new webGL buffer
  31645. */
  31646. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31647. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  31648. /**
  31649. * Bind a webGL buffer to the webGL context
  31650. * @param buffer defines the buffer to bind
  31651. */
  31652. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31653. /**
  31654. * Bind an uniform buffer to the current webGL context
  31655. * @param buffer defines the buffer to bind
  31656. */
  31657. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31658. /**
  31659. * Bind a buffer to the current webGL context at a given location
  31660. * @param buffer defines the buffer to bind
  31661. * @param location defines the index where to bind the buffer
  31662. */
  31663. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31664. /**
  31665. * Bind a specific block at a given index in a specific shader program
  31666. * @param pipelineContext defines the pipeline context to use
  31667. * @param blockName defines the block name
  31668. * @param index defines the index where to bind the block
  31669. */
  31670. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31671. private bindIndexBuffer;
  31672. private bindBuffer;
  31673. /**
  31674. * update the bound buffer with the given data
  31675. * @param data defines the data to update
  31676. */
  31677. updateArrayBuffer(data: Float32Array): void;
  31678. private _vertexAttribPointer;
  31679. private _bindIndexBufferWithCache;
  31680. private _bindVertexBuffersAttributes;
  31681. /**
  31682. * Records a vertex array object
  31683. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31684. * @param vertexBuffers defines the list of vertex buffers to store
  31685. * @param indexBuffer defines the index buffer to store
  31686. * @param effect defines the effect to store
  31687. * @returns the new vertex array object
  31688. */
  31689. recordVertexArrayObject(vertexBuffers: {
  31690. [key: string]: VertexBuffer;
  31691. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31692. /**
  31693. * Bind a specific vertex array object
  31694. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31695. * @param vertexArrayObject defines the vertex array object to bind
  31696. * @param indexBuffer defines the index buffer to bind
  31697. */
  31698. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31699. /**
  31700. * Bind webGl buffers directly to the webGL context
  31701. * @param vertexBuffer defines the vertex buffer to bind
  31702. * @param indexBuffer defines the index buffer to bind
  31703. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31704. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31705. * @param effect defines the effect associated with the vertex buffer
  31706. */
  31707. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31708. private _unbindVertexArrayObject;
  31709. /**
  31710. * Bind a list of vertex buffers to the webGL context
  31711. * @param vertexBuffers defines the list of vertex buffers to bind
  31712. * @param indexBuffer defines the index buffer to bind
  31713. * @param effect defines the effect associated with the vertex buffers
  31714. */
  31715. bindBuffers(vertexBuffers: {
  31716. [key: string]: Nullable<VertexBuffer>;
  31717. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31718. /**
  31719. * Unbind all instance attributes
  31720. */
  31721. unbindInstanceAttributes(): void;
  31722. /**
  31723. * Release and free the memory of a vertex array object
  31724. * @param vao defines the vertex array object to delete
  31725. */
  31726. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31727. /** @hidden */
  31728. _releaseBuffer(buffer: DataBuffer): boolean;
  31729. protected _deleteBuffer(buffer: DataBuffer): void;
  31730. /**
  31731. * Creates a webGL buffer to use with instanciation
  31732. * @param capacity defines the size of the buffer
  31733. * @returns the webGL buffer
  31734. */
  31735. createInstancesBuffer(capacity: number): DataBuffer;
  31736. /**
  31737. * Delete a webGL buffer used with instanciation
  31738. * @param buffer defines the webGL buffer to delete
  31739. */
  31740. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31741. /**
  31742. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31743. * @param instancesBuffer defines the webGL buffer to update and bind
  31744. * @param data defines the data to store in the buffer
  31745. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31746. */
  31747. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31748. /**
  31749. * Apply all cached states (depth, culling, stencil and alpha)
  31750. */
  31751. applyStates(): void;
  31752. /**
  31753. * Send a draw order
  31754. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31755. * @param indexStart defines the starting index
  31756. * @param indexCount defines the number of index to draw
  31757. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31758. */
  31759. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31760. /**
  31761. * Draw a list of points
  31762. * @param verticesStart defines the index of first vertex to draw
  31763. * @param verticesCount defines the count of vertices to draw
  31764. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31765. */
  31766. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31767. /**
  31768. * Draw a list of unindexed primitives
  31769. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31770. * @param verticesStart defines the index of first vertex to draw
  31771. * @param verticesCount defines the count of vertices to draw
  31772. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31773. */
  31774. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31775. /**
  31776. * Draw a list of indexed primitives
  31777. * @param fillMode defines the primitive to use
  31778. * @param indexStart defines the starting index
  31779. * @param indexCount defines the number of index to draw
  31780. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31781. */
  31782. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31783. /**
  31784. * Draw a list of unindexed primitives
  31785. * @param fillMode defines the primitive to use
  31786. * @param verticesStart defines the index of first vertex to draw
  31787. * @param verticesCount defines the count of vertices to draw
  31788. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31789. */
  31790. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31791. private _drawMode;
  31792. /** @hidden */
  31793. _releaseEffect(effect: Effect): void;
  31794. /** @hidden */
  31795. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31796. /**
  31797. * Create a new effect (used to store vertex/fragment shaders)
  31798. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31799. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31800. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31801. * @param samplers defines an array of string used to represent textures
  31802. * @param defines defines the string containing the defines to use to compile the shaders
  31803. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31804. * @param onCompiled defines a function to call when the effect creation is successful
  31805. * @param onError defines a function to call when the effect creation has failed
  31806. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31807. * @returns the new Effect
  31808. */
  31809. 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;
  31810. protected static _concatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  31811. private _compileShader;
  31812. private _compileRawShader;
  31813. /**
  31814. * Directly creates a webGL program
  31815. * @param pipelineContext defines the pipeline context to attach to
  31816. * @param vertexCode defines the vertex shader code to use
  31817. * @param fragmentCode defines the fragment shader code to use
  31818. * @param context defines the webGL context to use (if not set, the current one will be used)
  31819. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31820. * @returns the new webGL program
  31821. */
  31822. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31823. /**
  31824. * Creates a webGL program
  31825. * @param pipelineContext defines the pipeline context to attach to
  31826. * @param vertexCode defines the vertex shader code to use
  31827. * @param fragmentCode defines the fragment shader code to use
  31828. * @param defines defines the string containing the defines to use to compile the shaders
  31829. * @param context defines the webGL context to use (if not set, the current one will be used)
  31830. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31831. * @returns the new webGL program
  31832. */
  31833. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31834. /**
  31835. * Creates a new pipeline context
  31836. * @returns the new pipeline
  31837. */
  31838. createPipelineContext(): IPipelineContext;
  31839. private _createShaderProgram;
  31840. private _finalizePipelineContext;
  31841. /** @hidden */
  31842. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31843. /** @hidden */
  31844. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31845. /** @hidden */
  31846. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31847. /**
  31848. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31849. * @param pipelineContext defines the pipeline context to use
  31850. * @param uniformsNames defines the list of uniform names
  31851. * @returns an array of webGL uniform locations
  31852. */
  31853. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31854. /**
  31855. * Gets the lsit of active attributes for a given webGL program
  31856. * @param pipelineContext defines the pipeline context to use
  31857. * @param attributesNames defines the list of attribute names to get
  31858. * @returns an array of indices indicating the offset of each attribute
  31859. */
  31860. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31861. /**
  31862. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31863. * @param effect defines the effect to activate
  31864. */
  31865. enableEffect(effect: Nullable<Effect>): void;
  31866. /**
  31867. * Set the value of an uniform to an array of int32
  31868. * @param uniform defines the webGL uniform location where to store the value
  31869. * @param array defines the array of int32 to store
  31870. */
  31871. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31872. /**
  31873. * Set the value of an uniform to an array of int32 (stored as vec2)
  31874. * @param uniform defines the webGL uniform location where to store the value
  31875. * @param array defines the array of int32 to store
  31876. */
  31877. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31878. /**
  31879. * Set the value of an uniform to an array of int32 (stored as vec3)
  31880. * @param uniform defines the webGL uniform location where to store the value
  31881. * @param array defines the array of int32 to store
  31882. */
  31883. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31884. /**
  31885. * Set the value of an uniform to an array of int32 (stored as vec4)
  31886. * @param uniform defines the webGL uniform location where to store the value
  31887. * @param array defines the array of int32 to store
  31888. */
  31889. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31890. /**
  31891. * Set the value of an uniform to an array of float32
  31892. * @param uniform defines the webGL uniform location where to store the value
  31893. * @param array defines the array of float32 to store
  31894. */
  31895. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31896. /**
  31897. * Set the value of an uniform to an array of float32 (stored as vec2)
  31898. * @param uniform defines the webGL uniform location where to store the value
  31899. * @param array defines the array of float32 to store
  31900. */
  31901. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31902. /**
  31903. * Set the value of an uniform to an array of float32 (stored as vec3)
  31904. * @param uniform defines the webGL uniform location where to store the value
  31905. * @param array defines the array of float32 to store
  31906. */
  31907. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31908. /**
  31909. * Set the value of an uniform to an array of float32 (stored as vec4)
  31910. * @param uniform defines the webGL uniform location where to store the value
  31911. * @param array defines the array of float32 to store
  31912. */
  31913. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31914. /**
  31915. * Set the value of an uniform to an array of number
  31916. * @param uniform defines the webGL uniform location where to store the value
  31917. * @param array defines the array of number to store
  31918. */
  31919. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31920. /**
  31921. * Set the value of an uniform to an array of number (stored as vec2)
  31922. * @param uniform defines the webGL uniform location where to store the value
  31923. * @param array defines the array of number to store
  31924. */
  31925. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31926. /**
  31927. * Set the value of an uniform to an array of number (stored as vec3)
  31928. * @param uniform defines the webGL uniform location where to store the value
  31929. * @param array defines the array of number to store
  31930. */
  31931. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31932. /**
  31933. * Set the value of an uniform to an array of number (stored as vec4)
  31934. * @param uniform defines the webGL uniform location where to store the value
  31935. * @param array defines the array of number to store
  31936. */
  31937. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31938. /**
  31939. * Set the value of an uniform to an array of float32 (stored as matrices)
  31940. * @param uniform defines the webGL uniform location where to store the value
  31941. * @param matrices defines the array of float32 to store
  31942. */
  31943. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31944. /**
  31945. * Set the value of an uniform to a matrix (3x3)
  31946. * @param uniform defines the webGL uniform location where to store the value
  31947. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31948. */
  31949. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31950. /**
  31951. * Set the value of an uniform to a matrix (2x2)
  31952. * @param uniform defines the webGL uniform location where to store the value
  31953. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31954. */
  31955. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31956. /**
  31957. * Set the value of an uniform to a number (int)
  31958. * @param uniform defines the webGL uniform location where to store the value
  31959. * @param value defines the int number to store
  31960. */
  31961. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31962. /**
  31963. * Set the value of an uniform to a number (float)
  31964. * @param uniform defines the webGL uniform location where to store the value
  31965. * @param value defines the float number to store
  31966. */
  31967. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31968. /**
  31969. * Set the value of an uniform to a vec2
  31970. * @param uniform defines the webGL uniform location where to store the value
  31971. * @param x defines the 1st component of the value
  31972. * @param y defines the 2nd component of the value
  31973. */
  31974. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31975. /**
  31976. * Set the value of an uniform to a vec3
  31977. * @param uniform defines the webGL uniform location where to store the value
  31978. * @param x defines the 1st component of the value
  31979. * @param y defines the 2nd component of the value
  31980. * @param z defines the 3rd component of the value
  31981. */
  31982. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31983. /**
  31984. * Set the value of an uniform to a boolean
  31985. * @param uniform defines the webGL uniform location where to store the value
  31986. * @param bool defines the boolean to store
  31987. */
  31988. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31989. /**
  31990. * Set the value of an uniform to a vec4
  31991. * @param uniform defines the webGL uniform location where to store the value
  31992. * @param x defines the 1st component of the value
  31993. * @param y defines the 2nd component of the value
  31994. * @param z defines the 3rd component of the value
  31995. * @param w defines the 4th component of the value
  31996. */
  31997. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  31998. /**
  31999. * Sets a Color4 on a uniform variable
  32000. * @param uniform defines the uniform location
  32001. * @param color4 defines the value to be set
  32002. */
  32003. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  32004. /**
  32005. * Set various states to the webGL context
  32006. * @param culling defines backface culling state
  32007. * @param zOffset defines the value to apply to zOffset (0 by default)
  32008. * @param force defines if states must be applied even if cache is up to date
  32009. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32010. */
  32011. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32012. /**
  32013. * Set the z offset to apply to current rendering
  32014. * @param value defines the offset to apply
  32015. */
  32016. setZOffset(value: number): void;
  32017. /**
  32018. * Gets the current value of the zOffset
  32019. * @returns the current zOffset state
  32020. */
  32021. getZOffset(): number;
  32022. /**
  32023. * Enable or disable depth buffering
  32024. * @param enable defines the state to set
  32025. */
  32026. setDepthBuffer(enable: boolean): void;
  32027. /**
  32028. * Gets a boolean indicating if depth writing is enabled
  32029. * @returns the current depth writing state
  32030. */
  32031. getDepthWrite(): boolean;
  32032. /**
  32033. * Enable or disable depth writing
  32034. * @param enable defines the state to set
  32035. */
  32036. setDepthWrite(enable: boolean): void;
  32037. /**
  32038. * Enable or disable color writing
  32039. * @param enable defines the state to set
  32040. */
  32041. setColorWrite(enable: boolean): void;
  32042. /**
  32043. * Gets a boolean indicating if color writing is enabled
  32044. * @returns the current color writing state
  32045. */
  32046. getColorWrite(): boolean;
  32047. /**
  32048. * Sets alpha constants used by some alpha blending modes
  32049. * @param r defines the red component
  32050. * @param g defines the green component
  32051. * @param b defines the blue component
  32052. * @param a defines the alpha component
  32053. */
  32054. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32055. /**
  32056. * Sets the current alpha mode
  32057. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32058. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32059. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32060. */
  32061. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32062. /**
  32063. * Gets the current alpha mode
  32064. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32065. * @returns the current alpha mode
  32066. */
  32067. getAlphaMode(): number;
  32068. /**
  32069. * Clears the list of texture accessible through engine.
  32070. * This can help preventing texture load conflict due to name collision.
  32071. */
  32072. clearInternalTexturesCache(): void;
  32073. /**
  32074. * Force the entire cache to be cleared
  32075. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  32076. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  32077. */
  32078. wipeCaches(bruteForce?: boolean): void;
  32079. /**
  32080. * Set the compressed texture format to use, based on the formats you have, and the formats
  32081. * supported by the hardware / browser.
  32082. *
  32083. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32084. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32085. * to API arguments needed to compressed textures. This puts the burden on the container
  32086. * generator to house the arcane code for determining these for current & future formats.
  32087. *
  32088. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  32089. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  32090. *
  32091. * Note: The result of this call is not taken into account when a texture is base64.
  32092. *
  32093. * @param formatsAvailable defines the list of those format families you have created
  32094. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32095. *
  32096. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32097. * @returns The extension selected.
  32098. */
  32099. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32100. /** @hidden */
  32101. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  32102. min: number;
  32103. mag: number;
  32104. };
  32105. /** @hidden */
  32106. _createTexture(): WebGLTexture;
  32107. /**
  32108. * Usually called from Texture.ts.
  32109. * Passed information to create a WebGLTexture
  32110. * @param urlArg defines a value which contains one of the following:
  32111. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  32112. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  32113. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  32114. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  32115. * @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)
  32116. * @param scene needed for loading to the correct scene
  32117. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  32118. * @param onLoad optional callback to be called upon successful completion
  32119. * @param onError optional callback to be called upon failure
  32120. * @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
  32121. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  32122. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  32123. * @param forcedExtension defines the extension to use to pick the right loader
  32124. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  32125. * @returns a InternalTexture for assignment back into BABYLON.Texture
  32126. */
  32127. 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 | ArrayBufferView | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  32128. /**
  32129. * @hidden
  32130. * Rescales a texture
  32131. * @param source input texutre
  32132. * @param destination destination texture
  32133. * @param scene scene to use to render the resize
  32134. * @param internalFormat format to use when resizing
  32135. * @param onComplete callback to be called when resize has completed
  32136. */
  32137. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32138. private _unpackFlipYCached;
  32139. /**
  32140. * In case you are sharing the context with other applications, it might
  32141. * be interested to not cache the unpack flip y state to ensure a consistent
  32142. * value would be set.
  32143. */
  32144. enableUnpackFlipYCached: boolean;
  32145. /** @hidden */
  32146. _unpackFlipY(value: boolean): void;
  32147. /** @hidden */
  32148. _getUnpackAlignement(): number;
  32149. /**
  32150. * Creates a dynamic texture
  32151. * @param width defines the width of the texture
  32152. * @param height defines the height of the texture
  32153. * @param generateMipMaps defines if the engine should generate the mip levels
  32154. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32155. * @returns the dynamic texture inside an InternalTexture
  32156. */
  32157. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32158. /**
  32159. * Update the sampling mode of a given texture
  32160. * @param samplingMode defines the required sampling mode
  32161. * @param texture defines the texture to update
  32162. */
  32163. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32164. /**
  32165. * Update the content of a dynamic texture
  32166. * @param texture defines the texture to update
  32167. * @param canvas defines the canvas containing the source
  32168. * @param invertY defines if data must be stored with Y axis inverted
  32169. * @param premulAlpha defines if alpha is stored as premultiplied
  32170. * @param format defines the format of the data
  32171. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32172. */
  32173. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32174. /**
  32175. * Update a video texture
  32176. * @param texture defines the texture to update
  32177. * @param video defines the video element to use
  32178. * @param invertY defines if data must be stored with Y axis inverted
  32179. */
  32180. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32181. /**
  32182. * Updates a depth texture Comparison Mode and Function.
  32183. * If the comparison Function is equal to 0, the mode will be set to none.
  32184. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32185. * @param texture The texture to set the comparison function for
  32186. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32187. */
  32188. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32189. /** @hidden */
  32190. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32191. width: number;
  32192. height: number;
  32193. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32194. /**
  32195. * Creates a depth stencil texture.
  32196. * This is only available in WebGL 2 or with the depth texture extension available.
  32197. * @param size The size of face edge in the texture.
  32198. * @param options The options defining the texture.
  32199. * @returns The texture
  32200. */
  32201. createDepthStencilTexture(size: number | {
  32202. width: number;
  32203. height: number;
  32204. }, options: DepthTextureCreationOptions): InternalTexture;
  32205. /**
  32206. * Creates a depth stencil texture.
  32207. * This is only available in WebGL 2 or with the depth texture extension available.
  32208. * @param size The size of face edge in the texture.
  32209. * @param options The options defining the texture.
  32210. * @returns The texture
  32211. */
  32212. private _createDepthStencilTexture;
  32213. /**
  32214. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32215. * @param renderTarget The render target to set the frame buffer for
  32216. */
  32217. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32218. /**
  32219. * Creates a new render target texture
  32220. * @param size defines the size of the texture
  32221. * @param options defines the options used to create the texture
  32222. * @returns a new render target texture stored in an InternalTexture
  32223. */
  32224. createRenderTargetTexture(size: number | {
  32225. width: number;
  32226. height: number;
  32227. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32228. /** @hidden */
  32229. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32230. /**
  32231. * Updates the sample count of a render target texture
  32232. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32233. * @param texture defines the texture to update
  32234. * @param samples defines the sample count to set
  32235. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32236. */
  32237. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32238. /** @hidden */
  32239. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32240. /** @hidden */
  32241. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32242. /** @hidden */
  32243. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32244. /** @hidden */
  32245. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32246. /**
  32247. * @hidden
  32248. */
  32249. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32250. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<Scene>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  32251. private _prepareWebGLTexture;
  32252. /** @hidden */
  32253. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32254. /** @hidden */
  32255. _releaseFramebufferObjects(texture: InternalTexture): void;
  32256. /** @hidden */
  32257. _releaseTexture(texture: InternalTexture): void;
  32258. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  32259. protected _setProgram(program: WebGLProgram): void;
  32260. protected _boundUniforms: {
  32261. [key: number]: WebGLUniformLocation;
  32262. };
  32263. /**
  32264. * Binds an effect to the webGL context
  32265. * @param effect defines the effect to bind
  32266. */
  32267. bindSamplers(effect: Effect): void;
  32268. private _activateCurrentTexture;
  32269. /** @hidden */
  32270. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32271. /** @hidden */
  32272. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32273. /**
  32274. * Sets a texture to the webGL context from a postprocess
  32275. * @param channel defines the channel to use
  32276. * @param postProcess defines the source postprocess
  32277. */
  32278. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32279. /**
  32280. * Binds the output of the passed in post process to the texture channel specified
  32281. * @param channel The channel the texture should be bound to
  32282. * @param postProcess The post process which's output should be bound
  32283. */
  32284. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32285. /**
  32286. * Unbind all textures from the webGL context
  32287. */
  32288. unbindAllTextures(): void;
  32289. /**
  32290. * Sets a texture to the according uniform.
  32291. * @param channel The texture channel
  32292. * @param uniform The uniform to set
  32293. * @param texture The texture to apply
  32294. */
  32295. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32296. /**
  32297. * Sets a depth stencil texture from a render target to the according uniform.
  32298. * @param channel The texture channel
  32299. * @param uniform The uniform to set
  32300. * @param texture The render target texture containing the depth stencil texture to apply
  32301. */
  32302. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32303. private _bindSamplerUniformToChannel;
  32304. private _getTextureWrapMode;
  32305. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  32306. /**
  32307. * Sets an array of texture to the webGL context
  32308. * @param channel defines the channel where the texture array must be set
  32309. * @param uniform defines the associated uniform location
  32310. * @param textures defines the array of textures to bind
  32311. */
  32312. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32313. /** @hidden */
  32314. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32315. private _setTextureParameterFloat;
  32316. private _setTextureParameterInteger;
  32317. /**
  32318. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32319. * @param x defines the x coordinate of the rectangle where pixels must be read
  32320. * @param y defines the y coordinate of the rectangle where pixels must be read
  32321. * @param width defines the width of the rectangle where pixels must be read
  32322. * @param height defines the height of the rectangle where pixels must be read
  32323. * @returns a Uint8Array containing RGBA colors
  32324. */
  32325. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32326. /**
  32327. * Add an externaly attached data from its key.
  32328. * This method call will fail and return false, if such key already exists.
  32329. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32330. * @param key the unique key that identifies the data
  32331. * @param data the data object to associate to the key for this Engine instance
  32332. * @return true if no such key were already present and the data was added successfully, false otherwise
  32333. */
  32334. addExternalData<T>(key: string, data: T): boolean;
  32335. /**
  32336. * Get an externaly attached data from its key
  32337. * @param key the unique key that identifies the data
  32338. * @return the associated data, if present (can be null), or undefined if not present
  32339. */
  32340. getExternalData<T>(key: string): T;
  32341. /**
  32342. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32343. * @param key the unique key that identifies the data
  32344. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32345. * @return the associated data, can be null if the factory returned null.
  32346. */
  32347. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32348. /**
  32349. * Remove an externaly attached data from the Engine instance
  32350. * @param key the unique key that identifies the data
  32351. * @return true if the data was successfully removed, false if it doesn't exist
  32352. */
  32353. removeExternalData(key: string): boolean;
  32354. /**
  32355. * Unbind all vertex attributes from the webGL context
  32356. */
  32357. unbindAllAttributes(): void;
  32358. /**
  32359. * 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
  32360. */
  32361. releaseEffects(): void;
  32362. /**
  32363. * Dispose and release all associated resources
  32364. */
  32365. dispose(): void;
  32366. /**
  32367. * Display the loading screen
  32368. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32369. */
  32370. displayLoadingUI(): void;
  32371. /**
  32372. * Hide the loading screen
  32373. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32374. */
  32375. hideLoadingUI(): void;
  32376. /**
  32377. * Gets the current loading screen object
  32378. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32379. */
  32380. /**
  32381. * Sets the current loading screen object
  32382. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32383. */
  32384. loadingScreen: ILoadingScreen;
  32385. /**
  32386. * Sets the current loading screen text
  32387. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32388. */
  32389. loadingUIText: string;
  32390. /**
  32391. * Sets the current loading screen background color
  32392. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32393. */
  32394. loadingUIBackgroundColor: string;
  32395. /**
  32396. * Attach a new callback raised when context lost event is fired
  32397. * @param callback defines the callback to call
  32398. */
  32399. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32400. /**
  32401. * Attach a new callback raised when context restored event is fired
  32402. * @param callback defines the callback to call
  32403. */
  32404. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32405. /**
  32406. * Gets the source code of the vertex shader associated with a specific webGL program
  32407. * @param program defines the program to use
  32408. * @returns a string containing the source code of the vertex shader associated with the program
  32409. */
  32410. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32411. /**
  32412. * Gets the source code of the fragment shader associated with a specific webGL program
  32413. * @param program defines the program to use
  32414. * @returns a string containing the source code of the fragment shader associated with the program
  32415. */
  32416. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32417. /**
  32418. * Get the current error code of the webGL context
  32419. * @returns the error code
  32420. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32421. */
  32422. getError(): number;
  32423. /**
  32424. * Gets the current framerate
  32425. * @returns a number representing the framerate
  32426. */
  32427. getFps(): number;
  32428. /**
  32429. * Gets the time spent between current and previous frame
  32430. * @returns a number representing the delta time in ms
  32431. */
  32432. getDeltaTime(): number;
  32433. private _measureFps;
  32434. /** @hidden */
  32435. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32436. private _canRenderToFloatFramebuffer;
  32437. private _canRenderToHalfFloatFramebuffer;
  32438. private _canRenderToFramebuffer;
  32439. /** @hidden */
  32440. _getWebGLTextureType(type: number): number;
  32441. /** @hidden */
  32442. _getInternalFormat(format: number): number;
  32443. /** @hidden */
  32444. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32445. /** @hidden */
  32446. _getRGBAMultiSampleBufferFormat(type: number): number;
  32447. /** @hidden */
  32448. _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;
  32449. /** @hidden */
  32450. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32451. /**
  32452. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32453. * @returns true if the engine can be created
  32454. * @ignorenaming
  32455. */
  32456. static isSupported(): boolean;
  32457. /**
  32458. * Find the next highest power of two.
  32459. * @param x Number to start search from.
  32460. * @return Next highest power of two.
  32461. */
  32462. static CeilingPOT(x: number): number;
  32463. /**
  32464. * Find the next lowest power of two.
  32465. * @param x Number to start search from.
  32466. * @return Next lowest power of two.
  32467. */
  32468. static FloorPOT(x: number): number;
  32469. /**
  32470. * Find the nearest power of two.
  32471. * @param x Number to start search from.
  32472. * @return Next nearest power of two.
  32473. */
  32474. static NearestPOT(x: number): number;
  32475. /**
  32476. * Get the closest exponent of two
  32477. * @param value defines the value to approximate
  32478. * @param max defines the maximum value to return
  32479. * @param mode defines how to define the closest value
  32480. * @returns closest exponent of two of the given value
  32481. */
  32482. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32483. /**
  32484. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32485. * @param func - the function to be called
  32486. * @param requester - the object that will request the next frame. Falls back to window.
  32487. * @returns frame number
  32488. */
  32489. static QueueNewFrame(func: () => void, requester?: any): number;
  32490. /**
  32491. * Ask the browser to promote the current element to pointerlock mode
  32492. * @param element defines the DOM element to promote
  32493. */
  32494. static _RequestPointerlock(element: HTMLElement): void;
  32495. /**
  32496. * Asks the browser to exit pointerlock mode
  32497. */
  32498. static _ExitPointerlock(): void;
  32499. /**
  32500. * Ask the browser to promote the current element to fullscreen rendering mode
  32501. * @param element defines the DOM element to promote
  32502. */
  32503. static _RequestFullscreen(element: HTMLElement): void;
  32504. /**
  32505. * Asks the browser to exit fullscreen mode
  32506. */
  32507. static _ExitFullscreen(): void;
  32508. }
  32509. }
  32510. declare module "babylonjs/Engines/engineStore" {
  32511. import { Nullable } from "babylonjs/types";
  32512. import { Engine } from "babylonjs/Engines/engine";
  32513. import { Scene } from "babylonjs/scene";
  32514. /**
  32515. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32516. * during the life time of the application.
  32517. */
  32518. export class EngineStore {
  32519. /** Gets the list of created engines */
  32520. static Instances: import("babylonjs/Engines/engine").Engine[];
  32521. /** @hidden */
  32522. static _LastCreatedScene: Nullable<Scene>;
  32523. /**
  32524. * Gets the latest created engine
  32525. */
  32526. static readonly LastCreatedEngine: Nullable<Engine>;
  32527. /**
  32528. * Gets the latest created scene
  32529. */
  32530. static readonly LastCreatedScene: Nullable<Scene>;
  32531. /**
  32532. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32533. * @ignorenaming
  32534. */
  32535. static UseFallbackTexture: boolean;
  32536. /**
  32537. * Texture content used if a texture cannot loaded
  32538. * @ignorenaming
  32539. */
  32540. static FallbackTexture: string;
  32541. }
  32542. }
  32543. declare module "babylonjs/Misc/promise" {
  32544. /**
  32545. * Helper class that provides a small promise polyfill
  32546. */
  32547. export class PromisePolyfill {
  32548. /**
  32549. * Static function used to check if the polyfill is required
  32550. * If this is the case then the function will inject the polyfill to window.Promise
  32551. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32552. */
  32553. static Apply(force?: boolean): void;
  32554. }
  32555. }
  32556. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32557. /**
  32558. * Interface for screenshot methods with describe argument called `size` as object with options
  32559. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32560. */
  32561. export interface IScreenshotSize {
  32562. /**
  32563. * number in pixels for canvas height
  32564. */
  32565. height?: number;
  32566. /**
  32567. * multiplier allowing render at a higher or lower resolution
  32568. * If value is defined then height and width will be ignored and taken from camera
  32569. */
  32570. precision?: number;
  32571. /**
  32572. * number in pixels for canvas width
  32573. */
  32574. width?: number;
  32575. }
  32576. }
  32577. declare module "babylonjs/Misc/tools" {
  32578. import { Nullable, float } from "babylonjs/types";
  32579. import { DomManagement } from "babylonjs/Misc/domManagement";
  32580. import { WebRequest } from "babylonjs/Misc/webRequest";
  32581. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32582. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32583. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32584. import { Camera } from "babylonjs/Cameras/camera";
  32585. import { Engine } from "babylonjs/Engines/engine";
  32586. interface IColor4Like {
  32587. r: float;
  32588. g: float;
  32589. b: float;
  32590. a: float;
  32591. }
  32592. /**
  32593. * Class containing a set of static utilities functions
  32594. */
  32595. export class Tools {
  32596. /**
  32597. * Gets or sets the base URL to use to load assets
  32598. */
  32599. static BaseUrl: string;
  32600. /**
  32601. * Enable/Disable Custom HTTP Request Headers globally.
  32602. * default = false
  32603. * @see CustomRequestHeaders
  32604. */
  32605. static UseCustomRequestHeaders: boolean;
  32606. /**
  32607. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32608. * i.e. when loading files, where the server/service expects an Authorization header
  32609. */
  32610. static CustomRequestHeaders: {
  32611. [key: string]: string;
  32612. };
  32613. /**
  32614. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32615. */
  32616. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32617. /**
  32618. * Default behaviour for cors in the application.
  32619. * It can be a string if the expected behavior is identical in the entire app.
  32620. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32621. */
  32622. static CorsBehavior: string | ((url: string | string[]) => string);
  32623. /**
  32624. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32625. * @ignorenaming
  32626. */
  32627. static UseFallbackTexture: boolean;
  32628. /**
  32629. * Use this object to register external classes like custom textures or material
  32630. * to allow the laoders to instantiate them
  32631. */
  32632. static RegisteredExternalClasses: {
  32633. [key: string]: Object;
  32634. };
  32635. /**
  32636. * Texture content used if a texture cannot loaded
  32637. * @ignorenaming
  32638. */
  32639. static fallbackTexture: string;
  32640. /**
  32641. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32642. * @param u defines the coordinate on X axis
  32643. * @param v defines the coordinate on Y axis
  32644. * @param width defines the width of the source data
  32645. * @param height defines the height of the source data
  32646. * @param pixels defines the source byte array
  32647. * @param color defines the output color
  32648. */
  32649. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32650. /**
  32651. * Interpolates between a and b via alpha
  32652. * @param a The lower value (returned when alpha = 0)
  32653. * @param b The upper value (returned when alpha = 1)
  32654. * @param alpha The interpolation-factor
  32655. * @return The mixed value
  32656. */
  32657. static Mix(a: number, b: number, alpha: number): number;
  32658. /**
  32659. * Tries to instantiate a new object from a given class name
  32660. * @param className defines the class name to instantiate
  32661. * @returns the new object or null if the system was not able to do the instantiation
  32662. */
  32663. static Instantiate(className: string): any;
  32664. /**
  32665. * Provides a slice function that will work even on IE
  32666. * @param data defines the array to slice
  32667. * @param start defines the start of the data (optional)
  32668. * @param end defines the end of the data (optional)
  32669. * @returns the new sliced array
  32670. */
  32671. static Slice<T>(data: T, start?: number, end?: number): T;
  32672. /**
  32673. * Polyfill for setImmediate
  32674. * @param action defines the action to execute after the current execution block
  32675. */
  32676. static SetImmediate(action: () => void): void;
  32677. /**
  32678. * Function indicating if a number is an exponent of 2
  32679. * @param value defines the value to test
  32680. * @returns true if the value is an exponent of 2
  32681. */
  32682. static IsExponentOfTwo(value: number): boolean;
  32683. private static _tmpFloatArray;
  32684. /**
  32685. * Returns the nearest 32-bit single precision float representation of a Number
  32686. * @param value A Number. If the parameter is of a different type, it will get converted
  32687. * to a number or to NaN if it cannot be converted
  32688. * @returns number
  32689. */
  32690. static FloatRound(value: number): number;
  32691. /**
  32692. * Extracts the filename from a path
  32693. * @param path defines the path to use
  32694. * @returns the filename
  32695. */
  32696. static GetFilename(path: string): string;
  32697. /**
  32698. * Extracts the "folder" part of a path (everything before the filename).
  32699. * @param uri The URI to extract the info from
  32700. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32701. * @returns The "folder" part of the path
  32702. */
  32703. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32704. /**
  32705. * Extracts text content from a DOM element hierarchy
  32706. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32707. */
  32708. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32709. /**
  32710. * Convert an angle in radians to degrees
  32711. * @param angle defines the angle to convert
  32712. * @returns the angle in degrees
  32713. */
  32714. static ToDegrees(angle: number): number;
  32715. /**
  32716. * Convert an angle in degrees to radians
  32717. * @param angle defines the angle to convert
  32718. * @returns the angle in radians
  32719. */
  32720. static ToRadians(angle: number): number;
  32721. /**
  32722. * Encode a buffer to a base64 string
  32723. * @param buffer defines the buffer to encode
  32724. * @returns the encoded string
  32725. */
  32726. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32727. /**
  32728. * Returns an array if obj is not an array
  32729. * @param obj defines the object to evaluate as an array
  32730. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32731. * @returns either obj directly if obj is an array or a new array containing obj
  32732. */
  32733. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32734. /**
  32735. * Gets the pointer prefix to use
  32736. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32737. */
  32738. static GetPointerPrefix(): string;
  32739. /**
  32740. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32741. * @param url define the url we are trying
  32742. * @param element define the dom element where to configure the cors policy
  32743. */
  32744. static SetCorsBehavior(url: string | string[], element: {
  32745. crossOrigin: string | null;
  32746. }): void;
  32747. /**
  32748. * Removes unwanted characters from an url
  32749. * @param url defines the url to clean
  32750. * @returns the cleaned url
  32751. */
  32752. static CleanUrl(url: string): string;
  32753. /**
  32754. * Gets or sets a function used to pre-process url before using them to load assets
  32755. */
  32756. static PreprocessUrl: (url: string) => string;
  32757. /**
  32758. * Loads an image as an HTMLImageElement.
  32759. * @param input url string, ArrayBuffer, or Blob to load
  32760. * @param onLoad callback called when the image successfully loads
  32761. * @param onError callback called when the image fails to load
  32762. * @param offlineProvider offline provider for caching
  32763. * @returns the HTMLImageElement of the loaded image
  32764. */
  32765. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32766. /**
  32767. * Loads a file
  32768. * @param url url string, ArrayBuffer, or Blob to load
  32769. * @param onSuccess callback called when the file successfully loads
  32770. * @param onProgress callback called while file is loading (if the server supports this mode)
  32771. * @param offlineProvider defines the offline provider for caching
  32772. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32773. * @param onError callback called when the file fails to load
  32774. * @returns a file request object
  32775. */
  32776. 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;
  32777. /**
  32778. * Loads a file from a url
  32779. * @param url the file url to load
  32780. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32781. */
  32782. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32783. /**
  32784. * Load a script (identified by an url). When the url returns, the
  32785. * content of this file is added into a new script element, attached to the DOM (body element)
  32786. * @param scriptUrl defines the url of the script to laod
  32787. * @param onSuccess defines the callback called when the script is loaded
  32788. * @param onError defines the callback to call if an error occurs
  32789. * @param scriptId defines the id of the script element
  32790. */
  32791. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32792. /**
  32793. * Load an asynchronous script (identified by an url). When the url returns, the
  32794. * content of this file is added into a new script element, attached to the DOM (body element)
  32795. * @param scriptUrl defines the url of the script to laod
  32796. * @param scriptId defines the id of the script element
  32797. * @returns a promise request object
  32798. */
  32799. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32800. /**
  32801. * Loads a file from a blob
  32802. * @param fileToLoad defines the blob to use
  32803. * @param callback defines the callback to call when data is loaded
  32804. * @param progressCallback defines the callback to call during loading process
  32805. * @returns a file request object
  32806. */
  32807. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32808. /**
  32809. * Loads a file
  32810. * @param fileToLoad defines the file to load
  32811. * @param callback defines the callback to call when data is loaded
  32812. * @param progressCallBack defines the callback to call during loading process
  32813. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32814. * @returns a file request object
  32815. */
  32816. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32817. /**
  32818. * Creates a data url from a given string content
  32819. * @param content defines the content to convert
  32820. * @returns the new data url link
  32821. */
  32822. static FileAsURL(content: string): string;
  32823. /**
  32824. * Format the given number to a specific decimal format
  32825. * @param value defines the number to format
  32826. * @param decimals defines the number of decimals to use
  32827. * @returns the formatted string
  32828. */
  32829. static Format(value: number, decimals?: number): string;
  32830. /**
  32831. * Tries to copy an object by duplicating every property
  32832. * @param source defines the source object
  32833. * @param destination defines the target object
  32834. * @param doNotCopyList defines a list of properties to avoid
  32835. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32836. */
  32837. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32838. /**
  32839. * Gets a boolean indicating if the given object has no own property
  32840. * @param obj defines the object to test
  32841. * @returns true if object has no own property
  32842. */
  32843. static IsEmpty(obj: any): boolean;
  32844. /**
  32845. * Function used to register events at window level
  32846. * @param windowElement defines the Window object to use
  32847. * @param events defines the events to register
  32848. */
  32849. static RegisterTopRootEvents(windowElement: Window, events: {
  32850. name: string;
  32851. handler: Nullable<(e: FocusEvent) => any>;
  32852. }[]): void;
  32853. /**
  32854. * Function used to unregister events from window level
  32855. * @param windowElement defines the Window object to use
  32856. * @param events defines the events to unregister
  32857. */
  32858. static UnregisterTopRootEvents(windowElement: Window, events: {
  32859. name: string;
  32860. handler: Nullable<(e: FocusEvent) => any>;
  32861. }[]): void;
  32862. /**
  32863. * @ignore
  32864. */
  32865. static _ScreenshotCanvas: HTMLCanvasElement;
  32866. /**
  32867. * Dumps the current bound framebuffer
  32868. * @param width defines the rendering width
  32869. * @param height defines the rendering height
  32870. * @param engine defines the hosting engine
  32871. * @param successCallback defines the callback triggered once the data are available
  32872. * @param mimeType defines the mime type of the result
  32873. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32874. */
  32875. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32876. /**
  32877. * Converts the canvas data to blob.
  32878. * This acts as a polyfill for browsers not supporting the to blob function.
  32879. * @param canvas Defines the canvas to extract the data from
  32880. * @param successCallback Defines the callback triggered once the data are available
  32881. * @param mimeType Defines the mime type of the result
  32882. */
  32883. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32884. /**
  32885. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32886. * @param successCallback defines the callback triggered once the data are available
  32887. * @param mimeType defines the mime type of the result
  32888. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32889. */
  32890. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32891. /**
  32892. * Downloads a blob in the browser
  32893. * @param blob defines the blob to download
  32894. * @param fileName defines the name of the downloaded file
  32895. */
  32896. static Download(blob: Blob, fileName: string): void;
  32897. /**
  32898. * Captures a screenshot of the current rendering
  32899. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32900. * @param engine defines the rendering engine
  32901. * @param camera defines the source camera
  32902. * @param size This parameter can be set to a single number or to an object with the
  32903. * following (optional) properties: precision, width, height. If a single number is passed,
  32904. * it will be used for both width and height. If an object is passed, the screenshot size
  32905. * will be derived from the parameters. The precision property is a multiplier allowing
  32906. * rendering at a higher or lower resolution
  32907. * @param successCallback defines the callback receives a single parameter which contains the
  32908. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32909. * src parameter of an <img> to display it
  32910. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32911. * Check your browser for supported MIME types
  32912. */
  32913. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  32914. /**
  32915. * Captures a screenshot of the current rendering
  32916. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32917. * @param engine defines the rendering engine
  32918. * @param camera defines the source camera
  32919. * @param size This parameter can be set to a single number or to an object with the
  32920. * following (optional) properties: precision, width, height. If a single number is passed,
  32921. * it will be used for both width and height. If an object is passed, the screenshot size
  32922. * will be derived from the parameters. The precision property is a multiplier allowing
  32923. * rendering at a higher or lower resolution
  32924. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32925. * Check your browser for supported MIME types
  32926. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32927. * to the src parameter of an <img> to display it
  32928. */
  32929. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  32930. /**
  32931. * Generates an image screenshot from the specified camera.
  32932. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32933. * @param engine The engine to use for rendering
  32934. * @param camera The camera to use for rendering
  32935. * @param size This parameter can be set to a single number or to an object with the
  32936. * following (optional) properties: precision, width, height. If a single number is passed,
  32937. * it will be used for both width and height. If an object is passed, the screenshot size
  32938. * will be derived from the parameters. The precision property is a multiplier allowing
  32939. * rendering at a higher or lower resolution
  32940. * @param successCallback The callback receives a single parameter which contains the
  32941. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32942. * src parameter of an <img> to display it
  32943. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32944. * Check your browser for supported MIME types
  32945. * @param samples Texture samples (default: 1)
  32946. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32947. * @param fileName A name for for the downloaded file.
  32948. */
  32949. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32950. /**
  32951. * Generates an image screenshot from the specified camera.
  32952. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32953. * @param engine The engine to use for rendering
  32954. * @param camera The camera to use for rendering
  32955. * @param size This parameter can be set to a single number or to an object with the
  32956. * following (optional) properties: precision, width, height. If a single number is passed,
  32957. * it will be used for both width and height. If an object is passed, the screenshot size
  32958. * will be derived from the parameters. The precision property is a multiplier allowing
  32959. * rendering at a higher or lower resolution
  32960. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32961. * Check your browser for supported MIME types
  32962. * @param samples Texture samples (default: 1)
  32963. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32964. * @param fileName A name for for the downloaded file.
  32965. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32966. * to the src parameter of an <img> to display it
  32967. */
  32968. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  32969. /**
  32970. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32971. * Be aware Math.random() could cause collisions, but:
  32972. * "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"
  32973. * @returns a pseudo random id
  32974. */
  32975. static RandomId(): string;
  32976. /**
  32977. * Test if the given uri is a base64 string
  32978. * @param uri The uri to test
  32979. * @return True if the uri is a base64 string or false otherwise
  32980. */
  32981. static IsBase64(uri: string): boolean;
  32982. /**
  32983. * Decode the given base64 uri.
  32984. * @param uri The uri to decode
  32985. * @return The decoded base64 data.
  32986. */
  32987. static DecodeBase64(uri: string): ArrayBuffer;
  32988. /**
  32989. * Gets the absolute url.
  32990. * @param url the input url
  32991. * @return the absolute url
  32992. */
  32993. static GetAbsoluteUrl(url: string): string;
  32994. /**
  32995. * No log
  32996. */
  32997. static readonly NoneLogLevel: number;
  32998. /**
  32999. * Only message logs
  33000. */
  33001. static readonly MessageLogLevel: number;
  33002. /**
  33003. * Only warning logs
  33004. */
  33005. static readonly WarningLogLevel: number;
  33006. /**
  33007. * Only error logs
  33008. */
  33009. static readonly ErrorLogLevel: number;
  33010. /**
  33011. * All logs
  33012. */
  33013. static readonly AllLogLevel: number;
  33014. /**
  33015. * Gets a value indicating the number of loading errors
  33016. * @ignorenaming
  33017. */
  33018. static readonly errorsCount: number;
  33019. /**
  33020. * Callback called when a new log is added
  33021. */
  33022. static OnNewCacheEntry: (entry: string) => void;
  33023. /**
  33024. * Log a message to the console
  33025. * @param message defines the message to log
  33026. */
  33027. static Log(message: string): void;
  33028. /**
  33029. * Write a warning message to the console
  33030. * @param message defines the message to log
  33031. */
  33032. static Warn(message: string): void;
  33033. /**
  33034. * Write an error message to the console
  33035. * @param message defines the message to log
  33036. */
  33037. static Error(message: string): void;
  33038. /**
  33039. * Gets current log cache (list of logs)
  33040. */
  33041. static readonly LogCache: string;
  33042. /**
  33043. * Clears the log cache
  33044. */
  33045. static ClearLogCache(): void;
  33046. /**
  33047. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33048. */
  33049. static LogLevels: number;
  33050. /**
  33051. * Checks if the window object exists
  33052. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33053. */
  33054. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33055. /**
  33056. * No performance log
  33057. */
  33058. static readonly PerformanceNoneLogLevel: number;
  33059. /**
  33060. * Use user marks to log performance
  33061. */
  33062. static readonly PerformanceUserMarkLogLevel: number;
  33063. /**
  33064. * Log performance to the console
  33065. */
  33066. static readonly PerformanceConsoleLogLevel: number;
  33067. private static _performance;
  33068. /**
  33069. * Sets the current performance log level
  33070. */
  33071. static PerformanceLogLevel: number;
  33072. private static _StartPerformanceCounterDisabled;
  33073. private static _EndPerformanceCounterDisabled;
  33074. private static _StartUserMark;
  33075. private static _EndUserMark;
  33076. private static _StartPerformanceConsole;
  33077. private static _EndPerformanceConsole;
  33078. /**
  33079. * Starts a performance counter
  33080. */
  33081. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33082. /**
  33083. * Ends a specific performance coutner
  33084. */
  33085. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33086. /**
  33087. * Gets either window.performance.now() if supported or Date.now() else
  33088. */
  33089. static readonly Now: number;
  33090. /**
  33091. * This method will return the name of the class used to create the instance of the given object.
  33092. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33093. * @param object the object to get the class name from
  33094. * @param isType defines if the object is actually a type
  33095. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33096. */
  33097. static GetClassName(object: any, isType?: boolean): string;
  33098. /**
  33099. * Gets the first element of an array satisfying a given predicate
  33100. * @param array defines the array to browse
  33101. * @param predicate defines the predicate to use
  33102. * @returns null if not found or the element
  33103. */
  33104. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33105. /**
  33106. * This method will return the name of the full name of the class, including its owning module (if any).
  33107. * 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).
  33108. * @param object the object to get the class name from
  33109. * @param isType defines if the object is actually a type
  33110. * @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.
  33111. * @ignorenaming
  33112. */
  33113. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33114. /**
  33115. * Returns a promise that resolves after the given amount of time.
  33116. * @param delay Number of milliseconds to delay
  33117. * @returns Promise that resolves after the given amount of time
  33118. */
  33119. static DelayAsync(delay: number): Promise<void>;
  33120. }
  33121. /**
  33122. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33123. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33124. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33125. * @param name The name of the class, case should be preserved
  33126. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33127. */
  33128. export function className(name: string, module?: string): (target: Object) => void;
  33129. /**
  33130. * An implementation of a loop for asynchronous functions.
  33131. */
  33132. export class AsyncLoop {
  33133. /**
  33134. * Defines the number of iterations for the loop
  33135. */
  33136. iterations: number;
  33137. /**
  33138. * Defines the current index of the loop.
  33139. */
  33140. index: number;
  33141. private _done;
  33142. private _fn;
  33143. private _successCallback;
  33144. /**
  33145. * Constructor.
  33146. * @param iterations the number of iterations.
  33147. * @param func the function to run each iteration
  33148. * @param successCallback the callback that will be called upon succesful execution
  33149. * @param offset starting offset.
  33150. */
  33151. constructor(
  33152. /**
  33153. * Defines the number of iterations for the loop
  33154. */
  33155. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33156. /**
  33157. * Execute the next iteration. Must be called after the last iteration was finished.
  33158. */
  33159. executeNext(): void;
  33160. /**
  33161. * Break the loop and run the success callback.
  33162. */
  33163. breakLoop(): void;
  33164. /**
  33165. * Create and run an async loop.
  33166. * @param iterations the number of iterations.
  33167. * @param fn the function to run each iteration
  33168. * @param successCallback the callback that will be called upon succesful execution
  33169. * @param offset starting offset.
  33170. * @returns the created async loop object
  33171. */
  33172. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33173. /**
  33174. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33175. * @param iterations total number of iterations
  33176. * @param syncedIterations number of synchronous iterations in each async iteration.
  33177. * @param fn the function to call each iteration.
  33178. * @param callback a success call back that will be called when iterating stops.
  33179. * @param breakFunction a break condition (optional)
  33180. * @param timeout timeout settings for the setTimeout function. default - 0.
  33181. * @returns the created async loop object
  33182. */
  33183. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33184. }
  33185. }
  33186. declare module "babylonjs/Collisions/collisionCoordinator" {
  33187. import { Nullable } from "babylonjs/types";
  33188. import { Scene } from "babylonjs/scene";
  33189. import { Vector3 } from "babylonjs/Maths/math.vector";
  33190. import { Collider } from "babylonjs/Collisions/collider";
  33191. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33192. /** @hidden */
  33193. export interface ICollisionCoordinator {
  33194. createCollider(): Collider;
  33195. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33196. init(scene: Scene): void;
  33197. }
  33198. /** @hidden */
  33199. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33200. private _scene;
  33201. private _scaledPosition;
  33202. private _scaledVelocity;
  33203. private _finalPosition;
  33204. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33205. createCollider(): Collider;
  33206. init(scene: Scene): void;
  33207. private _collideWithWorld;
  33208. }
  33209. }
  33210. declare module "babylonjs/Inputs/scene.inputManager" {
  33211. import { Nullable } from "babylonjs/types";
  33212. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33213. import { Vector2 } from "babylonjs/Maths/math.vector";
  33214. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33215. import { Scene } from "babylonjs/scene";
  33216. /**
  33217. * Class used to manage all inputs for the scene.
  33218. */
  33219. export class InputManager {
  33220. /** The distance in pixel that you have to move to prevent some events */
  33221. static DragMovementThreshold: number;
  33222. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33223. static LongPressDelay: number;
  33224. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33225. static DoubleClickDelay: number;
  33226. /** If you need to check double click without raising a single click at first click, enable this flag */
  33227. static ExclusiveDoubleClickMode: boolean;
  33228. private _wheelEventName;
  33229. private _onPointerMove;
  33230. private _onPointerDown;
  33231. private _onPointerUp;
  33232. private _initClickEvent;
  33233. private _initActionManager;
  33234. private _delayedSimpleClick;
  33235. private _delayedSimpleClickTimeout;
  33236. private _previousDelayedSimpleClickTimeout;
  33237. private _meshPickProceed;
  33238. private _previousButtonPressed;
  33239. private _currentPickResult;
  33240. private _previousPickResult;
  33241. private _totalPointersPressed;
  33242. private _doubleClickOccured;
  33243. private _pointerOverMesh;
  33244. private _pickedDownMesh;
  33245. private _pickedUpMesh;
  33246. private _pointerX;
  33247. private _pointerY;
  33248. private _unTranslatedPointerX;
  33249. private _unTranslatedPointerY;
  33250. private _startingPointerPosition;
  33251. private _previousStartingPointerPosition;
  33252. private _startingPointerTime;
  33253. private _previousStartingPointerTime;
  33254. private _pointerCaptures;
  33255. private _onKeyDown;
  33256. private _onKeyUp;
  33257. private _onCanvasFocusObserver;
  33258. private _onCanvasBlurObserver;
  33259. private _scene;
  33260. /**
  33261. * Creates a new InputManager
  33262. * @param scene defines the hosting scene
  33263. */
  33264. constructor(scene: Scene);
  33265. /**
  33266. * Gets the mesh that is currently under the pointer
  33267. */
  33268. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33269. /**
  33270. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33271. */
  33272. readonly unTranslatedPointer: Vector2;
  33273. /**
  33274. * Gets or sets the current on-screen X position of the pointer
  33275. */
  33276. pointerX: number;
  33277. /**
  33278. * Gets or sets the current on-screen Y position of the pointer
  33279. */
  33280. pointerY: number;
  33281. private _updatePointerPosition;
  33282. private _processPointerMove;
  33283. private _setRayOnPointerInfo;
  33284. private _checkPrePointerObservable;
  33285. /**
  33286. * Use this method to simulate a pointer move on a mesh
  33287. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33288. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33289. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33290. */
  33291. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33292. /**
  33293. * Use this method to simulate a pointer down on a mesh
  33294. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33295. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33296. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33297. */
  33298. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33299. private _processPointerDown;
  33300. /** @hidden */
  33301. _isPointerSwiping(): boolean;
  33302. /**
  33303. * Use this method to simulate a pointer up on a mesh
  33304. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33305. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33306. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33307. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33308. */
  33309. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33310. private _processPointerUp;
  33311. /**
  33312. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33313. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33314. * @returns true if the pointer was captured
  33315. */
  33316. isPointerCaptured(pointerId?: number): boolean;
  33317. /**
  33318. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33319. * @param attachUp defines if you want to attach events to pointerup
  33320. * @param attachDown defines if you want to attach events to pointerdown
  33321. * @param attachMove defines if you want to attach events to pointermove
  33322. */
  33323. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33324. /**
  33325. * Detaches all event handlers
  33326. */
  33327. detachControl(): void;
  33328. /**
  33329. * Force the value of meshUnderPointer
  33330. * @param mesh defines the mesh to use
  33331. */
  33332. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33333. /**
  33334. * Gets the mesh under the pointer
  33335. * @returns a Mesh or null if no mesh is under the pointer
  33336. */
  33337. getPointerOverMesh(): Nullable<AbstractMesh>;
  33338. }
  33339. }
  33340. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33341. /**
  33342. * Helper class used to generate session unique ID
  33343. */
  33344. export class UniqueIdGenerator {
  33345. private static _UniqueIdCounter;
  33346. /**
  33347. * Gets an unique (relatively to the current scene) Id
  33348. */
  33349. static readonly UniqueId: number;
  33350. }
  33351. }
  33352. declare module "babylonjs/Animations/animationGroup" {
  33353. import { Animatable } from "babylonjs/Animations/animatable";
  33354. import { Animation } from "babylonjs/Animations/animation";
  33355. import { Scene, IDisposable } from "babylonjs/scene";
  33356. import { Observable } from "babylonjs/Misc/observable";
  33357. import { Nullable } from "babylonjs/types";
  33358. import "babylonjs/Animations/animatable";
  33359. /**
  33360. * This class defines the direct association between an animation and a target
  33361. */
  33362. export class TargetedAnimation {
  33363. /**
  33364. * Animation to perform
  33365. */
  33366. animation: Animation;
  33367. /**
  33368. * Target to animate
  33369. */
  33370. target: any;
  33371. /**
  33372. * Serialize the object
  33373. * @returns the JSON object representing the current entity
  33374. */
  33375. serialize(): any;
  33376. }
  33377. /**
  33378. * Use this class to create coordinated animations on multiple targets
  33379. */
  33380. export class AnimationGroup implements IDisposable {
  33381. /** The name of the animation group */
  33382. name: string;
  33383. private _scene;
  33384. private _targetedAnimations;
  33385. private _animatables;
  33386. private _from;
  33387. private _to;
  33388. private _isStarted;
  33389. private _isPaused;
  33390. private _speedRatio;
  33391. private _loopAnimation;
  33392. /**
  33393. * Gets or sets the unique id of the node
  33394. */
  33395. uniqueId: number;
  33396. /**
  33397. * This observable will notify when one animation have ended
  33398. */
  33399. onAnimationEndObservable: Observable<TargetedAnimation>;
  33400. /**
  33401. * Observer raised when one animation loops
  33402. */
  33403. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33404. /**
  33405. * This observable will notify when all animations have ended.
  33406. */
  33407. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33408. /**
  33409. * This observable will notify when all animations have paused.
  33410. */
  33411. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33412. /**
  33413. * This observable will notify when all animations are playing.
  33414. */
  33415. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33416. /**
  33417. * Gets the first frame
  33418. */
  33419. readonly from: number;
  33420. /**
  33421. * Gets the last frame
  33422. */
  33423. readonly to: number;
  33424. /**
  33425. * Define if the animations are started
  33426. */
  33427. readonly isStarted: boolean;
  33428. /**
  33429. * Gets a value indicating that the current group is playing
  33430. */
  33431. readonly isPlaying: boolean;
  33432. /**
  33433. * Gets or sets the speed ratio to use for all animations
  33434. */
  33435. /**
  33436. * Gets or sets the speed ratio to use for all animations
  33437. */
  33438. speedRatio: number;
  33439. /**
  33440. * Gets or sets if all animations should loop or not
  33441. */
  33442. loopAnimation: boolean;
  33443. /**
  33444. * Gets the targeted animations for this animation group
  33445. */
  33446. readonly targetedAnimations: Array<TargetedAnimation>;
  33447. /**
  33448. * returning the list of animatables controlled by this animation group.
  33449. */
  33450. readonly animatables: Array<Animatable>;
  33451. /**
  33452. * Instantiates a new Animation Group.
  33453. * This helps managing several animations at once.
  33454. * @see http://doc.babylonjs.com/how_to/group
  33455. * @param name Defines the name of the group
  33456. * @param scene Defines the scene the group belongs to
  33457. */
  33458. constructor(
  33459. /** The name of the animation group */
  33460. name: string, scene?: Nullable<Scene>);
  33461. /**
  33462. * Add an animation (with its target) in the group
  33463. * @param animation defines the animation we want to add
  33464. * @param target defines the target of the animation
  33465. * @returns the TargetedAnimation object
  33466. */
  33467. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33468. /**
  33469. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33470. * It can add constant keys at begin or end
  33471. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33472. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33473. * @returns the animation group
  33474. */
  33475. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33476. /**
  33477. * Start all animations on given targets
  33478. * @param loop defines if animations must loop
  33479. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33480. * @param from defines the from key (optional)
  33481. * @param to defines the to key (optional)
  33482. * @returns the current animation group
  33483. */
  33484. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33485. /**
  33486. * Pause all animations
  33487. * @returns the animation group
  33488. */
  33489. pause(): AnimationGroup;
  33490. /**
  33491. * Play all animations to initial state
  33492. * This function will start() the animations if they were not started or will restart() them if they were paused
  33493. * @param loop defines if animations must loop
  33494. * @returns the animation group
  33495. */
  33496. play(loop?: boolean): AnimationGroup;
  33497. /**
  33498. * Reset all animations to initial state
  33499. * @returns the animation group
  33500. */
  33501. reset(): AnimationGroup;
  33502. /**
  33503. * Restart animations from key 0
  33504. * @returns the animation group
  33505. */
  33506. restart(): AnimationGroup;
  33507. /**
  33508. * Stop all animations
  33509. * @returns the animation group
  33510. */
  33511. stop(): AnimationGroup;
  33512. /**
  33513. * Set animation weight for all animatables
  33514. * @param weight defines the weight to use
  33515. * @return the animationGroup
  33516. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33517. */
  33518. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33519. /**
  33520. * Synchronize and normalize all animatables with a source animatable
  33521. * @param root defines the root animatable to synchronize with
  33522. * @return the animationGroup
  33523. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33524. */
  33525. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33526. /**
  33527. * Goes to a specific frame in this animation group
  33528. * @param frame the frame number to go to
  33529. * @return the animationGroup
  33530. */
  33531. goToFrame(frame: number): AnimationGroup;
  33532. /**
  33533. * Dispose all associated resources
  33534. */
  33535. dispose(): void;
  33536. private _checkAnimationGroupEnded;
  33537. /**
  33538. * Clone the current animation group and returns a copy
  33539. * @param newName defines the name of the new group
  33540. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33541. * @returns the new aniamtion group
  33542. */
  33543. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33544. /**
  33545. * Serializes the animationGroup to an object
  33546. * @returns Serialized object
  33547. */
  33548. serialize(): any;
  33549. /**
  33550. * Returns a new AnimationGroup object parsed from the source provided.
  33551. * @param parsedAnimationGroup defines the source
  33552. * @param scene defines the scene that will receive the animationGroup
  33553. * @returns a new AnimationGroup
  33554. */
  33555. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33556. /**
  33557. * Returns the string "AnimationGroup"
  33558. * @returns "AnimationGroup"
  33559. */
  33560. getClassName(): string;
  33561. /**
  33562. * Creates a detailled string about the object
  33563. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33564. * @returns a string representing the object
  33565. */
  33566. toString(fullDetails?: boolean): string;
  33567. }
  33568. }
  33569. declare module "babylonjs/scene" {
  33570. import { Nullable } from "babylonjs/types";
  33571. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33572. import { Observable } from "babylonjs/Misc/observable";
  33573. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33574. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33575. import { Geometry } from "babylonjs/Meshes/geometry";
  33576. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33577. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33578. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33579. import { Mesh } from "babylonjs/Meshes/mesh";
  33580. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33581. import { Bone } from "babylonjs/Bones/bone";
  33582. import { Skeleton } from "babylonjs/Bones/skeleton";
  33583. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33584. import { Camera } from "babylonjs/Cameras/camera";
  33585. import { AbstractScene } from "babylonjs/abstractScene";
  33586. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33587. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33588. import { Material } from "babylonjs/Materials/material";
  33589. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33590. import { Effect } from "babylonjs/Materials/effect";
  33591. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33592. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33593. import { Light } from "babylonjs/Lights/light";
  33594. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33595. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33596. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33597. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33598. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33599. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33600. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33601. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33602. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33603. import { Engine } from "babylonjs/Engines/engine";
  33604. import { Node } from "babylonjs/node";
  33605. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33606. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33607. import { WebRequest } from "babylonjs/Misc/webRequest";
  33608. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33609. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33610. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33611. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33612. import { Plane } from "babylonjs/Maths/math.plane";
  33613. import { Ray } from "babylonjs/Culling/ray";
  33614. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33615. import { Animation } from "babylonjs/Animations/animation";
  33616. import { Animatable } from "babylonjs/Animations/animatable";
  33617. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33618. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33619. import { Collider } from "babylonjs/Collisions/collider";
  33620. /**
  33621. * Define an interface for all classes that will hold resources
  33622. */
  33623. export interface IDisposable {
  33624. /**
  33625. * Releases all held resources
  33626. */
  33627. dispose(): void;
  33628. }
  33629. /** Interface defining initialization parameters for Scene class */
  33630. export interface SceneOptions {
  33631. /**
  33632. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33633. * It will improve performance when the number of geometries becomes important.
  33634. */
  33635. useGeometryUniqueIdsMap?: boolean;
  33636. /**
  33637. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33638. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33639. */
  33640. useMaterialMeshMap?: boolean;
  33641. /**
  33642. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33643. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33644. */
  33645. useClonedMeshhMap?: boolean;
  33646. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33647. virtual?: boolean;
  33648. }
  33649. /**
  33650. * Represents a scene to be rendered by the engine.
  33651. * @see http://doc.babylonjs.com/features/scene
  33652. */
  33653. export class Scene extends AbstractScene implements IAnimatable {
  33654. /** The fog is deactivated */
  33655. static readonly FOGMODE_NONE: number;
  33656. /** The fog density is following an exponential function */
  33657. static readonly FOGMODE_EXP: number;
  33658. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33659. static readonly FOGMODE_EXP2: number;
  33660. /** The fog density is following a linear function. */
  33661. static readonly FOGMODE_LINEAR: number;
  33662. /**
  33663. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33664. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33665. */
  33666. static MinDeltaTime: number;
  33667. /**
  33668. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33669. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33670. */
  33671. static MaxDeltaTime: number;
  33672. /**
  33673. * Factory used to create the default material.
  33674. * @param name The name of the material to create
  33675. * @param scene The scene to create the material for
  33676. * @returns The default material
  33677. */
  33678. static DefaultMaterialFactory(scene: Scene): Material;
  33679. /**
  33680. * Factory used to create the a collision coordinator.
  33681. * @returns The collision coordinator
  33682. */
  33683. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33684. /** @hidden */
  33685. _inputManager: InputManager;
  33686. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33687. cameraToUseForPointers: Nullable<Camera>;
  33688. /** @hidden */
  33689. readonly _isScene: boolean;
  33690. /**
  33691. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33692. */
  33693. autoClear: boolean;
  33694. /**
  33695. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33696. */
  33697. autoClearDepthAndStencil: boolean;
  33698. /**
  33699. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33700. */
  33701. clearColor: Color4;
  33702. /**
  33703. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33704. */
  33705. ambientColor: Color3;
  33706. /**
  33707. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33708. * It should only be one of the following (if not the default embedded one):
  33709. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33710. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33711. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33712. * The material properties need to be setup according to the type of texture in use.
  33713. */
  33714. environmentBRDFTexture: BaseTexture;
  33715. /** @hidden */
  33716. protected _environmentTexture: Nullable<BaseTexture>;
  33717. /**
  33718. * Texture used in all pbr material as the reflection texture.
  33719. * As in the majority of the scene they are the same (exception for multi room and so on),
  33720. * this is easier to reference from here than from all the materials.
  33721. */
  33722. /**
  33723. * Texture used in all pbr material as the reflection texture.
  33724. * As in the majority of the scene they are the same (exception for multi room and so on),
  33725. * this is easier to set here than in all the materials.
  33726. */
  33727. environmentTexture: Nullable<BaseTexture>;
  33728. /** @hidden */
  33729. protected _environmentIntensity: number;
  33730. /**
  33731. * Intensity of the environment in all pbr material.
  33732. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33733. * As in the majority of the scene they are the same (exception for multi room and so on),
  33734. * this is easier to reference from here than from all the materials.
  33735. */
  33736. /**
  33737. * Intensity of the environment in all pbr material.
  33738. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33739. * As in the majority of the scene they are the same (exception for multi room and so on),
  33740. * this is easier to set here than in all the materials.
  33741. */
  33742. environmentIntensity: number;
  33743. /** @hidden */
  33744. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33745. /**
  33746. * Default image processing configuration used either in the rendering
  33747. * Forward main pass or through the imageProcessingPostProcess if present.
  33748. * As in the majority of the scene they are the same (exception for multi camera),
  33749. * this is easier to reference from here than from all the materials and post process.
  33750. *
  33751. * No setter as we it is a shared configuration, you can set the values instead.
  33752. */
  33753. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33754. private _forceWireframe;
  33755. /**
  33756. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33757. */
  33758. forceWireframe: boolean;
  33759. private _forcePointsCloud;
  33760. /**
  33761. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33762. */
  33763. forcePointsCloud: boolean;
  33764. /**
  33765. * Gets or sets the active clipplane 1
  33766. */
  33767. clipPlane: Nullable<Plane>;
  33768. /**
  33769. * Gets or sets the active clipplane 2
  33770. */
  33771. clipPlane2: Nullable<Plane>;
  33772. /**
  33773. * Gets or sets the active clipplane 3
  33774. */
  33775. clipPlane3: Nullable<Plane>;
  33776. /**
  33777. * Gets or sets the active clipplane 4
  33778. */
  33779. clipPlane4: Nullable<Plane>;
  33780. /**
  33781. * Gets or sets a boolean indicating if animations are enabled
  33782. */
  33783. animationsEnabled: boolean;
  33784. private _animationPropertiesOverride;
  33785. /**
  33786. * Gets or sets the animation properties override
  33787. */
  33788. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33789. /**
  33790. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33791. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33792. */
  33793. useConstantAnimationDeltaTime: boolean;
  33794. /**
  33795. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33796. * Please note that it requires to run a ray cast through the scene on every frame
  33797. */
  33798. constantlyUpdateMeshUnderPointer: boolean;
  33799. /**
  33800. * Defines the HTML cursor to use when hovering over interactive elements
  33801. */
  33802. hoverCursor: string;
  33803. /**
  33804. * Defines the HTML default cursor to use (empty by default)
  33805. */
  33806. defaultCursor: string;
  33807. /**
  33808. * This is used to call preventDefault() on pointer down
  33809. * in order to block unwanted artifacts like system double clicks
  33810. */
  33811. preventDefaultOnPointerDown: boolean;
  33812. /**
  33813. * This is used to call preventDefault() on pointer up
  33814. * in order to block unwanted artifacts like system double clicks
  33815. */
  33816. preventDefaultOnPointerUp: boolean;
  33817. /**
  33818. * Gets or sets user defined metadata
  33819. */
  33820. metadata: any;
  33821. /**
  33822. * For internal use only. Please do not use.
  33823. */
  33824. reservedDataStore: any;
  33825. /**
  33826. * Gets the name of the plugin used to load this scene (null by default)
  33827. */
  33828. loadingPluginName: string;
  33829. /**
  33830. * Use this array to add regular expressions used to disable offline support for specific urls
  33831. */
  33832. disableOfflineSupportExceptionRules: RegExp[];
  33833. /**
  33834. * An event triggered when the scene is disposed.
  33835. */
  33836. onDisposeObservable: Observable<Scene>;
  33837. private _onDisposeObserver;
  33838. /** Sets a function to be executed when this scene is disposed. */
  33839. onDispose: () => void;
  33840. /**
  33841. * An event triggered before rendering the scene (right after animations and physics)
  33842. */
  33843. onBeforeRenderObservable: Observable<Scene>;
  33844. private _onBeforeRenderObserver;
  33845. /** Sets a function to be executed before rendering this scene */
  33846. beforeRender: Nullable<() => void>;
  33847. /**
  33848. * An event triggered after rendering the scene
  33849. */
  33850. onAfterRenderObservable: Observable<Scene>;
  33851. /**
  33852. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33853. */
  33854. onAfterRenderCameraObservable: Observable<Camera>;
  33855. private _onAfterRenderObserver;
  33856. /** Sets a function to be executed after rendering this scene */
  33857. afterRender: Nullable<() => void>;
  33858. /**
  33859. * An event triggered before animating the scene
  33860. */
  33861. onBeforeAnimationsObservable: Observable<Scene>;
  33862. /**
  33863. * An event triggered after animations processing
  33864. */
  33865. onAfterAnimationsObservable: Observable<Scene>;
  33866. /**
  33867. * An event triggered before draw calls are ready to be sent
  33868. */
  33869. onBeforeDrawPhaseObservable: Observable<Scene>;
  33870. /**
  33871. * An event triggered after draw calls have been sent
  33872. */
  33873. onAfterDrawPhaseObservable: Observable<Scene>;
  33874. /**
  33875. * An event triggered when the scene is ready
  33876. */
  33877. onReadyObservable: Observable<Scene>;
  33878. /**
  33879. * An event triggered before rendering a camera
  33880. */
  33881. onBeforeCameraRenderObservable: Observable<Camera>;
  33882. private _onBeforeCameraRenderObserver;
  33883. /** Sets a function to be executed before rendering a camera*/
  33884. beforeCameraRender: () => void;
  33885. /**
  33886. * An event triggered after rendering a camera
  33887. */
  33888. onAfterCameraRenderObservable: Observable<Camera>;
  33889. private _onAfterCameraRenderObserver;
  33890. /** Sets a function to be executed after rendering a camera*/
  33891. afterCameraRender: () => void;
  33892. /**
  33893. * An event triggered when active meshes evaluation is about to start
  33894. */
  33895. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33896. /**
  33897. * An event triggered when active meshes evaluation is done
  33898. */
  33899. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33900. /**
  33901. * An event triggered when particles rendering is about to start
  33902. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33903. */
  33904. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33905. /**
  33906. * An event triggered when particles rendering is done
  33907. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33908. */
  33909. onAfterParticlesRenderingObservable: Observable<Scene>;
  33910. /**
  33911. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33912. */
  33913. onDataLoadedObservable: Observable<Scene>;
  33914. /**
  33915. * An event triggered when a camera is created
  33916. */
  33917. onNewCameraAddedObservable: Observable<Camera>;
  33918. /**
  33919. * An event triggered when a camera is removed
  33920. */
  33921. onCameraRemovedObservable: Observable<Camera>;
  33922. /**
  33923. * An event triggered when a light is created
  33924. */
  33925. onNewLightAddedObservable: Observable<Light>;
  33926. /**
  33927. * An event triggered when a light is removed
  33928. */
  33929. onLightRemovedObservable: Observable<Light>;
  33930. /**
  33931. * An event triggered when a geometry is created
  33932. */
  33933. onNewGeometryAddedObservable: Observable<Geometry>;
  33934. /**
  33935. * An event triggered when a geometry is removed
  33936. */
  33937. onGeometryRemovedObservable: Observable<Geometry>;
  33938. /**
  33939. * An event triggered when a transform node is created
  33940. */
  33941. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33942. /**
  33943. * An event triggered when a transform node is removed
  33944. */
  33945. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33946. /**
  33947. * An event triggered when a mesh is created
  33948. */
  33949. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33950. /**
  33951. * An event triggered when a mesh is removed
  33952. */
  33953. onMeshRemovedObservable: Observable<AbstractMesh>;
  33954. /**
  33955. * An event triggered when a skeleton is created
  33956. */
  33957. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33958. /**
  33959. * An event triggered when a skeleton is removed
  33960. */
  33961. onSkeletonRemovedObservable: Observable<Skeleton>;
  33962. /**
  33963. * An event triggered when a material is created
  33964. */
  33965. onNewMaterialAddedObservable: Observable<Material>;
  33966. /**
  33967. * An event triggered when a material is removed
  33968. */
  33969. onMaterialRemovedObservable: Observable<Material>;
  33970. /**
  33971. * An event triggered when a texture is created
  33972. */
  33973. onNewTextureAddedObservable: Observable<BaseTexture>;
  33974. /**
  33975. * An event triggered when a texture is removed
  33976. */
  33977. onTextureRemovedObservable: Observable<BaseTexture>;
  33978. /**
  33979. * An event triggered when render targets are about to be rendered
  33980. * Can happen multiple times per frame.
  33981. */
  33982. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33983. /**
  33984. * An event triggered when render targets were rendered.
  33985. * Can happen multiple times per frame.
  33986. */
  33987. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33988. /**
  33989. * An event triggered before calculating deterministic simulation step
  33990. */
  33991. onBeforeStepObservable: Observable<Scene>;
  33992. /**
  33993. * An event triggered after calculating deterministic simulation step
  33994. */
  33995. onAfterStepObservable: Observable<Scene>;
  33996. /**
  33997. * An event triggered when the activeCamera property is updated
  33998. */
  33999. onActiveCameraChanged: Observable<Scene>;
  34000. /**
  34001. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34002. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34003. * 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)
  34004. */
  34005. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34006. /**
  34007. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34008. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34009. * 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)
  34010. */
  34011. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34012. /**
  34013. * This Observable will when a mesh has been imported into the scene.
  34014. */
  34015. onMeshImportedObservable: Observable<AbstractMesh>;
  34016. /**
  34017. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34018. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34019. */
  34020. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34021. /** @hidden */
  34022. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34023. /**
  34024. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34025. */
  34026. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34027. /**
  34028. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34029. */
  34030. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34031. /**
  34032. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34033. */
  34034. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34035. /** Callback called when a pointer move is detected */
  34036. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34037. /** Callback called when a pointer down is detected */
  34038. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34039. /** Callback called when a pointer up is detected */
  34040. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34041. /** Callback called when a pointer pick is detected */
  34042. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34043. /**
  34044. * 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).
  34045. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34046. */
  34047. onPrePointerObservable: Observable<PointerInfoPre>;
  34048. /**
  34049. * Observable event triggered each time an input event is received from the rendering canvas
  34050. */
  34051. onPointerObservable: Observable<PointerInfo>;
  34052. /**
  34053. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34054. */
  34055. readonly unTranslatedPointer: Vector2;
  34056. /**
  34057. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34058. */
  34059. static DragMovementThreshold: number;
  34060. /**
  34061. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34062. */
  34063. static LongPressDelay: number;
  34064. /**
  34065. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34066. */
  34067. static DoubleClickDelay: number;
  34068. /** If you need to check double click without raising a single click at first click, enable this flag */
  34069. static ExclusiveDoubleClickMode: boolean;
  34070. /** @hidden */
  34071. _mirroredCameraPosition: Nullable<Vector3>;
  34072. /**
  34073. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34074. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34075. */
  34076. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34077. /**
  34078. * Observable event triggered each time an keyboard event is received from the hosting window
  34079. */
  34080. onKeyboardObservable: Observable<KeyboardInfo>;
  34081. private _useRightHandedSystem;
  34082. /**
  34083. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34084. */
  34085. useRightHandedSystem: boolean;
  34086. private _timeAccumulator;
  34087. private _currentStepId;
  34088. private _currentInternalStep;
  34089. /**
  34090. * Sets the step Id used by deterministic lock step
  34091. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34092. * @param newStepId defines the step Id
  34093. */
  34094. setStepId(newStepId: number): void;
  34095. /**
  34096. * Gets the step Id used by deterministic lock step
  34097. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34098. * @returns the step Id
  34099. */
  34100. getStepId(): number;
  34101. /**
  34102. * Gets the internal step used by deterministic lock step
  34103. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34104. * @returns the internal step
  34105. */
  34106. getInternalStep(): number;
  34107. private _fogEnabled;
  34108. /**
  34109. * Gets or sets a boolean indicating if fog is enabled on this scene
  34110. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34111. * (Default is true)
  34112. */
  34113. fogEnabled: boolean;
  34114. private _fogMode;
  34115. /**
  34116. * Gets or sets the fog mode to use
  34117. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34118. * | mode | value |
  34119. * | --- | --- |
  34120. * | FOGMODE_NONE | 0 |
  34121. * | FOGMODE_EXP | 1 |
  34122. * | FOGMODE_EXP2 | 2 |
  34123. * | FOGMODE_LINEAR | 3 |
  34124. */
  34125. fogMode: number;
  34126. /**
  34127. * Gets or sets the fog color to use
  34128. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34129. * (Default is Color3(0.2, 0.2, 0.3))
  34130. */
  34131. fogColor: Color3;
  34132. /**
  34133. * Gets or sets the fog density to use
  34134. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34135. * (Default is 0.1)
  34136. */
  34137. fogDensity: number;
  34138. /**
  34139. * Gets or sets the fog start distance to use
  34140. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34141. * (Default is 0)
  34142. */
  34143. fogStart: number;
  34144. /**
  34145. * Gets or sets the fog end distance to use
  34146. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34147. * (Default is 1000)
  34148. */
  34149. fogEnd: number;
  34150. private _shadowsEnabled;
  34151. /**
  34152. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34153. */
  34154. shadowsEnabled: boolean;
  34155. private _lightsEnabled;
  34156. /**
  34157. * Gets or sets a boolean indicating if lights are enabled on this scene
  34158. */
  34159. lightsEnabled: boolean;
  34160. /** All of the active cameras added to this scene. */
  34161. activeCameras: Camera[];
  34162. /** @hidden */
  34163. _activeCamera: Nullable<Camera>;
  34164. /** Gets or sets the current active camera */
  34165. activeCamera: Nullable<Camera>;
  34166. private _defaultMaterial;
  34167. /** The default material used on meshes when no material is affected */
  34168. /** The default material used on meshes when no material is affected */
  34169. defaultMaterial: Material;
  34170. private _texturesEnabled;
  34171. /**
  34172. * Gets or sets a boolean indicating if textures are enabled on this scene
  34173. */
  34174. texturesEnabled: boolean;
  34175. /**
  34176. * Gets or sets a boolean indicating if particles are enabled on this scene
  34177. */
  34178. particlesEnabled: boolean;
  34179. /**
  34180. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34181. */
  34182. spritesEnabled: boolean;
  34183. private _skeletonsEnabled;
  34184. /**
  34185. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34186. */
  34187. skeletonsEnabled: boolean;
  34188. /**
  34189. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34190. */
  34191. lensFlaresEnabled: boolean;
  34192. /**
  34193. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34194. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34195. */
  34196. collisionsEnabled: boolean;
  34197. private _collisionCoordinator;
  34198. /** @hidden */
  34199. readonly collisionCoordinator: ICollisionCoordinator;
  34200. /**
  34201. * Defines the gravity applied to this scene (used only for collisions)
  34202. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34203. */
  34204. gravity: Vector3;
  34205. /**
  34206. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34207. */
  34208. postProcessesEnabled: boolean;
  34209. /**
  34210. * The list of postprocesses added to the scene
  34211. */
  34212. postProcesses: PostProcess[];
  34213. /**
  34214. * Gets the current postprocess manager
  34215. */
  34216. postProcessManager: PostProcessManager;
  34217. /**
  34218. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34219. */
  34220. renderTargetsEnabled: boolean;
  34221. /**
  34222. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34223. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34224. */
  34225. dumpNextRenderTargets: boolean;
  34226. /**
  34227. * The list of user defined render targets added to the scene
  34228. */
  34229. customRenderTargets: RenderTargetTexture[];
  34230. /**
  34231. * Defines if texture loading must be delayed
  34232. * If true, textures will only be loaded when they need to be rendered
  34233. */
  34234. useDelayedTextureLoading: boolean;
  34235. /**
  34236. * Gets the list of meshes imported to the scene through SceneLoader
  34237. */
  34238. importedMeshesFiles: String[];
  34239. /**
  34240. * Gets or sets a boolean indicating if probes are enabled on this scene
  34241. */
  34242. probesEnabled: boolean;
  34243. /**
  34244. * Gets or sets the current offline provider to use to store scene data
  34245. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34246. */
  34247. offlineProvider: IOfflineProvider;
  34248. /**
  34249. * Gets or sets the action manager associated with the scene
  34250. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34251. */
  34252. actionManager: AbstractActionManager;
  34253. private _meshesForIntersections;
  34254. /**
  34255. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34256. */
  34257. proceduralTexturesEnabled: boolean;
  34258. private _engine;
  34259. private _totalVertices;
  34260. /** @hidden */
  34261. _activeIndices: PerfCounter;
  34262. /** @hidden */
  34263. _activeParticles: PerfCounter;
  34264. /** @hidden */
  34265. _activeBones: PerfCounter;
  34266. private _animationRatio;
  34267. /** @hidden */
  34268. _animationTimeLast: number;
  34269. /** @hidden */
  34270. _animationTime: number;
  34271. /**
  34272. * Gets or sets a general scale for animation speed
  34273. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34274. */
  34275. animationTimeScale: number;
  34276. /** @hidden */
  34277. _cachedMaterial: Nullable<Material>;
  34278. /** @hidden */
  34279. _cachedEffect: Nullable<Effect>;
  34280. /** @hidden */
  34281. _cachedVisibility: Nullable<number>;
  34282. private _renderId;
  34283. private _frameId;
  34284. private _executeWhenReadyTimeoutId;
  34285. private _intermediateRendering;
  34286. private _viewUpdateFlag;
  34287. private _projectionUpdateFlag;
  34288. /** @hidden */
  34289. _toBeDisposed: Nullable<IDisposable>[];
  34290. private _activeRequests;
  34291. /** @hidden */
  34292. _pendingData: any[];
  34293. private _isDisposed;
  34294. /**
  34295. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34296. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34297. */
  34298. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34299. private _activeMeshes;
  34300. private _processedMaterials;
  34301. private _renderTargets;
  34302. /** @hidden */
  34303. _activeParticleSystems: SmartArray<IParticleSystem>;
  34304. private _activeSkeletons;
  34305. private _softwareSkinnedMeshes;
  34306. private _renderingManager;
  34307. /** @hidden */
  34308. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34309. private _transformMatrix;
  34310. private _sceneUbo;
  34311. /** @hidden */
  34312. _viewMatrix: Matrix;
  34313. private _projectionMatrix;
  34314. /** @hidden */
  34315. _forcedViewPosition: Nullable<Vector3>;
  34316. /** @hidden */
  34317. _frustumPlanes: Plane[];
  34318. /**
  34319. * Gets the list of frustum planes (built from the active camera)
  34320. */
  34321. readonly frustumPlanes: Plane[];
  34322. /**
  34323. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34324. * This is useful if there are more lights that the maximum simulteanous authorized
  34325. */
  34326. requireLightSorting: boolean;
  34327. /** @hidden */
  34328. readonly useMaterialMeshMap: boolean;
  34329. /** @hidden */
  34330. readonly useClonedMeshhMap: boolean;
  34331. private _externalData;
  34332. private _uid;
  34333. /**
  34334. * @hidden
  34335. * Backing store of defined scene components.
  34336. */
  34337. _components: ISceneComponent[];
  34338. /**
  34339. * @hidden
  34340. * Backing store of defined scene components.
  34341. */
  34342. _serializableComponents: ISceneSerializableComponent[];
  34343. /**
  34344. * List of components to register on the next registration step.
  34345. */
  34346. private _transientComponents;
  34347. /**
  34348. * Registers the transient components if needed.
  34349. */
  34350. private _registerTransientComponents;
  34351. /**
  34352. * @hidden
  34353. * Add a component to the scene.
  34354. * Note that the ccomponent could be registered on th next frame if this is called after
  34355. * the register component stage.
  34356. * @param component Defines the component to add to the scene
  34357. */
  34358. _addComponent(component: ISceneComponent): void;
  34359. /**
  34360. * @hidden
  34361. * Gets a component from the scene.
  34362. * @param name defines the name of the component to retrieve
  34363. * @returns the component or null if not present
  34364. */
  34365. _getComponent(name: string): Nullable<ISceneComponent>;
  34366. /**
  34367. * @hidden
  34368. * Defines the actions happening before camera updates.
  34369. */
  34370. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34371. /**
  34372. * @hidden
  34373. * Defines the actions happening before clear the canvas.
  34374. */
  34375. _beforeClearStage: Stage<SimpleStageAction>;
  34376. /**
  34377. * @hidden
  34378. * Defines the actions when collecting render targets for the frame.
  34379. */
  34380. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34381. /**
  34382. * @hidden
  34383. * Defines the actions happening for one camera in the frame.
  34384. */
  34385. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34386. /**
  34387. * @hidden
  34388. * Defines the actions happening during the per mesh ready checks.
  34389. */
  34390. _isReadyForMeshStage: Stage<MeshStageAction>;
  34391. /**
  34392. * @hidden
  34393. * Defines the actions happening before evaluate active mesh checks.
  34394. */
  34395. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34396. /**
  34397. * @hidden
  34398. * Defines the actions happening during the evaluate sub mesh checks.
  34399. */
  34400. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34401. /**
  34402. * @hidden
  34403. * Defines the actions happening during the active mesh stage.
  34404. */
  34405. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34406. /**
  34407. * @hidden
  34408. * Defines the actions happening during the per camera render target step.
  34409. */
  34410. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34411. /**
  34412. * @hidden
  34413. * Defines the actions happening just before the active camera is drawing.
  34414. */
  34415. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34416. /**
  34417. * @hidden
  34418. * Defines the actions happening just before a render target is drawing.
  34419. */
  34420. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34421. /**
  34422. * @hidden
  34423. * Defines the actions happening just before a rendering group is drawing.
  34424. */
  34425. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34426. /**
  34427. * @hidden
  34428. * Defines the actions happening just before a mesh is drawing.
  34429. */
  34430. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34431. /**
  34432. * @hidden
  34433. * Defines the actions happening just after a mesh has been drawn.
  34434. */
  34435. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34436. /**
  34437. * @hidden
  34438. * Defines the actions happening just after a rendering group has been drawn.
  34439. */
  34440. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34441. /**
  34442. * @hidden
  34443. * Defines the actions happening just after the active camera has been drawn.
  34444. */
  34445. _afterCameraDrawStage: Stage<CameraStageAction>;
  34446. /**
  34447. * @hidden
  34448. * Defines the actions happening just after a render target has been drawn.
  34449. */
  34450. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34451. /**
  34452. * @hidden
  34453. * Defines the actions happening just after rendering all cameras and computing intersections.
  34454. */
  34455. _afterRenderStage: Stage<SimpleStageAction>;
  34456. /**
  34457. * @hidden
  34458. * Defines the actions happening when a pointer move event happens.
  34459. */
  34460. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34461. /**
  34462. * @hidden
  34463. * Defines the actions happening when a pointer down event happens.
  34464. */
  34465. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34466. /**
  34467. * @hidden
  34468. * Defines the actions happening when a pointer up event happens.
  34469. */
  34470. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34471. /**
  34472. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34473. */
  34474. private geometriesByUniqueId;
  34475. /**
  34476. * Creates a new Scene
  34477. * @param engine defines the engine to use to render this scene
  34478. * @param options defines the scene options
  34479. */
  34480. constructor(engine: Engine, options?: SceneOptions);
  34481. /**
  34482. * Gets a string idenfifying the name of the class
  34483. * @returns "Scene" string
  34484. */
  34485. getClassName(): string;
  34486. private _defaultMeshCandidates;
  34487. /**
  34488. * @hidden
  34489. */
  34490. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34491. private _defaultSubMeshCandidates;
  34492. /**
  34493. * @hidden
  34494. */
  34495. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34496. /**
  34497. * Sets the default candidate providers for the scene.
  34498. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34499. * and getCollidingSubMeshCandidates to their default function
  34500. */
  34501. setDefaultCandidateProviders(): void;
  34502. /**
  34503. * Gets the mesh that is currently under the pointer
  34504. */
  34505. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34506. /**
  34507. * Gets or sets the current on-screen X position of the pointer
  34508. */
  34509. pointerX: number;
  34510. /**
  34511. * Gets or sets the current on-screen Y position of the pointer
  34512. */
  34513. pointerY: number;
  34514. /**
  34515. * Gets the cached material (ie. the latest rendered one)
  34516. * @returns the cached material
  34517. */
  34518. getCachedMaterial(): Nullable<Material>;
  34519. /**
  34520. * Gets the cached effect (ie. the latest rendered one)
  34521. * @returns the cached effect
  34522. */
  34523. getCachedEffect(): Nullable<Effect>;
  34524. /**
  34525. * Gets the cached visibility state (ie. the latest rendered one)
  34526. * @returns the cached visibility state
  34527. */
  34528. getCachedVisibility(): Nullable<number>;
  34529. /**
  34530. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34531. * @param material defines the current material
  34532. * @param effect defines the current effect
  34533. * @param visibility defines the current visibility state
  34534. * @returns true if one parameter is not cached
  34535. */
  34536. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34537. /**
  34538. * Gets the engine associated with the scene
  34539. * @returns an Engine
  34540. */
  34541. getEngine(): Engine;
  34542. /**
  34543. * Gets the total number of vertices rendered per frame
  34544. * @returns the total number of vertices rendered per frame
  34545. */
  34546. getTotalVertices(): number;
  34547. /**
  34548. * Gets the performance counter for total vertices
  34549. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34550. */
  34551. readonly totalVerticesPerfCounter: PerfCounter;
  34552. /**
  34553. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34554. * @returns the total number of active indices rendered per frame
  34555. */
  34556. getActiveIndices(): number;
  34557. /**
  34558. * Gets the performance counter for active indices
  34559. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34560. */
  34561. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34562. /**
  34563. * Gets the total number of active particles rendered per frame
  34564. * @returns the total number of active particles rendered per frame
  34565. */
  34566. getActiveParticles(): number;
  34567. /**
  34568. * Gets the performance counter for active particles
  34569. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34570. */
  34571. readonly activeParticlesPerfCounter: PerfCounter;
  34572. /**
  34573. * Gets the total number of active bones rendered per frame
  34574. * @returns the total number of active bones rendered per frame
  34575. */
  34576. getActiveBones(): number;
  34577. /**
  34578. * Gets the performance counter for active bones
  34579. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34580. */
  34581. readonly activeBonesPerfCounter: PerfCounter;
  34582. /**
  34583. * Gets the array of active meshes
  34584. * @returns an array of AbstractMesh
  34585. */
  34586. getActiveMeshes(): SmartArray<AbstractMesh>;
  34587. /**
  34588. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34589. * @returns a number
  34590. */
  34591. getAnimationRatio(): number;
  34592. /**
  34593. * Gets an unique Id for the current render phase
  34594. * @returns a number
  34595. */
  34596. getRenderId(): number;
  34597. /**
  34598. * Gets an unique Id for the current frame
  34599. * @returns a number
  34600. */
  34601. getFrameId(): number;
  34602. /** Call this function if you want to manually increment the render Id*/
  34603. incrementRenderId(): void;
  34604. private _createUbo;
  34605. /**
  34606. * Use this method to simulate a pointer move on a mesh
  34607. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34608. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34609. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34610. * @returns the current scene
  34611. */
  34612. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34613. /**
  34614. * Use this method to simulate a pointer down on a mesh
  34615. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34616. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34617. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34618. * @returns the current scene
  34619. */
  34620. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34621. /**
  34622. * Use this method to simulate a pointer up on a mesh
  34623. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34624. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34625. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34626. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34627. * @returns the current scene
  34628. */
  34629. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34630. /**
  34631. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34632. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34633. * @returns true if the pointer was captured
  34634. */
  34635. isPointerCaptured(pointerId?: number): boolean;
  34636. /**
  34637. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34638. * @param attachUp defines if you want to attach events to pointerup
  34639. * @param attachDown defines if you want to attach events to pointerdown
  34640. * @param attachMove defines if you want to attach events to pointermove
  34641. */
  34642. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34643. /** Detaches all event handlers*/
  34644. detachControl(): void;
  34645. /**
  34646. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34647. * Delay loaded resources are not taking in account
  34648. * @return true if all required resources are ready
  34649. */
  34650. isReady(): boolean;
  34651. /** Resets all cached information relative to material (including effect and visibility) */
  34652. resetCachedMaterial(): void;
  34653. /**
  34654. * Registers a function to be called before every frame render
  34655. * @param func defines the function to register
  34656. */
  34657. registerBeforeRender(func: () => void): void;
  34658. /**
  34659. * Unregisters a function called before every frame render
  34660. * @param func defines the function to unregister
  34661. */
  34662. unregisterBeforeRender(func: () => void): void;
  34663. /**
  34664. * Registers a function to be called after every frame render
  34665. * @param func defines the function to register
  34666. */
  34667. registerAfterRender(func: () => void): void;
  34668. /**
  34669. * Unregisters a function called after every frame render
  34670. * @param func defines the function to unregister
  34671. */
  34672. unregisterAfterRender(func: () => void): void;
  34673. private _executeOnceBeforeRender;
  34674. /**
  34675. * The provided function will run before render once and will be disposed afterwards.
  34676. * A timeout delay can be provided so that the function will be executed in N ms.
  34677. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34678. * @param func The function to be executed.
  34679. * @param timeout optional delay in ms
  34680. */
  34681. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34682. /** @hidden */
  34683. _addPendingData(data: any): void;
  34684. /** @hidden */
  34685. _removePendingData(data: any): void;
  34686. /**
  34687. * Returns the number of items waiting to be loaded
  34688. * @returns the number of items waiting to be loaded
  34689. */
  34690. getWaitingItemsCount(): number;
  34691. /**
  34692. * Returns a boolean indicating if the scene is still loading data
  34693. */
  34694. readonly isLoading: boolean;
  34695. /**
  34696. * Registers a function to be executed when the scene is ready
  34697. * @param {Function} func - the function to be executed
  34698. */
  34699. executeWhenReady(func: () => void): void;
  34700. /**
  34701. * Returns a promise that resolves when the scene is ready
  34702. * @returns A promise that resolves when the scene is ready
  34703. */
  34704. whenReadyAsync(): Promise<void>;
  34705. /** @hidden */
  34706. _checkIsReady(): void;
  34707. /**
  34708. * Gets all animatable attached to the scene
  34709. */
  34710. readonly animatables: Animatable[];
  34711. /**
  34712. * Resets the last animation time frame.
  34713. * Useful to override when animations start running when loading a scene for the first time.
  34714. */
  34715. resetLastAnimationTimeFrame(): void;
  34716. /**
  34717. * Gets the current view matrix
  34718. * @returns a Matrix
  34719. */
  34720. getViewMatrix(): Matrix;
  34721. /**
  34722. * Gets the current projection matrix
  34723. * @returns a Matrix
  34724. */
  34725. getProjectionMatrix(): Matrix;
  34726. /**
  34727. * Gets the current transform matrix
  34728. * @returns a Matrix made of View * Projection
  34729. */
  34730. getTransformMatrix(): Matrix;
  34731. /**
  34732. * Sets the current transform matrix
  34733. * @param viewL defines the View matrix to use
  34734. * @param projectionL defines the Projection matrix to use
  34735. * @param viewR defines the right View matrix to use (if provided)
  34736. * @param projectionR defines the right Projection matrix to use (if provided)
  34737. */
  34738. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34739. /**
  34740. * Gets the uniform buffer used to store scene data
  34741. * @returns a UniformBuffer
  34742. */
  34743. getSceneUniformBuffer(): UniformBuffer;
  34744. /**
  34745. * Gets an unique (relatively to the current scene) Id
  34746. * @returns an unique number for the scene
  34747. */
  34748. getUniqueId(): number;
  34749. /**
  34750. * Add a mesh to the list of scene's meshes
  34751. * @param newMesh defines the mesh to add
  34752. * @param recursive if all child meshes should also be added to the scene
  34753. */
  34754. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34755. /**
  34756. * Remove a mesh for the list of scene's meshes
  34757. * @param toRemove defines the mesh to remove
  34758. * @param recursive if all child meshes should also be removed from the scene
  34759. * @returns the index where the mesh was in the mesh list
  34760. */
  34761. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34762. /**
  34763. * Add a transform node to the list of scene's transform nodes
  34764. * @param newTransformNode defines the transform node to add
  34765. */
  34766. addTransformNode(newTransformNode: TransformNode): void;
  34767. /**
  34768. * Remove a transform node for the list of scene's transform nodes
  34769. * @param toRemove defines the transform node to remove
  34770. * @returns the index where the transform node was in the transform node list
  34771. */
  34772. removeTransformNode(toRemove: TransformNode): number;
  34773. /**
  34774. * Remove a skeleton for the list of scene's skeletons
  34775. * @param toRemove defines the skeleton to remove
  34776. * @returns the index where the skeleton was in the skeleton list
  34777. */
  34778. removeSkeleton(toRemove: Skeleton): number;
  34779. /**
  34780. * Remove a morph target for the list of scene's morph targets
  34781. * @param toRemove defines the morph target to remove
  34782. * @returns the index where the morph target was in the morph target list
  34783. */
  34784. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34785. /**
  34786. * Remove a light for the list of scene's lights
  34787. * @param toRemove defines the light to remove
  34788. * @returns the index where the light was in the light list
  34789. */
  34790. removeLight(toRemove: Light): number;
  34791. /**
  34792. * Remove a camera for the list of scene's cameras
  34793. * @param toRemove defines the camera to remove
  34794. * @returns the index where the camera was in the camera list
  34795. */
  34796. removeCamera(toRemove: Camera): number;
  34797. /**
  34798. * Remove a particle system for the list of scene's particle systems
  34799. * @param toRemove defines the particle system to remove
  34800. * @returns the index where the particle system was in the particle system list
  34801. */
  34802. removeParticleSystem(toRemove: IParticleSystem): number;
  34803. /**
  34804. * Remove a animation for the list of scene's animations
  34805. * @param toRemove defines the animation to remove
  34806. * @returns the index where the animation was in the animation list
  34807. */
  34808. removeAnimation(toRemove: Animation): number;
  34809. /**
  34810. * Will stop the animation of the given target
  34811. * @param target - the target
  34812. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34813. * @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)
  34814. */
  34815. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34816. /**
  34817. * Removes the given animation group from this scene.
  34818. * @param toRemove The animation group to remove
  34819. * @returns The index of the removed animation group
  34820. */
  34821. removeAnimationGroup(toRemove: AnimationGroup): number;
  34822. /**
  34823. * Removes the given multi-material from this scene.
  34824. * @param toRemove The multi-material to remove
  34825. * @returns The index of the removed multi-material
  34826. */
  34827. removeMultiMaterial(toRemove: MultiMaterial): number;
  34828. /**
  34829. * Removes the given material from this scene.
  34830. * @param toRemove The material to remove
  34831. * @returns The index of the removed material
  34832. */
  34833. removeMaterial(toRemove: Material): number;
  34834. /**
  34835. * Removes the given action manager from this scene.
  34836. * @param toRemove The action manager to remove
  34837. * @returns The index of the removed action manager
  34838. */
  34839. removeActionManager(toRemove: AbstractActionManager): number;
  34840. /**
  34841. * Removes the given texture from this scene.
  34842. * @param toRemove The texture to remove
  34843. * @returns The index of the removed texture
  34844. */
  34845. removeTexture(toRemove: BaseTexture): number;
  34846. /**
  34847. * Adds the given light to this scene
  34848. * @param newLight The light to add
  34849. */
  34850. addLight(newLight: Light): void;
  34851. /**
  34852. * Sorts the list list based on light priorities
  34853. */
  34854. sortLightsByPriority(): void;
  34855. /**
  34856. * Adds the given camera to this scene
  34857. * @param newCamera The camera to add
  34858. */
  34859. addCamera(newCamera: Camera): void;
  34860. /**
  34861. * Adds the given skeleton to this scene
  34862. * @param newSkeleton The skeleton to add
  34863. */
  34864. addSkeleton(newSkeleton: Skeleton): void;
  34865. /**
  34866. * Adds the given particle system to this scene
  34867. * @param newParticleSystem The particle system to add
  34868. */
  34869. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34870. /**
  34871. * Adds the given animation to this scene
  34872. * @param newAnimation The animation to add
  34873. */
  34874. addAnimation(newAnimation: Animation): void;
  34875. /**
  34876. * Adds the given animation group to this scene.
  34877. * @param newAnimationGroup The animation group to add
  34878. */
  34879. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34880. /**
  34881. * Adds the given multi-material to this scene
  34882. * @param newMultiMaterial The multi-material to add
  34883. */
  34884. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34885. /**
  34886. * Adds the given material to this scene
  34887. * @param newMaterial The material to add
  34888. */
  34889. addMaterial(newMaterial: Material): void;
  34890. /**
  34891. * Adds the given morph target to this scene
  34892. * @param newMorphTargetManager The morph target to add
  34893. */
  34894. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34895. /**
  34896. * Adds the given geometry to this scene
  34897. * @param newGeometry The geometry to add
  34898. */
  34899. addGeometry(newGeometry: Geometry): void;
  34900. /**
  34901. * Adds the given action manager to this scene
  34902. * @param newActionManager The action manager to add
  34903. */
  34904. addActionManager(newActionManager: AbstractActionManager): void;
  34905. /**
  34906. * Adds the given texture to this scene.
  34907. * @param newTexture The texture to add
  34908. */
  34909. addTexture(newTexture: BaseTexture): void;
  34910. /**
  34911. * Switch active camera
  34912. * @param newCamera defines the new active camera
  34913. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34914. */
  34915. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34916. /**
  34917. * sets the active camera of the scene using its ID
  34918. * @param id defines the camera's ID
  34919. * @return the new active camera or null if none found.
  34920. */
  34921. setActiveCameraByID(id: string): Nullable<Camera>;
  34922. /**
  34923. * sets the active camera of the scene using its name
  34924. * @param name defines the camera's name
  34925. * @returns the new active camera or null if none found.
  34926. */
  34927. setActiveCameraByName(name: string): Nullable<Camera>;
  34928. /**
  34929. * get an animation group using its name
  34930. * @param name defines the material's name
  34931. * @return the animation group or null if none found.
  34932. */
  34933. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34934. /**
  34935. * Get a material using its unique id
  34936. * @param uniqueId defines the material's unique id
  34937. * @return the material or null if none found.
  34938. */
  34939. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34940. /**
  34941. * get a material using its id
  34942. * @param id defines the material's ID
  34943. * @return the material or null if none found.
  34944. */
  34945. getMaterialByID(id: string): Nullable<Material>;
  34946. /**
  34947. * Gets a the last added material using a given id
  34948. * @param id defines the material's ID
  34949. * @return the last material with the given id or null if none found.
  34950. */
  34951. getLastMaterialByID(id: string): Nullable<Material>;
  34952. /**
  34953. * Gets a material using its name
  34954. * @param name defines the material's name
  34955. * @return the material or null if none found.
  34956. */
  34957. getMaterialByName(name: string): Nullable<Material>;
  34958. /**
  34959. * Get a texture using its unique id
  34960. * @param uniqueId defines the texture's unique id
  34961. * @return the texture or null if none found.
  34962. */
  34963. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  34964. /**
  34965. * Gets a camera using its id
  34966. * @param id defines the id to look for
  34967. * @returns the camera or null if not found
  34968. */
  34969. getCameraByID(id: string): Nullable<Camera>;
  34970. /**
  34971. * Gets a camera using its unique id
  34972. * @param uniqueId defines the unique id to look for
  34973. * @returns the camera or null if not found
  34974. */
  34975. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34976. /**
  34977. * Gets a camera using its name
  34978. * @param name defines the camera's name
  34979. * @return the camera or null if none found.
  34980. */
  34981. getCameraByName(name: string): Nullable<Camera>;
  34982. /**
  34983. * Gets a bone using its id
  34984. * @param id defines the bone's id
  34985. * @return the bone or null if not found
  34986. */
  34987. getBoneByID(id: string): Nullable<Bone>;
  34988. /**
  34989. * Gets a bone using its id
  34990. * @param name defines the bone's name
  34991. * @return the bone or null if not found
  34992. */
  34993. getBoneByName(name: string): Nullable<Bone>;
  34994. /**
  34995. * Gets a light node using its name
  34996. * @param name defines the the light's name
  34997. * @return the light or null if none found.
  34998. */
  34999. getLightByName(name: string): Nullable<Light>;
  35000. /**
  35001. * Gets a light node using its id
  35002. * @param id defines the light's id
  35003. * @return the light or null if none found.
  35004. */
  35005. getLightByID(id: string): Nullable<Light>;
  35006. /**
  35007. * Gets a light node using its scene-generated unique ID
  35008. * @param uniqueId defines the light's unique id
  35009. * @return the light or null if none found.
  35010. */
  35011. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35012. /**
  35013. * Gets a particle system by id
  35014. * @param id defines the particle system id
  35015. * @return the corresponding system or null if none found
  35016. */
  35017. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35018. /**
  35019. * Gets a geometry using its ID
  35020. * @param id defines the geometry's id
  35021. * @return the geometry or null if none found.
  35022. */
  35023. getGeometryByID(id: string): Nullable<Geometry>;
  35024. private _getGeometryByUniqueID;
  35025. /**
  35026. * Add a new geometry to this scene
  35027. * @param geometry defines the geometry to be added to the scene.
  35028. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35029. * @return a boolean defining if the geometry was added or not
  35030. */
  35031. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35032. /**
  35033. * Removes an existing geometry
  35034. * @param geometry defines the geometry to be removed from the scene
  35035. * @return a boolean defining if the geometry was removed or not
  35036. */
  35037. removeGeometry(geometry: Geometry): boolean;
  35038. /**
  35039. * Gets the list of geometries attached to the scene
  35040. * @returns an array of Geometry
  35041. */
  35042. getGeometries(): Geometry[];
  35043. /**
  35044. * Gets the first added mesh found of a given ID
  35045. * @param id defines the id to search for
  35046. * @return the mesh found or null if not found at all
  35047. */
  35048. getMeshByID(id: string): Nullable<AbstractMesh>;
  35049. /**
  35050. * Gets a list of meshes using their id
  35051. * @param id defines the id to search for
  35052. * @returns a list of meshes
  35053. */
  35054. getMeshesByID(id: string): Array<AbstractMesh>;
  35055. /**
  35056. * Gets the first added transform node found of a given ID
  35057. * @param id defines the id to search for
  35058. * @return the found transform node or null if not found at all.
  35059. */
  35060. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35061. /**
  35062. * Gets a transform node with its auto-generated unique id
  35063. * @param uniqueId efines the unique id to search for
  35064. * @return the found transform node or null if not found at all.
  35065. */
  35066. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35067. /**
  35068. * Gets a list of transform nodes using their id
  35069. * @param id defines the id to search for
  35070. * @returns a list of transform nodes
  35071. */
  35072. getTransformNodesByID(id: string): Array<TransformNode>;
  35073. /**
  35074. * Gets a mesh with its auto-generated unique id
  35075. * @param uniqueId defines the unique id to search for
  35076. * @return the found mesh or null if not found at all.
  35077. */
  35078. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35079. /**
  35080. * Gets a the last added mesh using a given id
  35081. * @param id defines the id to search for
  35082. * @return the found mesh or null if not found at all.
  35083. */
  35084. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35085. /**
  35086. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35087. * @param id defines the id to search for
  35088. * @return the found node or null if not found at all
  35089. */
  35090. getLastEntryByID(id: string): Nullable<Node>;
  35091. /**
  35092. * Gets a node (Mesh, Camera, Light) using a given id
  35093. * @param id defines the id to search for
  35094. * @return the found node or null if not found at all
  35095. */
  35096. getNodeByID(id: string): Nullable<Node>;
  35097. /**
  35098. * Gets a node (Mesh, Camera, Light) using a given name
  35099. * @param name defines the name to search for
  35100. * @return the found node or null if not found at all.
  35101. */
  35102. getNodeByName(name: string): Nullable<Node>;
  35103. /**
  35104. * Gets a mesh using a given name
  35105. * @param name defines the name to search for
  35106. * @return the found mesh or null if not found at all.
  35107. */
  35108. getMeshByName(name: string): Nullable<AbstractMesh>;
  35109. /**
  35110. * Gets a transform node using a given name
  35111. * @param name defines the name to search for
  35112. * @return the found transform node or null if not found at all.
  35113. */
  35114. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35115. /**
  35116. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35117. * @param id defines the id to search for
  35118. * @return the found skeleton or null if not found at all.
  35119. */
  35120. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35121. /**
  35122. * Gets a skeleton using a given auto generated unique id
  35123. * @param uniqueId defines the unique id to search for
  35124. * @return the found skeleton or null if not found at all.
  35125. */
  35126. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35127. /**
  35128. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35129. * @param id defines the id to search for
  35130. * @return the found skeleton or null if not found at all.
  35131. */
  35132. getSkeletonById(id: string): Nullable<Skeleton>;
  35133. /**
  35134. * Gets a skeleton using a given name
  35135. * @param name defines the name to search for
  35136. * @return the found skeleton or null if not found at all.
  35137. */
  35138. getSkeletonByName(name: string): Nullable<Skeleton>;
  35139. /**
  35140. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35141. * @param id defines the id to search for
  35142. * @return the found morph target manager or null if not found at all.
  35143. */
  35144. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35145. /**
  35146. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35147. * @param id defines the id to search for
  35148. * @return the found morph target or null if not found at all.
  35149. */
  35150. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35151. /**
  35152. * Gets a boolean indicating if the given mesh is active
  35153. * @param mesh defines the mesh to look for
  35154. * @returns true if the mesh is in the active list
  35155. */
  35156. isActiveMesh(mesh: AbstractMesh): boolean;
  35157. /**
  35158. * Return a unique id as a string which can serve as an identifier for the scene
  35159. */
  35160. readonly uid: string;
  35161. /**
  35162. * Add an externaly attached data from its key.
  35163. * This method call will fail and return false, if such key already exists.
  35164. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35165. * @param key the unique key that identifies the data
  35166. * @param data the data object to associate to the key for this Engine instance
  35167. * @return true if no such key were already present and the data was added successfully, false otherwise
  35168. */
  35169. addExternalData<T>(key: string, data: T): boolean;
  35170. /**
  35171. * Get an externaly attached data from its key
  35172. * @param key the unique key that identifies the data
  35173. * @return the associated data, if present (can be null), or undefined if not present
  35174. */
  35175. getExternalData<T>(key: string): Nullable<T>;
  35176. /**
  35177. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35178. * @param key the unique key that identifies the data
  35179. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35180. * @return the associated data, can be null if the factory returned null.
  35181. */
  35182. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35183. /**
  35184. * Remove an externaly attached data from the Engine instance
  35185. * @param key the unique key that identifies the data
  35186. * @return true if the data was successfully removed, false if it doesn't exist
  35187. */
  35188. removeExternalData(key: string): boolean;
  35189. private _evaluateSubMesh;
  35190. /**
  35191. * Clear the processed materials smart array preventing retention point in material dispose.
  35192. */
  35193. freeProcessedMaterials(): void;
  35194. private _preventFreeActiveMeshesAndRenderingGroups;
  35195. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35196. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35197. * when disposing several meshes in a row or a hierarchy of meshes.
  35198. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35199. */
  35200. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35201. /**
  35202. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35203. */
  35204. freeActiveMeshes(): void;
  35205. /**
  35206. * Clear the info related to rendering groups preventing retention points during dispose.
  35207. */
  35208. freeRenderingGroups(): void;
  35209. /** @hidden */
  35210. _isInIntermediateRendering(): boolean;
  35211. /**
  35212. * Lambda returning the list of potentially active meshes.
  35213. */
  35214. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35215. /**
  35216. * Lambda returning the list of potentially active sub meshes.
  35217. */
  35218. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35219. /**
  35220. * Lambda returning the list of potentially intersecting sub meshes.
  35221. */
  35222. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35223. /**
  35224. * Lambda returning the list of potentially colliding sub meshes.
  35225. */
  35226. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35227. private _activeMeshesFrozen;
  35228. /**
  35229. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35230. * @returns the current scene
  35231. */
  35232. freezeActiveMeshes(): Scene;
  35233. /**
  35234. * Use this function to restart evaluating active meshes on every frame
  35235. * @returns the current scene
  35236. */
  35237. unfreezeActiveMeshes(): Scene;
  35238. private _evaluateActiveMeshes;
  35239. private _activeMesh;
  35240. /**
  35241. * Update the transform matrix to update from the current active camera
  35242. * @param force defines a boolean used to force the update even if cache is up to date
  35243. */
  35244. updateTransformMatrix(force?: boolean): void;
  35245. private _bindFrameBuffer;
  35246. /** @hidden */
  35247. _allowPostProcessClearColor: boolean;
  35248. /** @hidden */
  35249. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35250. private _processSubCameras;
  35251. private _checkIntersections;
  35252. /** @hidden */
  35253. _advancePhysicsEngineStep(step: number): void;
  35254. /**
  35255. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35256. */
  35257. getDeterministicFrameTime: () => number;
  35258. /** @hidden */
  35259. _animate(): void;
  35260. /** Execute all animations (for a frame) */
  35261. animate(): void;
  35262. /**
  35263. * Render the scene
  35264. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35265. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35266. */
  35267. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35268. /**
  35269. * Freeze all materials
  35270. * A frozen material will not be updatable but should be faster to render
  35271. */
  35272. freezeMaterials(): void;
  35273. /**
  35274. * Unfreeze all materials
  35275. * A frozen material will not be updatable but should be faster to render
  35276. */
  35277. unfreezeMaterials(): void;
  35278. /**
  35279. * Releases all held ressources
  35280. */
  35281. dispose(): void;
  35282. /**
  35283. * Gets if the scene is already disposed
  35284. */
  35285. readonly isDisposed: boolean;
  35286. /**
  35287. * Call this function to reduce memory footprint of the scene.
  35288. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35289. */
  35290. clearCachedVertexData(): void;
  35291. /**
  35292. * This function will remove the local cached buffer data from texture.
  35293. * It will save memory but will prevent the texture from being rebuilt
  35294. */
  35295. cleanCachedTextureBuffer(): void;
  35296. /**
  35297. * Get the world extend vectors with an optional filter
  35298. *
  35299. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35300. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35301. */
  35302. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35303. min: Vector3;
  35304. max: Vector3;
  35305. };
  35306. /**
  35307. * Creates a ray that can be used to pick in the scene
  35308. * @param x defines the x coordinate of the origin (on-screen)
  35309. * @param y defines the y coordinate of the origin (on-screen)
  35310. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35311. * @param camera defines the camera to use for the picking
  35312. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35313. * @returns a Ray
  35314. */
  35315. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35316. /**
  35317. * Creates a ray that can be used to pick in the scene
  35318. * @param x defines the x coordinate of the origin (on-screen)
  35319. * @param y defines the y coordinate of the origin (on-screen)
  35320. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35321. * @param result defines the ray where to store the picking ray
  35322. * @param camera defines the camera to use for the picking
  35323. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35324. * @returns the current scene
  35325. */
  35326. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35327. /**
  35328. * Creates a ray that can be used to pick in the scene
  35329. * @param x defines the x coordinate of the origin (on-screen)
  35330. * @param y defines the y coordinate of the origin (on-screen)
  35331. * @param camera defines the camera to use for the picking
  35332. * @returns a Ray
  35333. */
  35334. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35335. /**
  35336. * Creates a ray that can be used to pick in the scene
  35337. * @param x defines the x coordinate of the origin (on-screen)
  35338. * @param y defines the y coordinate of the origin (on-screen)
  35339. * @param result defines the ray where to store the picking ray
  35340. * @param camera defines the camera to use for the picking
  35341. * @returns the current scene
  35342. */
  35343. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35344. /** Launch a ray to try to pick a mesh in the scene
  35345. * @param x position on screen
  35346. * @param y position on screen
  35347. * @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
  35348. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35349. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35350. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35351. * @returns a PickingInfo
  35352. */
  35353. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35354. /** Use the given ray to pick a mesh in the scene
  35355. * @param ray The ray to use to pick meshes
  35356. * @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
  35357. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35358. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35359. * @returns a PickingInfo
  35360. */
  35361. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35362. /**
  35363. * Launch a ray to try to pick a mesh in the scene
  35364. * @param x X position on screen
  35365. * @param y Y position on screen
  35366. * @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
  35367. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35368. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35369. * @returns an array of PickingInfo
  35370. */
  35371. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35372. /**
  35373. * Launch a ray to try to pick a mesh in the scene
  35374. * @param ray Ray to use
  35375. * @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
  35376. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35377. * @returns an array of PickingInfo
  35378. */
  35379. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35380. /**
  35381. * Force the value of meshUnderPointer
  35382. * @param mesh defines the mesh to use
  35383. */
  35384. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35385. /**
  35386. * Gets the mesh under the pointer
  35387. * @returns a Mesh or null if no mesh is under the pointer
  35388. */
  35389. getPointerOverMesh(): Nullable<AbstractMesh>;
  35390. /** @hidden */
  35391. _rebuildGeometries(): void;
  35392. /** @hidden */
  35393. _rebuildTextures(): void;
  35394. private _getByTags;
  35395. /**
  35396. * Get a list of meshes by tags
  35397. * @param tagsQuery defines the tags query to use
  35398. * @param forEach defines a predicate used to filter results
  35399. * @returns an array of Mesh
  35400. */
  35401. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35402. /**
  35403. * Get a list of cameras by tags
  35404. * @param tagsQuery defines the tags query to use
  35405. * @param forEach defines a predicate used to filter results
  35406. * @returns an array of Camera
  35407. */
  35408. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35409. /**
  35410. * Get a list of lights by tags
  35411. * @param tagsQuery defines the tags query to use
  35412. * @param forEach defines a predicate used to filter results
  35413. * @returns an array of Light
  35414. */
  35415. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35416. /**
  35417. * Get a list of materials by tags
  35418. * @param tagsQuery defines the tags query to use
  35419. * @param forEach defines a predicate used to filter results
  35420. * @returns an array of Material
  35421. */
  35422. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35423. /**
  35424. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35425. * This allowed control for front to back rendering or reversly depending of the special needs.
  35426. *
  35427. * @param renderingGroupId The rendering group id corresponding to its index
  35428. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35429. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35430. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35431. */
  35432. 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;
  35433. /**
  35434. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35435. *
  35436. * @param renderingGroupId The rendering group id corresponding to its index
  35437. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35438. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35439. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35440. */
  35441. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35442. /**
  35443. * Gets the current auto clear configuration for one rendering group of the rendering
  35444. * manager.
  35445. * @param index the rendering group index to get the information for
  35446. * @returns The auto clear setup for the requested rendering group
  35447. */
  35448. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35449. private _blockMaterialDirtyMechanism;
  35450. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35451. blockMaterialDirtyMechanism: boolean;
  35452. /**
  35453. * Will flag all materials as dirty to trigger new shader compilation
  35454. * @param flag defines the flag used to specify which material part must be marked as dirty
  35455. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35456. */
  35457. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35458. /** @hidden */
  35459. _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;
  35460. /** @hidden */
  35461. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35462. }
  35463. }
  35464. declare module "babylonjs/assetContainer" {
  35465. import { AbstractScene } from "babylonjs/abstractScene";
  35466. import { Scene } from "babylonjs/scene";
  35467. import { Mesh } from "babylonjs/Meshes/mesh";
  35468. /**
  35469. * Set of assets to keep when moving a scene into an asset container.
  35470. */
  35471. export class KeepAssets extends AbstractScene {
  35472. }
  35473. /**
  35474. * Container with a set of assets that can be added or removed from a scene.
  35475. */
  35476. export class AssetContainer extends AbstractScene {
  35477. /**
  35478. * The scene the AssetContainer belongs to.
  35479. */
  35480. scene: Scene;
  35481. /**
  35482. * Instantiates an AssetContainer.
  35483. * @param scene The scene the AssetContainer belongs to.
  35484. */
  35485. constructor(scene: Scene);
  35486. /**
  35487. * Adds all the assets from the container to the scene.
  35488. */
  35489. addAllToScene(): void;
  35490. /**
  35491. * Removes all the assets in the container from the scene
  35492. */
  35493. removeAllFromScene(): void;
  35494. /**
  35495. * Disposes all the assets in the container
  35496. */
  35497. dispose(): void;
  35498. private _moveAssets;
  35499. /**
  35500. * Removes all the assets contained in the scene and adds them to the container.
  35501. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35502. */
  35503. moveAllFromScene(keepAssets?: KeepAssets): void;
  35504. /**
  35505. * 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.
  35506. * @returns the root mesh
  35507. */
  35508. createRootMesh(): Mesh;
  35509. }
  35510. }
  35511. declare module "babylonjs/abstractScene" {
  35512. import { Scene } from "babylonjs/scene";
  35513. import { Nullable } from "babylonjs/types";
  35514. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35515. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35516. import { Geometry } from "babylonjs/Meshes/geometry";
  35517. import { Skeleton } from "babylonjs/Bones/skeleton";
  35518. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35519. import { AssetContainer } from "babylonjs/assetContainer";
  35520. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35521. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35522. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35523. import { Material } from "babylonjs/Materials/material";
  35524. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35525. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35526. import { Camera } from "babylonjs/Cameras/camera";
  35527. import { Light } from "babylonjs/Lights/light";
  35528. import { Node } from "babylonjs/node";
  35529. import { Animation } from "babylonjs/Animations/animation";
  35530. /**
  35531. * Defines how the parser contract is defined.
  35532. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35533. */
  35534. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35535. /**
  35536. * Defines how the individual parser contract is defined.
  35537. * These parser can parse an individual asset
  35538. */
  35539. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35540. /**
  35541. * Base class of the scene acting as a container for the different elements composing a scene.
  35542. * This class is dynamically extended by the different components of the scene increasing
  35543. * flexibility and reducing coupling
  35544. */
  35545. export abstract class AbstractScene {
  35546. /**
  35547. * Stores the list of available parsers in the application.
  35548. */
  35549. private static _BabylonFileParsers;
  35550. /**
  35551. * Stores the list of available individual parsers in the application.
  35552. */
  35553. private static _IndividualBabylonFileParsers;
  35554. /**
  35555. * Adds a parser in the list of available ones
  35556. * @param name Defines the name of the parser
  35557. * @param parser Defines the parser to add
  35558. */
  35559. static AddParser(name: string, parser: BabylonFileParser): void;
  35560. /**
  35561. * Gets a general parser from the list of avaialble ones
  35562. * @param name Defines the name of the parser
  35563. * @returns the requested parser or null
  35564. */
  35565. static GetParser(name: string): Nullable<BabylonFileParser>;
  35566. /**
  35567. * Adds n individual parser in the list of available ones
  35568. * @param name Defines the name of the parser
  35569. * @param parser Defines the parser to add
  35570. */
  35571. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35572. /**
  35573. * Gets an individual parser from the list of avaialble ones
  35574. * @param name Defines the name of the parser
  35575. * @returns the requested parser or null
  35576. */
  35577. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35578. /**
  35579. * Parser json data and populate both a scene and its associated container object
  35580. * @param jsonData Defines the data to parse
  35581. * @param scene Defines the scene to parse the data for
  35582. * @param container Defines the container attached to the parsing sequence
  35583. * @param rootUrl Defines the root url of the data
  35584. */
  35585. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35586. /**
  35587. * Gets the list of root nodes (ie. nodes with no parent)
  35588. */
  35589. rootNodes: Node[];
  35590. /** All of the cameras added to this scene
  35591. * @see http://doc.babylonjs.com/babylon101/cameras
  35592. */
  35593. cameras: Camera[];
  35594. /**
  35595. * All of the lights added to this scene
  35596. * @see http://doc.babylonjs.com/babylon101/lights
  35597. */
  35598. lights: Light[];
  35599. /**
  35600. * All of the (abstract) meshes added to this scene
  35601. */
  35602. meshes: AbstractMesh[];
  35603. /**
  35604. * The list of skeletons added to the scene
  35605. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35606. */
  35607. skeletons: Skeleton[];
  35608. /**
  35609. * All of the particle systems added to this scene
  35610. * @see http://doc.babylonjs.com/babylon101/particles
  35611. */
  35612. particleSystems: IParticleSystem[];
  35613. /**
  35614. * Gets a list of Animations associated with the scene
  35615. */
  35616. animations: Animation[];
  35617. /**
  35618. * All of the animation groups added to this scene
  35619. * @see http://doc.babylonjs.com/how_to/group
  35620. */
  35621. animationGroups: AnimationGroup[];
  35622. /**
  35623. * All of the multi-materials added to this scene
  35624. * @see http://doc.babylonjs.com/how_to/multi_materials
  35625. */
  35626. multiMaterials: MultiMaterial[];
  35627. /**
  35628. * All of the materials added to this scene
  35629. * In the context of a Scene, it is not supposed to be modified manually.
  35630. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35631. * Note also that the order of the Material wihin the array is not significant and might change.
  35632. * @see http://doc.babylonjs.com/babylon101/materials
  35633. */
  35634. materials: Material[];
  35635. /**
  35636. * The list of morph target managers added to the scene
  35637. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35638. */
  35639. morphTargetManagers: MorphTargetManager[];
  35640. /**
  35641. * The list of geometries used in the scene.
  35642. */
  35643. geometries: Geometry[];
  35644. /**
  35645. * All of the tranform nodes added to this scene
  35646. * In the context of a Scene, it is not supposed to be modified manually.
  35647. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35648. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35649. * @see http://doc.babylonjs.com/how_to/transformnode
  35650. */
  35651. transformNodes: TransformNode[];
  35652. /**
  35653. * ActionManagers available on the scene.
  35654. */
  35655. actionManagers: AbstractActionManager[];
  35656. /**
  35657. * Textures to keep.
  35658. */
  35659. textures: BaseTexture[];
  35660. /**
  35661. * Environment texture for the scene
  35662. */
  35663. environmentTexture: Nullable<BaseTexture>;
  35664. }
  35665. }
  35666. declare module "babylonjs/Audio/sound" {
  35667. import { Observable } from "babylonjs/Misc/observable";
  35668. import { Vector3 } from "babylonjs/Maths/math.vector";
  35669. import { Nullable } from "babylonjs/types";
  35670. import { Scene } from "babylonjs/scene";
  35671. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35672. /**
  35673. * Interface used to define options for Sound class
  35674. */
  35675. export interface ISoundOptions {
  35676. /**
  35677. * Does the sound autoplay once loaded.
  35678. */
  35679. autoplay?: boolean;
  35680. /**
  35681. * Does the sound loop after it finishes playing once.
  35682. */
  35683. loop?: boolean;
  35684. /**
  35685. * Sound's volume
  35686. */
  35687. volume?: number;
  35688. /**
  35689. * Is it a spatial sound?
  35690. */
  35691. spatialSound?: boolean;
  35692. /**
  35693. * Maximum distance to hear that sound
  35694. */
  35695. maxDistance?: number;
  35696. /**
  35697. * Uses user defined attenuation function
  35698. */
  35699. useCustomAttenuation?: boolean;
  35700. /**
  35701. * Define the roll off factor of spatial sounds.
  35702. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35703. */
  35704. rolloffFactor?: number;
  35705. /**
  35706. * Define the reference distance the sound should be heard perfectly.
  35707. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35708. */
  35709. refDistance?: number;
  35710. /**
  35711. * Define the distance attenuation model the sound will follow.
  35712. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35713. */
  35714. distanceModel?: string;
  35715. /**
  35716. * Defines the playback speed (1 by default)
  35717. */
  35718. playbackRate?: number;
  35719. /**
  35720. * Defines if the sound is from a streaming source
  35721. */
  35722. streaming?: boolean;
  35723. /**
  35724. * Defines an optional length (in seconds) inside the sound file
  35725. */
  35726. length?: number;
  35727. /**
  35728. * Defines an optional offset (in seconds) inside the sound file
  35729. */
  35730. offset?: number;
  35731. /**
  35732. * If true, URLs will not be required to state the audio file codec to use.
  35733. */
  35734. skipCodecCheck?: boolean;
  35735. }
  35736. /**
  35737. * Defines a sound that can be played in the application.
  35738. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35739. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35740. */
  35741. export class Sound {
  35742. /**
  35743. * The name of the sound in the scene.
  35744. */
  35745. name: string;
  35746. /**
  35747. * Does the sound autoplay once loaded.
  35748. */
  35749. autoplay: boolean;
  35750. /**
  35751. * Does the sound loop after it finishes playing once.
  35752. */
  35753. loop: boolean;
  35754. /**
  35755. * Does the sound use a custom attenuation curve to simulate the falloff
  35756. * happening when the source gets further away from the camera.
  35757. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35758. */
  35759. useCustomAttenuation: boolean;
  35760. /**
  35761. * The sound track id this sound belongs to.
  35762. */
  35763. soundTrackId: number;
  35764. /**
  35765. * Is this sound currently played.
  35766. */
  35767. isPlaying: boolean;
  35768. /**
  35769. * Is this sound currently paused.
  35770. */
  35771. isPaused: boolean;
  35772. /**
  35773. * Does this sound enables spatial sound.
  35774. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35775. */
  35776. spatialSound: boolean;
  35777. /**
  35778. * Define the reference distance the sound should be heard perfectly.
  35779. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35780. */
  35781. refDistance: number;
  35782. /**
  35783. * Define the roll off factor of spatial sounds.
  35784. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35785. */
  35786. rolloffFactor: number;
  35787. /**
  35788. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35789. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35790. */
  35791. maxDistance: number;
  35792. /**
  35793. * Define the distance attenuation model the sound will follow.
  35794. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35795. */
  35796. distanceModel: string;
  35797. /**
  35798. * @hidden
  35799. * Back Compat
  35800. **/
  35801. onended: () => any;
  35802. /**
  35803. * Observable event when the current playing sound finishes.
  35804. */
  35805. onEndedObservable: Observable<Sound>;
  35806. private _panningModel;
  35807. private _playbackRate;
  35808. private _streaming;
  35809. private _startTime;
  35810. private _startOffset;
  35811. private _position;
  35812. /** @hidden */
  35813. _positionInEmitterSpace: boolean;
  35814. private _localDirection;
  35815. private _volume;
  35816. private _isReadyToPlay;
  35817. private _isDirectional;
  35818. private _readyToPlayCallback;
  35819. private _audioBuffer;
  35820. private _soundSource;
  35821. private _streamingSource;
  35822. private _soundPanner;
  35823. private _soundGain;
  35824. private _inputAudioNode;
  35825. private _outputAudioNode;
  35826. private _coneInnerAngle;
  35827. private _coneOuterAngle;
  35828. private _coneOuterGain;
  35829. private _scene;
  35830. private _connectedTransformNode;
  35831. private _customAttenuationFunction;
  35832. private _registerFunc;
  35833. private _isOutputConnected;
  35834. private _htmlAudioElement;
  35835. private _urlType;
  35836. private _length?;
  35837. private _offset?;
  35838. /** @hidden */
  35839. static _SceneComponentInitialization: (scene: Scene) => void;
  35840. /**
  35841. * Create a sound and attach it to a scene
  35842. * @param name Name of your sound
  35843. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35844. * @param scene defines the scene the sound belongs to
  35845. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35846. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35847. */
  35848. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35849. /**
  35850. * Release the sound and its associated resources
  35851. */
  35852. dispose(): void;
  35853. /**
  35854. * Gets if the sounds is ready to be played or not.
  35855. * @returns true if ready, otherwise false
  35856. */
  35857. isReady(): boolean;
  35858. private _soundLoaded;
  35859. /**
  35860. * Sets the data of the sound from an audiobuffer
  35861. * @param audioBuffer The audioBuffer containing the data
  35862. */
  35863. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35864. /**
  35865. * Updates the current sounds options such as maxdistance, loop...
  35866. * @param options A JSON object containing values named as the object properties
  35867. */
  35868. updateOptions(options: ISoundOptions): void;
  35869. private _createSpatialParameters;
  35870. private _updateSpatialParameters;
  35871. /**
  35872. * Switch the panning model to HRTF:
  35873. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35874. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35875. */
  35876. switchPanningModelToHRTF(): void;
  35877. /**
  35878. * Switch the panning model to Equal Power:
  35879. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35880. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35881. */
  35882. switchPanningModelToEqualPower(): void;
  35883. private _switchPanningModel;
  35884. /**
  35885. * Connect this sound to a sound track audio node like gain...
  35886. * @param soundTrackAudioNode the sound track audio node to connect to
  35887. */
  35888. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35889. /**
  35890. * Transform this sound into a directional source
  35891. * @param coneInnerAngle Size of the inner cone in degree
  35892. * @param coneOuterAngle Size of the outer cone in degree
  35893. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35894. */
  35895. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35896. /**
  35897. * Gets or sets the inner angle for the directional cone.
  35898. */
  35899. /**
  35900. * Gets or sets the inner angle for the directional cone.
  35901. */
  35902. directionalConeInnerAngle: number;
  35903. /**
  35904. * Gets or sets the outer angle for the directional cone.
  35905. */
  35906. /**
  35907. * Gets or sets the outer angle for the directional cone.
  35908. */
  35909. directionalConeOuterAngle: number;
  35910. /**
  35911. * Sets the position of the emitter if spatial sound is enabled
  35912. * @param newPosition Defines the new posisiton
  35913. */
  35914. setPosition(newPosition: Vector3): void;
  35915. /**
  35916. * Sets the local direction of the emitter if spatial sound is enabled
  35917. * @param newLocalDirection Defines the new local direction
  35918. */
  35919. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35920. private _updateDirection;
  35921. /** @hidden */
  35922. updateDistanceFromListener(): void;
  35923. /**
  35924. * Sets a new custom attenuation function for the sound.
  35925. * @param callback Defines the function used for the attenuation
  35926. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35927. */
  35928. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35929. /**
  35930. * Play the sound
  35931. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35932. * @param offset (optional) Start the sound at a specific time in seconds
  35933. * @param length (optional) Sound duration (in seconds)
  35934. */
  35935. play(time?: number, offset?: number, length?: number): void;
  35936. private _onended;
  35937. /**
  35938. * Stop the sound
  35939. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35940. */
  35941. stop(time?: number): void;
  35942. /**
  35943. * Put the sound in pause
  35944. */
  35945. pause(): void;
  35946. /**
  35947. * Sets a dedicated volume for this sounds
  35948. * @param newVolume Define the new volume of the sound
  35949. * @param time Define time for gradual change to new volume
  35950. */
  35951. setVolume(newVolume: number, time?: number): void;
  35952. /**
  35953. * Set the sound play back rate
  35954. * @param newPlaybackRate Define the playback rate the sound should be played at
  35955. */
  35956. setPlaybackRate(newPlaybackRate: number): void;
  35957. /**
  35958. * Gets the volume of the sound.
  35959. * @returns the volume of the sound
  35960. */
  35961. getVolume(): number;
  35962. /**
  35963. * Attach the sound to a dedicated mesh
  35964. * @param transformNode The transform node to connect the sound with
  35965. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35966. */
  35967. attachToMesh(transformNode: TransformNode): void;
  35968. /**
  35969. * Detach the sound from the previously attached mesh
  35970. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35971. */
  35972. detachFromMesh(): void;
  35973. private _onRegisterAfterWorldMatrixUpdate;
  35974. /**
  35975. * Clone the current sound in the scene.
  35976. * @returns the new sound clone
  35977. */
  35978. clone(): Nullable<Sound>;
  35979. /**
  35980. * Gets the current underlying audio buffer containing the data
  35981. * @returns the audio buffer
  35982. */
  35983. getAudioBuffer(): Nullable<AudioBuffer>;
  35984. /**
  35985. * Serializes the Sound in a JSON representation
  35986. * @returns the JSON representation of the sound
  35987. */
  35988. serialize(): any;
  35989. /**
  35990. * Parse a JSON representation of a sound to innstantiate in a given scene
  35991. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  35992. * @param scene Define the scene the new parsed sound should be created in
  35993. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  35994. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  35995. * @returns the newly parsed sound
  35996. */
  35997. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  35998. }
  35999. }
  36000. declare module "babylonjs/Actions/directAudioActions" {
  36001. import { Action } from "babylonjs/Actions/action";
  36002. import { Condition } from "babylonjs/Actions/condition";
  36003. import { Sound } from "babylonjs/Audio/sound";
  36004. /**
  36005. * This defines an action helpful to play a defined sound on a triggered action.
  36006. */
  36007. export class PlaySoundAction extends Action {
  36008. private _sound;
  36009. /**
  36010. * Instantiate the action
  36011. * @param triggerOptions defines the trigger options
  36012. * @param sound defines the sound to play
  36013. * @param condition defines the trigger related conditions
  36014. */
  36015. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36016. /** @hidden */
  36017. _prepare(): void;
  36018. /**
  36019. * Execute the action and play the sound.
  36020. */
  36021. execute(): void;
  36022. /**
  36023. * Serializes the actions and its related information.
  36024. * @param parent defines the object to serialize in
  36025. * @returns the serialized object
  36026. */
  36027. serialize(parent: any): any;
  36028. }
  36029. /**
  36030. * This defines an action helpful to stop a defined sound on a triggered action.
  36031. */
  36032. export class StopSoundAction extends Action {
  36033. private _sound;
  36034. /**
  36035. * Instantiate the action
  36036. * @param triggerOptions defines the trigger options
  36037. * @param sound defines the sound to stop
  36038. * @param condition defines the trigger related conditions
  36039. */
  36040. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36041. /** @hidden */
  36042. _prepare(): void;
  36043. /**
  36044. * Execute the action and stop the sound.
  36045. */
  36046. execute(): void;
  36047. /**
  36048. * Serializes the actions and its related information.
  36049. * @param parent defines the object to serialize in
  36050. * @returns the serialized object
  36051. */
  36052. serialize(parent: any): any;
  36053. }
  36054. }
  36055. declare module "babylonjs/Actions/interpolateValueAction" {
  36056. import { Action } from "babylonjs/Actions/action";
  36057. import { Condition } from "babylonjs/Actions/condition";
  36058. import { Observable } from "babylonjs/Misc/observable";
  36059. /**
  36060. * This defines an action responsible to change the value of a property
  36061. * by interpolating between its current value and the newly set one once triggered.
  36062. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36063. */
  36064. export class InterpolateValueAction extends Action {
  36065. /**
  36066. * Defines the path of the property where the value should be interpolated
  36067. */
  36068. propertyPath: string;
  36069. /**
  36070. * Defines the target value at the end of the interpolation.
  36071. */
  36072. value: any;
  36073. /**
  36074. * Defines the time it will take for the property to interpolate to the value.
  36075. */
  36076. duration: number;
  36077. /**
  36078. * Defines if the other scene animations should be stopped when the action has been triggered
  36079. */
  36080. stopOtherAnimations?: boolean;
  36081. /**
  36082. * Defines a callback raised once the interpolation animation has been done.
  36083. */
  36084. onInterpolationDone?: () => void;
  36085. /**
  36086. * Observable triggered once the interpolation animation has been done.
  36087. */
  36088. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36089. private _target;
  36090. private _effectiveTarget;
  36091. private _property;
  36092. /**
  36093. * Instantiate the action
  36094. * @param triggerOptions defines the trigger options
  36095. * @param target defines the object containing the value to interpolate
  36096. * @param propertyPath defines the path to the property in the target object
  36097. * @param value defines the target value at the end of the interpolation
  36098. * @param duration deines the time it will take for the property to interpolate to the value.
  36099. * @param condition defines the trigger related conditions
  36100. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36101. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36102. */
  36103. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36104. /** @hidden */
  36105. _prepare(): void;
  36106. /**
  36107. * Execute the action starts the value interpolation.
  36108. */
  36109. execute(): void;
  36110. /**
  36111. * Serializes the actions and its related information.
  36112. * @param parent defines the object to serialize in
  36113. * @returns the serialized object
  36114. */
  36115. serialize(parent: any): any;
  36116. }
  36117. }
  36118. declare module "babylonjs/Actions/index" {
  36119. export * from "babylonjs/Actions/abstractActionManager";
  36120. export * from "babylonjs/Actions/action";
  36121. export * from "babylonjs/Actions/actionEvent";
  36122. export * from "babylonjs/Actions/actionManager";
  36123. export * from "babylonjs/Actions/condition";
  36124. export * from "babylonjs/Actions/directActions";
  36125. export * from "babylonjs/Actions/directAudioActions";
  36126. export * from "babylonjs/Actions/interpolateValueAction";
  36127. }
  36128. declare module "babylonjs/Animations/index" {
  36129. export * from "babylonjs/Animations/animatable";
  36130. export * from "babylonjs/Animations/animation";
  36131. export * from "babylonjs/Animations/animationGroup";
  36132. export * from "babylonjs/Animations/animationPropertiesOverride";
  36133. export * from "babylonjs/Animations/easing";
  36134. export * from "babylonjs/Animations/runtimeAnimation";
  36135. export * from "babylonjs/Animations/animationEvent";
  36136. export * from "babylonjs/Animations/animationGroup";
  36137. export * from "babylonjs/Animations/animationKey";
  36138. export * from "babylonjs/Animations/animationRange";
  36139. export * from "babylonjs/Animations/animatable.interface";
  36140. }
  36141. declare module "babylonjs/Audio/soundTrack" {
  36142. import { Sound } from "babylonjs/Audio/sound";
  36143. import { Analyser } from "babylonjs/Audio/analyser";
  36144. import { Scene } from "babylonjs/scene";
  36145. /**
  36146. * Options allowed during the creation of a sound track.
  36147. */
  36148. export interface ISoundTrackOptions {
  36149. /**
  36150. * The volume the sound track should take during creation
  36151. */
  36152. volume?: number;
  36153. /**
  36154. * Define if the sound track is the main sound track of the scene
  36155. */
  36156. mainTrack?: boolean;
  36157. }
  36158. /**
  36159. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36160. * It will be also used in a future release to apply effects on a specific track.
  36161. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36162. */
  36163. export class SoundTrack {
  36164. /**
  36165. * The unique identifier of the sound track in the scene.
  36166. */
  36167. id: number;
  36168. /**
  36169. * The list of sounds included in the sound track.
  36170. */
  36171. soundCollection: Array<Sound>;
  36172. private _outputAudioNode;
  36173. private _scene;
  36174. private _isMainTrack;
  36175. private _connectedAnalyser;
  36176. private _options;
  36177. private _isInitialized;
  36178. /**
  36179. * Creates a new sound track.
  36180. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36181. * @param scene Define the scene the sound track belongs to
  36182. * @param options
  36183. */
  36184. constructor(scene: Scene, options?: ISoundTrackOptions);
  36185. private _initializeSoundTrackAudioGraph;
  36186. /**
  36187. * Release the sound track and its associated resources
  36188. */
  36189. dispose(): void;
  36190. /**
  36191. * Adds a sound to this sound track
  36192. * @param sound define the cound to add
  36193. * @ignoreNaming
  36194. */
  36195. AddSound(sound: Sound): void;
  36196. /**
  36197. * Removes a sound to this sound track
  36198. * @param sound define the cound to remove
  36199. * @ignoreNaming
  36200. */
  36201. RemoveSound(sound: Sound): void;
  36202. /**
  36203. * Set a global volume for the full sound track.
  36204. * @param newVolume Define the new volume of the sound track
  36205. */
  36206. setVolume(newVolume: number): void;
  36207. /**
  36208. * Switch the panning model to HRTF:
  36209. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36210. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36211. */
  36212. switchPanningModelToHRTF(): void;
  36213. /**
  36214. * Switch the panning model to Equal Power:
  36215. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36216. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36217. */
  36218. switchPanningModelToEqualPower(): void;
  36219. /**
  36220. * Connect the sound track to an audio analyser allowing some amazing
  36221. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36222. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36223. * @param analyser The analyser to connect to the engine
  36224. */
  36225. connectToAnalyser(analyser: Analyser): void;
  36226. }
  36227. }
  36228. declare module "babylonjs/Audio/audioSceneComponent" {
  36229. import { Sound } from "babylonjs/Audio/sound";
  36230. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36231. import { Nullable } from "babylonjs/types";
  36232. import { Vector3 } from "babylonjs/Maths/math.vector";
  36233. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36234. import { Scene } from "babylonjs/scene";
  36235. import { AbstractScene } from "babylonjs/abstractScene";
  36236. import "babylonjs/Audio/audioEngine";
  36237. module "babylonjs/abstractScene" {
  36238. interface AbstractScene {
  36239. /**
  36240. * The list of sounds used in the scene.
  36241. */
  36242. sounds: Nullable<Array<Sound>>;
  36243. }
  36244. }
  36245. module "babylonjs/scene" {
  36246. interface Scene {
  36247. /**
  36248. * @hidden
  36249. * Backing field
  36250. */
  36251. _mainSoundTrack: SoundTrack;
  36252. /**
  36253. * The main sound track played by the scene.
  36254. * It cotains your primary collection of sounds.
  36255. */
  36256. mainSoundTrack: SoundTrack;
  36257. /**
  36258. * The list of sound tracks added to the scene
  36259. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36260. */
  36261. soundTracks: Nullable<Array<SoundTrack>>;
  36262. /**
  36263. * Gets a sound using a given name
  36264. * @param name defines the name to search for
  36265. * @return the found sound or null if not found at all.
  36266. */
  36267. getSoundByName(name: string): Nullable<Sound>;
  36268. /**
  36269. * Gets or sets if audio support is enabled
  36270. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36271. */
  36272. audioEnabled: boolean;
  36273. /**
  36274. * Gets or sets if audio will be output to headphones
  36275. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36276. */
  36277. headphone: boolean;
  36278. /**
  36279. * Gets or sets custom audio listener position provider
  36280. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36281. */
  36282. audioListenerPositionProvider: Nullable<() => Vector3>;
  36283. }
  36284. }
  36285. /**
  36286. * Defines the sound scene component responsible to manage any sounds
  36287. * in a given scene.
  36288. */
  36289. export class AudioSceneComponent implements ISceneSerializableComponent {
  36290. /**
  36291. * The component name helpfull to identify the component in the list of scene components.
  36292. */
  36293. readonly name: string;
  36294. /**
  36295. * The scene the component belongs to.
  36296. */
  36297. scene: Scene;
  36298. private _audioEnabled;
  36299. /**
  36300. * Gets whether audio is enabled or not.
  36301. * Please use related enable/disable method to switch state.
  36302. */
  36303. readonly audioEnabled: boolean;
  36304. private _headphone;
  36305. /**
  36306. * Gets whether audio is outputing to headphone or not.
  36307. * Please use the according Switch methods to change output.
  36308. */
  36309. readonly headphone: boolean;
  36310. private _audioListenerPositionProvider;
  36311. /**
  36312. * Gets the current audio listener position provider
  36313. */
  36314. /**
  36315. * Sets a custom listener position for all sounds in the scene
  36316. * By default, this is the position of the first active camera
  36317. */
  36318. audioListenerPositionProvider: Nullable<() => Vector3>;
  36319. /**
  36320. * Creates a new instance of the component for the given scene
  36321. * @param scene Defines the scene to register the component in
  36322. */
  36323. constructor(scene: Scene);
  36324. /**
  36325. * Registers the component in a given scene
  36326. */
  36327. register(): void;
  36328. /**
  36329. * Rebuilds the elements related to this component in case of
  36330. * context lost for instance.
  36331. */
  36332. rebuild(): void;
  36333. /**
  36334. * Serializes the component data to the specified json object
  36335. * @param serializationObject The object to serialize to
  36336. */
  36337. serialize(serializationObject: any): void;
  36338. /**
  36339. * Adds all the elements from the container to the scene
  36340. * @param container the container holding the elements
  36341. */
  36342. addFromContainer(container: AbstractScene): void;
  36343. /**
  36344. * Removes all the elements in the container from the scene
  36345. * @param container contains the elements to remove
  36346. * @param dispose if the removed element should be disposed (default: false)
  36347. */
  36348. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36349. /**
  36350. * Disposes the component and the associated ressources.
  36351. */
  36352. dispose(): void;
  36353. /**
  36354. * Disables audio in the associated scene.
  36355. */
  36356. disableAudio(): void;
  36357. /**
  36358. * Enables audio in the associated scene.
  36359. */
  36360. enableAudio(): void;
  36361. /**
  36362. * Switch audio to headphone output.
  36363. */
  36364. switchAudioModeForHeadphones(): void;
  36365. /**
  36366. * Switch audio to normal speakers.
  36367. */
  36368. switchAudioModeForNormalSpeakers(): void;
  36369. private _afterRender;
  36370. }
  36371. }
  36372. declare module "babylonjs/Audio/weightedsound" {
  36373. import { Sound } from "babylonjs/Audio/sound";
  36374. /**
  36375. * Wraps one or more Sound objects and selects one with random weight for playback.
  36376. */
  36377. export class WeightedSound {
  36378. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36379. loop: boolean;
  36380. private _coneInnerAngle;
  36381. private _coneOuterAngle;
  36382. private _volume;
  36383. /** A Sound is currently playing. */
  36384. isPlaying: boolean;
  36385. /** A Sound is currently paused. */
  36386. isPaused: boolean;
  36387. private _sounds;
  36388. private _weights;
  36389. private _currentIndex?;
  36390. /**
  36391. * Creates a new WeightedSound from the list of sounds given.
  36392. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36393. * @param sounds Array of Sounds that will be selected from.
  36394. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36395. */
  36396. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36397. /**
  36398. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36399. */
  36400. /**
  36401. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36402. */
  36403. directionalConeInnerAngle: number;
  36404. /**
  36405. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36406. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36407. */
  36408. /**
  36409. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36410. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36411. */
  36412. directionalConeOuterAngle: number;
  36413. /**
  36414. * Playback volume.
  36415. */
  36416. /**
  36417. * Playback volume.
  36418. */
  36419. volume: number;
  36420. private _onended;
  36421. /**
  36422. * Suspend playback
  36423. */
  36424. pause(): void;
  36425. /**
  36426. * Stop playback
  36427. */
  36428. stop(): void;
  36429. /**
  36430. * Start playback.
  36431. * @param startOffset Position the clip head at a specific time in seconds.
  36432. */
  36433. play(startOffset?: number): void;
  36434. }
  36435. }
  36436. declare module "babylonjs/Audio/index" {
  36437. export * from "babylonjs/Audio/analyser";
  36438. export * from "babylonjs/Audio/audioEngine";
  36439. export * from "babylonjs/Audio/audioSceneComponent";
  36440. export * from "babylonjs/Audio/sound";
  36441. export * from "babylonjs/Audio/soundTrack";
  36442. export * from "babylonjs/Audio/weightedsound";
  36443. }
  36444. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36445. import { Behavior } from "babylonjs/Behaviors/behavior";
  36446. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36447. import { BackEase } from "babylonjs/Animations/easing";
  36448. /**
  36449. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36450. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36451. */
  36452. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36453. /**
  36454. * Gets the name of the behavior.
  36455. */
  36456. readonly name: string;
  36457. /**
  36458. * The easing function used by animations
  36459. */
  36460. static EasingFunction: BackEase;
  36461. /**
  36462. * The easing mode used by animations
  36463. */
  36464. static EasingMode: number;
  36465. /**
  36466. * The duration of the animation, in milliseconds
  36467. */
  36468. transitionDuration: number;
  36469. /**
  36470. * Length of the distance animated by the transition when lower radius is reached
  36471. */
  36472. lowerRadiusTransitionRange: number;
  36473. /**
  36474. * Length of the distance animated by the transition when upper radius is reached
  36475. */
  36476. upperRadiusTransitionRange: number;
  36477. private _autoTransitionRange;
  36478. /**
  36479. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36480. */
  36481. /**
  36482. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36483. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36484. */
  36485. autoTransitionRange: boolean;
  36486. private _attachedCamera;
  36487. private _onAfterCheckInputsObserver;
  36488. private _onMeshTargetChangedObserver;
  36489. /**
  36490. * Initializes the behavior.
  36491. */
  36492. init(): void;
  36493. /**
  36494. * Attaches the behavior to its arc rotate camera.
  36495. * @param camera Defines the camera to attach the behavior to
  36496. */
  36497. attach(camera: ArcRotateCamera): void;
  36498. /**
  36499. * Detaches the behavior from its current arc rotate camera.
  36500. */
  36501. detach(): void;
  36502. private _radiusIsAnimating;
  36503. private _radiusBounceTransition;
  36504. private _animatables;
  36505. private _cachedWheelPrecision;
  36506. /**
  36507. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36508. * @param radiusLimit The limit to check against.
  36509. * @return Bool to indicate if at limit.
  36510. */
  36511. private _isRadiusAtLimit;
  36512. /**
  36513. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36514. * @param radiusDelta The delta by which to animate to. Can be negative.
  36515. */
  36516. private _applyBoundRadiusAnimation;
  36517. /**
  36518. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36519. */
  36520. protected _clearAnimationLocks(): void;
  36521. /**
  36522. * Stops and removes all animations that have been applied to the camera
  36523. */
  36524. stopAllAnimations(): void;
  36525. }
  36526. }
  36527. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36528. import { Behavior } from "babylonjs/Behaviors/behavior";
  36529. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36530. import { ExponentialEase } from "babylonjs/Animations/easing";
  36531. import { Nullable } from "babylonjs/types";
  36532. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36533. import { Vector3 } from "babylonjs/Maths/math.vector";
  36534. /**
  36535. * 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.
  36536. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36537. */
  36538. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36539. /**
  36540. * Gets the name of the behavior.
  36541. */
  36542. readonly name: string;
  36543. private _mode;
  36544. private _radiusScale;
  36545. private _positionScale;
  36546. private _defaultElevation;
  36547. private _elevationReturnTime;
  36548. private _elevationReturnWaitTime;
  36549. private _zoomStopsAnimation;
  36550. private _framingTime;
  36551. /**
  36552. * The easing function used by animations
  36553. */
  36554. static EasingFunction: ExponentialEase;
  36555. /**
  36556. * The easing mode used by animations
  36557. */
  36558. static EasingMode: number;
  36559. /**
  36560. * Sets the current mode used by the behavior
  36561. */
  36562. /**
  36563. * Gets current mode used by the behavior.
  36564. */
  36565. mode: number;
  36566. /**
  36567. * Sets the scale applied to the radius (1 by default)
  36568. */
  36569. /**
  36570. * Gets the scale applied to the radius
  36571. */
  36572. radiusScale: number;
  36573. /**
  36574. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36575. */
  36576. /**
  36577. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36578. */
  36579. positionScale: number;
  36580. /**
  36581. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36582. * behaviour is triggered, in radians.
  36583. */
  36584. /**
  36585. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36586. * behaviour is triggered, in radians.
  36587. */
  36588. defaultElevation: number;
  36589. /**
  36590. * Sets the time (in milliseconds) taken to return to the default beta position.
  36591. * Negative value indicates camera should not return to default.
  36592. */
  36593. /**
  36594. * Gets the time (in milliseconds) taken to return to the default beta position.
  36595. * Negative value indicates camera should not return to default.
  36596. */
  36597. elevationReturnTime: number;
  36598. /**
  36599. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36600. */
  36601. /**
  36602. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36603. */
  36604. elevationReturnWaitTime: number;
  36605. /**
  36606. * Sets the flag that indicates if user zooming should stop animation.
  36607. */
  36608. /**
  36609. * Gets the flag that indicates if user zooming should stop animation.
  36610. */
  36611. zoomStopsAnimation: boolean;
  36612. /**
  36613. * Sets the transition time when framing the mesh, in milliseconds
  36614. */
  36615. /**
  36616. * Gets the transition time when framing the mesh, in milliseconds
  36617. */
  36618. framingTime: number;
  36619. /**
  36620. * Define if the behavior should automatically change the configured
  36621. * camera limits and sensibilities.
  36622. */
  36623. autoCorrectCameraLimitsAndSensibility: boolean;
  36624. private _onPrePointerObservableObserver;
  36625. private _onAfterCheckInputsObserver;
  36626. private _onMeshTargetChangedObserver;
  36627. private _attachedCamera;
  36628. private _isPointerDown;
  36629. private _lastInteractionTime;
  36630. /**
  36631. * Initializes the behavior.
  36632. */
  36633. init(): void;
  36634. /**
  36635. * Attaches the behavior to its arc rotate camera.
  36636. * @param camera Defines the camera to attach the behavior to
  36637. */
  36638. attach(camera: ArcRotateCamera): void;
  36639. /**
  36640. * Detaches the behavior from its current arc rotate camera.
  36641. */
  36642. detach(): void;
  36643. private _animatables;
  36644. private _betaIsAnimating;
  36645. private _betaTransition;
  36646. private _radiusTransition;
  36647. private _vectorTransition;
  36648. /**
  36649. * Targets the given mesh and updates zoom level accordingly.
  36650. * @param mesh The mesh to target.
  36651. * @param radius Optional. If a cached radius position already exists, overrides default.
  36652. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36653. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36654. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36655. */
  36656. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36657. /**
  36658. * Targets the given mesh with its children and updates zoom level accordingly.
  36659. * @param mesh The mesh to target.
  36660. * @param radius Optional. If a cached radius position already exists, overrides default.
  36661. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36662. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36663. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36664. */
  36665. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36666. /**
  36667. * Targets the given meshes with their children and updates zoom level accordingly.
  36668. * @param meshes The mesh to target.
  36669. * @param radius Optional. If a cached radius position already exists, overrides default.
  36670. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36671. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36672. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36673. */
  36674. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36675. /**
  36676. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36677. * @param minimumWorld Determines the smaller position of the bounding box extend
  36678. * @param maximumWorld Determines the bigger position of the bounding box extend
  36679. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36680. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36681. */
  36682. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36683. /**
  36684. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36685. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36686. * frustum width.
  36687. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36688. * to fully enclose the mesh in the viewing frustum.
  36689. */
  36690. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36691. /**
  36692. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36693. * is automatically returned to its default position (expected to be above ground plane).
  36694. */
  36695. private _maintainCameraAboveGround;
  36696. /**
  36697. * Returns the frustum slope based on the canvas ratio and camera FOV
  36698. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36699. */
  36700. private _getFrustumSlope;
  36701. /**
  36702. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36703. */
  36704. private _clearAnimationLocks;
  36705. /**
  36706. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36707. */
  36708. private _applyUserInteraction;
  36709. /**
  36710. * Stops and removes all animations that have been applied to the camera
  36711. */
  36712. stopAllAnimations(): void;
  36713. /**
  36714. * Gets a value indicating if the user is moving the camera
  36715. */
  36716. readonly isUserIsMoving: boolean;
  36717. /**
  36718. * The camera can move all the way towards the mesh.
  36719. */
  36720. static IgnoreBoundsSizeMode: number;
  36721. /**
  36722. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36723. */
  36724. static FitFrustumSidesMode: number;
  36725. }
  36726. }
  36727. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36728. import { Nullable } from "babylonjs/types";
  36729. import { Camera } from "babylonjs/Cameras/camera";
  36730. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36731. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36732. /**
  36733. * Base class for Camera Pointer Inputs.
  36734. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36735. * for example usage.
  36736. */
  36737. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36738. /**
  36739. * Defines the camera the input is attached to.
  36740. */
  36741. abstract camera: Camera;
  36742. /**
  36743. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36744. */
  36745. protected _altKey: boolean;
  36746. protected _ctrlKey: boolean;
  36747. protected _metaKey: boolean;
  36748. protected _shiftKey: boolean;
  36749. /**
  36750. * Which mouse buttons were pressed at time of last mouse event.
  36751. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36752. */
  36753. protected _buttonsPressed: number;
  36754. /**
  36755. * Defines the buttons associated with the input to handle camera move.
  36756. */
  36757. buttons: number[];
  36758. /**
  36759. * Attach the input controls to a specific dom element to get the input from.
  36760. * @param element Defines the element the controls should be listened from
  36761. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36762. */
  36763. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36764. /**
  36765. * Detach the current controls from the specified dom element.
  36766. * @param element Defines the element to stop listening the inputs from
  36767. */
  36768. detachControl(element: Nullable<HTMLElement>): void;
  36769. /**
  36770. * Gets the class name of the current input.
  36771. * @returns the class name
  36772. */
  36773. getClassName(): string;
  36774. /**
  36775. * Get the friendly name associated with the input class.
  36776. * @returns the input friendly name
  36777. */
  36778. getSimpleName(): string;
  36779. /**
  36780. * Called on pointer POINTERDOUBLETAP event.
  36781. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36782. */
  36783. protected onDoubleTap(type: string): void;
  36784. /**
  36785. * Called on pointer POINTERMOVE event if only a single touch is active.
  36786. * Override this method to provide functionality.
  36787. */
  36788. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36789. /**
  36790. * Called on pointer POINTERMOVE event if multiple touches are active.
  36791. * Override this method to provide functionality.
  36792. */
  36793. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36794. /**
  36795. * Called on JS contextmenu event.
  36796. * Override this method to provide functionality.
  36797. */
  36798. protected onContextMenu(evt: PointerEvent): void;
  36799. /**
  36800. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36801. * press.
  36802. * Override this method to provide functionality.
  36803. */
  36804. protected onButtonDown(evt: PointerEvent): void;
  36805. /**
  36806. * Called each time a new POINTERUP event occurs. Ie, for each button
  36807. * release.
  36808. * Override this method to provide functionality.
  36809. */
  36810. protected onButtonUp(evt: PointerEvent): void;
  36811. /**
  36812. * Called when window becomes inactive.
  36813. * Override this method to provide functionality.
  36814. */
  36815. protected onLostFocus(): void;
  36816. private _pointerInput;
  36817. private _observer;
  36818. private _onLostFocus;
  36819. private pointA;
  36820. private pointB;
  36821. }
  36822. }
  36823. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36824. import { Nullable } from "babylonjs/types";
  36825. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36826. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36827. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36828. /**
  36829. * Manage the pointers inputs to control an arc rotate camera.
  36830. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36831. */
  36832. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36833. /**
  36834. * Defines the camera the input is attached to.
  36835. */
  36836. camera: ArcRotateCamera;
  36837. /**
  36838. * Gets the class name of the current input.
  36839. * @returns the class name
  36840. */
  36841. getClassName(): string;
  36842. /**
  36843. * Defines the buttons associated with the input to handle camera move.
  36844. */
  36845. buttons: number[];
  36846. /**
  36847. * Defines the pointer angular sensibility along the X axis or how fast is
  36848. * the camera rotating.
  36849. */
  36850. angularSensibilityX: number;
  36851. /**
  36852. * Defines the pointer angular sensibility along the Y axis or how fast is
  36853. * the camera rotating.
  36854. */
  36855. angularSensibilityY: number;
  36856. /**
  36857. * Defines the pointer pinch precision or how fast is the camera zooming.
  36858. */
  36859. pinchPrecision: number;
  36860. /**
  36861. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36862. * from 0.
  36863. * It defines the percentage of current camera.radius to use as delta when
  36864. * pinch zoom is used.
  36865. */
  36866. pinchDeltaPercentage: number;
  36867. /**
  36868. * Defines the pointer panning sensibility or how fast is the camera moving.
  36869. */
  36870. panningSensibility: number;
  36871. /**
  36872. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36873. */
  36874. multiTouchPanning: boolean;
  36875. /**
  36876. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36877. * zoom (pinch) through multitouch.
  36878. */
  36879. multiTouchPanAndZoom: boolean;
  36880. /**
  36881. * Revers pinch action direction.
  36882. */
  36883. pinchInwards: boolean;
  36884. private _isPanClick;
  36885. private _twoFingerActivityCount;
  36886. private _isPinching;
  36887. /**
  36888. * Called on pointer POINTERMOVE event if only a single touch is active.
  36889. */
  36890. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36891. /**
  36892. * Called on pointer POINTERDOUBLETAP event.
  36893. */
  36894. protected onDoubleTap(type: string): void;
  36895. /**
  36896. * Called on pointer POINTERMOVE event if multiple touches are active.
  36897. */
  36898. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36899. /**
  36900. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36901. * press.
  36902. */
  36903. protected onButtonDown(evt: PointerEvent): void;
  36904. /**
  36905. * Called each time a new POINTERUP event occurs. Ie, for each button
  36906. * release.
  36907. */
  36908. protected onButtonUp(evt: PointerEvent): void;
  36909. /**
  36910. * Called when window becomes inactive.
  36911. */
  36912. protected onLostFocus(): void;
  36913. }
  36914. }
  36915. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36916. import { Nullable } from "babylonjs/types";
  36917. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36918. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36919. /**
  36920. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36921. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36922. */
  36923. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36924. /**
  36925. * Defines the camera the input is attached to.
  36926. */
  36927. camera: ArcRotateCamera;
  36928. /**
  36929. * Defines the list of key codes associated with the up action (increase alpha)
  36930. */
  36931. keysUp: number[];
  36932. /**
  36933. * Defines the list of key codes associated with the down action (decrease alpha)
  36934. */
  36935. keysDown: number[];
  36936. /**
  36937. * Defines the list of key codes associated with the left action (increase beta)
  36938. */
  36939. keysLeft: number[];
  36940. /**
  36941. * Defines the list of key codes associated with the right action (decrease beta)
  36942. */
  36943. keysRight: number[];
  36944. /**
  36945. * Defines the list of key codes associated with the reset action.
  36946. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36947. */
  36948. keysReset: number[];
  36949. /**
  36950. * Defines the panning sensibility of the inputs.
  36951. * (How fast is the camera paning)
  36952. */
  36953. panningSensibility: number;
  36954. /**
  36955. * Defines the zooming sensibility of the inputs.
  36956. * (How fast is the camera zooming)
  36957. */
  36958. zoomingSensibility: number;
  36959. /**
  36960. * Defines wether maintaining the alt key down switch the movement mode from
  36961. * orientation to zoom.
  36962. */
  36963. useAltToZoom: boolean;
  36964. /**
  36965. * Rotation speed of the camera
  36966. */
  36967. angularSpeed: number;
  36968. private _keys;
  36969. private _ctrlPressed;
  36970. private _altPressed;
  36971. private _onCanvasBlurObserver;
  36972. private _onKeyboardObserver;
  36973. private _engine;
  36974. private _scene;
  36975. /**
  36976. * Attach the input controls to a specific dom element to get the input from.
  36977. * @param element Defines the element the controls should be listened from
  36978. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36979. */
  36980. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36981. /**
  36982. * Detach the current controls from the specified dom element.
  36983. * @param element Defines the element to stop listening the inputs from
  36984. */
  36985. detachControl(element: Nullable<HTMLElement>): void;
  36986. /**
  36987. * Update the current camera state depending on the inputs that have been used this frame.
  36988. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36989. */
  36990. checkInputs(): void;
  36991. /**
  36992. * Gets the class name of the current intput.
  36993. * @returns the class name
  36994. */
  36995. getClassName(): string;
  36996. /**
  36997. * Get the friendly name associated with the input class.
  36998. * @returns the input friendly name
  36999. */
  37000. getSimpleName(): string;
  37001. }
  37002. }
  37003. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37004. import { Nullable } from "babylonjs/types";
  37005. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37006. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37007. /**
  37008. * Manage the mouse wheel inputs to control an arc rotate camera.
  37009. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37010. */
  37011. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37012. /**
  37013. * Defines the camera the input is attached to.
  37014. */
  37015. camera: ArcRotateCamera;
  37016. /**
  37017. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37018. */
  37019. wheelPrecision: number;
  37020. /**
  37021. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37022. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37023. */
  37024. wheelDeltaPercentage: number;
  37025. private _wheel;
  37026. private _observer;
  37027. private computeDeltaFromMouseWheelLegacyEvent;
  37028. /**
  37029. * Attach the input controls to a specific dom element to get the input from.
  37030. * @param element Defines the element the controls should be listened from
  37031. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37032. */
  37033. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37034. /**
  37035. * Detach the current controls from the specified dom element.
  37036. * @param element Defines the element to stop listening the inputs from
  37037. */
  37038. detachControl(element: Nullable<HTMLElement>): void;
  37039. /**
  37040. * Gets the class name of the current intput.
  37041. * @returns the class name
  37042. */
  37043. getClassName(): string;
  37044. /**
  37045. * Get the friendly name associated with the input class.
  37046. * @returns the input friendly name
  37047. */
  37048. getSimpleName(): string;
  37049. }
  37050. }
  37051. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37052. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37053. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37054. /**
  37055. * Default Inputs manager for the ArcRotateCamera.
  37056. * It groups all the default supported inputs for ease of use.
  37057. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37058. */
  37059. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37060. /**
  37061. * Instantiates a new ArcRotateCameraInputsManager.
  37062. * @param camera Defines the camera the inputs belong to
  37063. */
  37064. constructor(camera: ArcRotateCamera);
  37065. /**
  37066. * Add mouse wheel input support to the input manager.
  37067. * @returns the current input manager
  37068. */
  37069. addMouseWheel(): ArcRotateCameraInputsManager;
  37070. /**
  37071. * Add pointers input support to the input manager.
  37072. * @returns the current input manager
  37073. */
  37074. addPointers(): ArcRotateCameraInputsManager;
  37075. /**
  37076. * Add keyboard input support to the input manager.
  37077. * @returns the current input manager
  37078. */
  37079. addKeyboard(): ArcRotateCameraInputsManager;
  37080. }
  37081. }
  37082. declare module "babylonjs/Cameras/arcRotateCamera" {
  37083. import { Observable } from "babylonjs/Misc/observable";
  37084. import { Nullable } from "babylonjs/types";
  37085. import { Scene } from "babylonjs/scene";
  37086. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37087. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37088. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37089. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37090. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37091. import { Camera } from "babylonjs/Cameras/camera";
  37092. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37093. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37094. import { Collider } from "babylonjs/Collisions/collider";
  37095. /**
  37096. * This represents an orbital type of camera.
  37097. *
  37098. * 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.
  37099. * 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.
  37100. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37101. */
  37102. export class ArcRotateCamera extends TargetCamera {
  37103. /**
  37104. * Defines the rotation angle of the camera along the longitudinal axis.
  37105. */
  37106. alpha: number;
  37107. /**
  37108. * Defines the rotation angle of the camera along the latitudinal axis.
  37109. */
  37110. beta: number;
  37111. /**
  37112. * Defines the radius of the camera from it s target point.
  37113. */
  37114. radius: number;
  37115. protected _target: Vector3;
  37116. protected _targetHost: Nullable<AbstractMesh>;
  37117. /**
  37118. * Defines the target point of the camera.
  37119. * The camera looks towards it form the radius distance.
  37120. */
  37121. target: Vector3;
  37122. /**
  37123. * Define the current local position of the camera in the scene
  37124. */
  37125. position: Vector3;
  37126. protected _upVector: Vector3;
  37127. protected _upToYMatrix: Matrix;
  37128. protected _YToUpMatrix: Matrix;
  37129. /**
  37130. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37131. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37132. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37133. */
  37134. upVector: Vector3;
  37135. /**
  37136. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37137. */
  37138. setMatUp(): void;
  37139. /**
  37140. * Current inertia value on the longitudinal axis.
  37141. * The bigger this number the longer it will take for the camera to stop.
  37142. */
  37143. inertialAlphaOffset: number;
  37144. /**
  37145. * Current inertia value on the latitudinal axis.
  37146. * The bigger this number the longer it will take for the camera to stop.
  37147. */
  37148. inertialBetaOffset: number;
  37149. /**
  37150. * Current inertia value on the radius axis.
  37151. * The bigger this number the longer it will take for the camera to stop.
  37152. */
  37153. inertialRadiusOffset: number;
  37154. /**
  37155. * Minimum allowed angle on the longitudinal axis.
  37156. * This can help limiting how the Camera is able to move in the scene.
  37157. */
  37158. lowerAlphaLimit: Nullable<number>;
  37159. /**
  37160. * Maximum allowed angle on the longitudinal axis.
  37161. * This can help limiting how the Camera is able to move in the scene.
  37162. */
  37163. upperAlphaLimit: Nullable<number>;
  37164. /**
  37165. * Minimum allowed angle on the latitudinal axis.
  37166. * This can help limiting how the Camera is able to move in the scene.
  37167. */
  37168. lowerBetaLimit: number;
  37169. /**
  37170. * Maximum allowed angle on the latitudinal axis.
  37171. * This can help limiting how the Camera is able to move in the scene.
  37172. */
  37173. upperBetaLimit: number;
  37174. /**
  37175. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37176. * This can help limiting how the Camera is able to move in the scene.
  37177. */
  37178. lowerRadiusLimit: Nullable<number>;
  37179. /**
  37180. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37181. * This can help limiting how the Camera is able to move in the scene.
  37182. */
  37183. upperRadiusLimit: Nullable<number>;
  37184. /**
  37185. * Defines the current inertia value used during panning of the camera along the X axis.
  37186. */
  37187. inertialPanningX: number;
  37188. /**
  37189. * Defines the current inertia value used during panning of the camera along the Y axis.
  37190. */
  37191. inertialPanningY: number;
  37192. /**
  37193. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37194. * Basically if your fingers moves away from more than this distance you will be considered
  37195. * in pinch mode.
  37196. */
  37197. pinchToPanMaxDistance: number;
  37198. /**
  37199. * Defines the maximum distance the camera can pan.
  37200. * This could help keeping the cammera always in your scene.
  37201. */
  37202. panningDistanceLimit: Nullable<number>;
  37203. /**
  37204. * Defines the target of the camera before paning.
  37205. */
  37206. panningOriginTarget: Vector3;
  37207. /**
  37208. * Defines the value of the inertia used during panning.
  37209. * 0 would mean stop inertia and one would mean no decelleration at all.
  37210. */
  37211. panningInertia: number;
  37212. /**
  37213. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37214. */
  37215. angularSensibilityX: number;
  37216. /**
  37217. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37218. */
  37219. angularSensibilityY: number;
  37220. /**
  37221. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37222. */
  37223. pinchPrecision: number;
  37224. /**
  37225. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37226. * It will be used instead of pinchDeltaPrecision if different from 0.
  37227. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37228. */
  37229. pinchDeltaPercentage: number;
  37230. /**
  37231. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37232. */
  37233. panningSensibility: number;
  37234. /**
  37235. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37236. */
  37237. keysUp: number[];
  37238. /**
  37239. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37240. */
  37241. keysDown: number[];
  37242. /**
  37243. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37244. */
  37245. keysLeft: number[];
  37246. /**
  37247. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37248. */
  37249. keysRight: number[];
  37250. /**
  37251. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37252. */
  37253. wheelPrecision: number;
  37254. /**
  37255. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37256. * It will be used instead of pinchDeltaPrecision if different from 0.
  37257. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37258. */
  37259. wheelDeltaPercentage: number;
  37260. /**
  37261. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37262. */
  37263. zoomOnFactor: number;
  37264. /**
  37265. * Defines a screen offset for the camera position.
  37266. */
  37267. targetScreenOffset: Vector2;
  37268. /**
  37269. * Allows the camera to be completely reversed.
  37270. * If false the camera can not arrive upside down.
  37271. */
  37272. allowUpsideDown: boolean;
  37273. /**
  37274. * Define if double tap/click is used to restore the previously saved state of the camera.
  37275. */
  37276. useInputToRestoreState: boolean;
  37277. /** @hidden */
  37278. _viewMatrix: Matrix;
  37279. /** @hidden */
  37280. _useCtrlForPanning: boolean;
  37281. /** @hidden */
  37282. _panningMouseButton: number;
  37283. /**
  37284. * Defines the input associated to the camera.
  37285. */
  37286. inputs: ArcRotateCameraInputsManager;
  37287. /** @hidden */
  37288. _reset: () => void;
  37289. /**
  37290. * Defines the allowed panning axis.
  37291. */
  37292. panningAxis: Vector3;
  37293. protected _localDirection: Vector3;
  37294. protected _transformedDirection: Vector3;
  37295. private _bouncingBehavior;
  37296. /**
  37297. * Gets the bouncing behavior of the camera if it has been enabled.
  37298. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37299. */
  37300. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37301. /**
  37302. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37303. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37304. */
  37305. useBouncingBehavior: boolean;
  37306. private _framingBehavior;
  37307. /**
  37308. * Gets the framing behavior of the camera if it has been enabled.
  37309. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37310. */
  37311. readonly framingBehavior: Nullable<FramingBehavior>;
  37312. /**
  37313. * Defines if the framing behavior of the camera is enabled on the camera.
  37314. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37315. */
  37316. useFramingBehavior: boolean;
  37317. private _autoRotationBehavior;
  37318. /**
  37319. * Gets the auto rotation behavior of the camera if it has been enabled.
  37320. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37321. */
  37322. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37323. /**
  37324. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37325. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37326. */
  37327. useAutoRotationBehavior: boolean;
  37328. /**
  37329. * Observable triggered when the mesh target has been changed on the camera.
  37330. */
  37331. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37332. /**
  37333. * Event raised when the camera is colliding with a mesh.
  37334. */
  37335. onCollide: (collidedMesh: AbstractMesh) => void;
  37336. /**
  37337. * Defines whether the camera should check collision with the objects oh the scene.
  37338. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37339. */
  37340. checkCollisions: boolean;
  37341. /**
  37342. * Defines the collision radius of the camera.
  37343. * This simulates a sphere around the camera.
  37344. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37345. */
  37346. collisionRadius: Vector3;
  37347. protected _collider: Collider;
  37348. protected _previousPosition: Vector3;
  37349. protected _collisionVelocity: Vector3;
  37350. protected _newPosition: Vector3;
  37351. protected _previousAlpha: number;
  37352. protected _previousBeta: number;
  37353. protected _previousRadius: number;
  37354. protected _collisionTriggered: boolean;
  37355. protected _targetBoundingCenter: Nullable<Vector3>;
  37356. private _computationVector;
  37357. /**
  37358. * Instantiates a new ArcRotateCamera in a given scene
  37359. * @param name Defines the name of the camera
  37360. * @param alpha Defines the camera rotation along the logitudinal axis
  37361. * @param beta Defines the camera rotation along the latitudinal axis
  37362. * @param radius Defines the camera distance from its target
  37363. * @param target Defines the camera target
  37364. * @param scene Defines the scene the camera belongs to
  37365. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37366. */
  37367. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37368. /** @hidden */
  37369. _initCache(): void;
  37370. /** @hidden */
  37371. _updateCache(ignoreParentClass?: boolean): void;
  37372. protected _getTargetPosition(): Vector3;
  37373. private _storedAlpha;
  37374. private _storedBeta;
  37375. private _storedRadius;
  37376. private _storedTarget;
  37377. private _storedTargetScreenOffset;
  37378. /**
  37379. * Stores the current state of the camera (alpha, beta, radius and target)
  37380. * @returns the camera itself
  37381. */
  37382. storeState(): Camera;
  37383. /**
  37384. * @hidden
  37385. * Restored camera state. You must call storeState() first
  37386. */
  37387. _restoreStateValues(): boolean;
  37388. /** @hidden */
  37389. _isSynchronizedViewMatrix(): boolean;
  37390. /**
  37391. * Attached controls to the current camera.
  37392. * @param element Defines the element the controls should be listened from
  37393. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37394. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37395. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37396. */
  37397. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37398. /**
  37399. * Detach the current controls from the camera.
  37400. * The camera will stop reacting to inputs.
  37401. * @param element Defines the element to stop listening the inputs from
  37402. */
  37403. detachControl(element: HTMLElement): void;
  37404. /** @hidden */
  37405. _checkInputs(): void;
  37406. protected _checkLimits(): void;
  37407. /**
  37408. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37409. */
  37410. rebuildAnglesAndRadius(): void;
  37411. /**
  37412. * Use a position to define the current camera related information like aplha, beta and radius
  37413. * @param position Defines the position to set the camera at
  37414. */
  37415. setPosition(position: Vector3): void;
  37416. /**
  37417. * Defines the target the camera should look at.
  37418. * This will automatically adapt alpha beta and radius to fit within the new target.
  37419. * @param target Defines the new target as a Vector or a mesh
  37420. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37421. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37422. */
  37423. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37424. /** @hidden */
  37425. _getViewMatrix(): Matrix;
  37426. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37427. /**
  37428. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37429. * @param meshes Defines the mesh to zoom on
  37430. * @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)
  37431. */
  37432. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37433. /**
  37434. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37435. * The target will be changed but the radius
  37436. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37437. * @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)
  37438. */
  37439. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37440. min: Vector3;
  37441. max: Vector3;
  37442. distance: number;
  37443. }, doNotUpdateMaxZ?: boolean): void;
  37444. /**
  37445. * @override
  37446. * Override Camera.createRigCamera
  37447. */
  37448. createRigCamera(name: string, cameraIndex: number): Camera;
  37449. /**
  37450. * @hidden
  37451. * @override
  37452. * Override Camera._updateRigCameras
  37453. */
  37454. _updateRigCameras(): void;
  37455. /**
  37456. * Destroy the camera and release the current resources hold by it.
  37457. */
  37458. dispose(): void;
  37459. /**
  37460. * Gets the current object class name.
  37461. * @return the class name
  37462. */
  37463. getClassName(): string;
  37464. }
  37465. }
  37466. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37467. import { Behavior } from "babylonjs/Behaviors/behavior";
  37468. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37469. /**
  37470. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37471. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37472. */
  37473. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37474. /**
  37475. * Gets the name of the behavior.
  37476. */
  37477. readonly name: string;
  37478. private _zoomStopsAnimation;
  37479. private _idleRotationSpeed;
  37480. private _idleRotationWaitTime;
  37481. private _idleRotationSpinupTime;
  37482. /**
  37483. * Sets the flag that indicates if user zooming should stop animation.
  37484. */
  37485. /**
  37486. * Gets the flag that indicates if user zooming should stop animation.
  37487. */
  37488. zoomStopsAnimation: boolean;
  37489. /**
  37490. * Sets the default speed at which the camera rotates around the model.
  37491. */
  37492. /**
  37493. * Gets the default speed at which the camera rotates around the model.
  37494. */
  37495. idleRotationSpeed: number;
  37496. /**
  37497. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37498. */
  37499. /**
  37500. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37501. */
  37502. idleRotationWaitTime: number;
  37503. /**
  37504. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37505. */
  37506. /**
  37507. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37508. */
  37509. idleRotationSpinupTime: number;
  37510. /**
  37511. * Gets a value indicating if the camera is currently rotating because of this behavior
  37512. */
  37513. readonly rotationInProgress: boolean;
  37514. private _onPrePointerObservableObserver;
  37515. private _onAfterCheckInputsObserver;
  37516. private _attachedCamera;
  37517. private _isPointerDown;
  37518. private _lastFrameTime;
  37519. private _lastInteractionTime;
  37520. private _cameraRotationSpeed;
  37521. /**
  37522. * Initializes the behavior.
  37523. */
  37524. init(): void;
  37525. /**
  37526. * Attaches the behavior to its arc rotate camera.
  37527. * @param camera Defines the camera to attach the behavior to
  37528. */
  37529. attach(camera: ArcRotateCamera): void;
  37530. /**
  37531. * Detaches the behavior from its current arc rotate camera.
  37532. */
  37533. detach(): void;
  37534. /**
  37535. * Returns true if user is scrolling.
  37536. * @return true if user is scrolling.
  37537. */
  37538. private _userIsZooming;
  37539. private _lastFrameRadius;
  37540. private _shouldAnimationStopForInteraction;
  37541. /**
  37542. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37543. */
  37544. private _applyUserInteraction;
  37545. private _userIsMoving;
  37546. }
  37547. }
  37548. declare module "babylonjs/Behaviors/Cameras/index" {
  37549. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37550. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37551. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37552. }
  37553. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37554. import { Mesh } from "babylonjs/Meshes/mesh";
  37555. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37556. import { Behavior } from "babylonjs/Behaviors/behavior";
  37557. /**
  37558. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37559. */
  37560. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37561. private ui;
  37562. /**
  37563. * The name of the behavior
  37564. */
  37565. name: string;
  37566. /**
  37567. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37568. */
  37569. distanceAwayFromFace: number;
  37570. /**
  37571. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37572. */
  37573. distanceAwayFromBottomOfFace: number;
  37574. private _faceVectors;
  37575. private _target;
  37576. private _scene;
  37577. private _onRenderObserver;
  37578. private _tmpMatrix;
  37579. private _tmpVector;
  37580. /**
  37581. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37582. * @param ui The transform node that should be attched to the mesh
  37583. */
  37584. constructor(ui: TransformNode);
  37585. /**
  37586. * Initializes the behavior
  37587. */
  37588. init(): void;
  37589. private _closestFace;
  37590. private _zeroVector;
  37591. private _lookAtTmpMatrix;
  37592. private _lookAtToRef;
  37593. /**
  37594. * Attaches the AttachToBoxBehavior to the passed in mesh
  37595. * @param target The mesh that the specified node will be attached to
  37596. */
  37597. attach(target: Mesh): void;
  37598. /**
  37599. * Detaches the behavior from the mesh
  37600. */
  37601. detach(): void;
  37602. }
  37603. }
  37604. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37605. import { Behavior } from "babylonjs/Behaviors/behavior";
  37606. import { Mesh } from "babylonjs/Meshes/mesh";
  37607. /**
  37608. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37609. */
  37610. export class FadeInOutBehavior implements Behavior<Mesh> {
  37611. /**
  37612. * Time in milliseconds to delay before fading in (Default: 0)
  37613. */
  37614. delay: number;
  37615. /**
  37616. * Time in milliseconds for the mesh to fade in (Default: 300)
  37617. */
  37618. fadeInTime: number;
  37619. private _millisecondsPerFrame;
  37620. private _hovered;
  37621. private _hoverValue;
  37622. private _ownerNode;
  37623. /**
  37624. * Instatiates the FadeInOutBehavior
  37625. */
  37626. constructor();
  37627. /**
  37628. * The name of the behavior
  37629. */
  37630. readonly name: string;
  37631. /**
  37632. * Initializes the behavior
  37633. */
  37634. init(): void;
  37635. /**
  37636. * Attaches the fade behavior on the passed in mesh
  37637. * @param ownerNode The mesh that will be faded in/out once attached
  37638. */
  37639. attach(ownerNode: Mesh): void;
  37640. /**
  37641. * Detaches the behavior from the mesh
  37642. */
  37643. detach(): void;
  37644. /**
  37645. * Triggers the mesh to begin fading in or out
  37646. * @param value if the object should fade in or out (true to fade in)
  37647. */
  37648. fadeIn(value: boolean): void;
  37649. private _update;
  37650. private _setAllVisibility;
  37651. }
  37652. }
  37653. declare module "babylonjs/Misc/pivotTools" {
  37654. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37655. /**
  37656. * Class containing a set of static utilities functions for managing Pivots
  37657. * @hidden
  37658. */
  37659. export class PivotTools {
  37660. private static _PivotCached;
  37661. private static _OldPivotPoint;
  37662. private static _PivotTranslation;
  37663. private static _PivotTmpVector;
  37664. /** @hidden */
  37665. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37666. /** @hidden */
  37667. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37668. }
  37669. }
  37670. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37671. import { Scene } from "babylonjs/scene";
  37672. import { Vector4 } from "babylonjs/Maths/math.vector";
  37673. import { Mesh } from "babylonjs/Meshes/mesh";
  37674. import { Nullable } from "babylonjs/types";
  37675. import { Plane } from "babylonjs/Maths/math.plane";
  37676. /**
  37677. * Class containing static functions to help procedurally build meshes
  37678. */
  37679. export class PlaneBuilder {
  37680. /**
  37681. * Creates a plane mesh
  37682. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37683. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37684. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37685. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37686. * * If you create a double-sided mesh, you can choose what parts of 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
  37687. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37688. * @param name defines the name of the mesh
  37689. * @param options defines the options used to create the mesh
  37690. * @param scene defines the hosting scene
  37691. * @returns the plane mesh
  37692. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37693. */
  37694. static CreatePlane(name: string, options: {
  37695. size?: number;
  37696. width?: number;
  37697. height?: number;
  37698. sideOrientation?: number;
  37699. frontUVs?: Vector4;
  37700. backUVs?: Vector4;
  37701. updatable?: boolean;
  37702. sourcePlane?: Plane;
  37703. }, scene?: Nullable<Scene>): Mesh;
  37704. }
  37705. }
  37706. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37707. import { Behavior } from "babylonjs/Behaviors/behavior";
  37708. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37709. import { Observable } from "babylonjs/Misc/observable";
  37710. import { Vector3 } from "babylonjs/Maths/math.vector";
  37711. import { Ray } from "babylonjs/Culling/ray";
  37712. import "babylonjs/Meshes/Builders/planeBuilder";
  37713. /**
  37714. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37715. */
  37716. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37717. private static _AnyMouseID;
  37718. /**
  37719. * Abstract mesh the behavior is set on
  37720. */
  37721. attachedNode: AbstractMesh;
  37722. private _dragPlane;
  37723. private _scene;
  37724. private _pointerObserver;
  37725. private _beforeRenderObserver;
  37726. private static _planeScene;
  37727. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37728. /**
  37729. * 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)
  37730. */
  37731. maxDragAngle: number;
  37732. /**
  37733. * @hidden
  37734. */
  37735. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37736. /**
  37737. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37738. */
  37739. currentDraggingPointerID: number;
  37740. /**
  37741. * The last position where the pointer hit the drag plane in world space
  37742. */
  37743. lastDragPosition: Vector3;
  37744. /**
  37745. * If the behavior is currently in a dragging state
  37746. */
  37747. dragging: boolean;
  37748. /**
  37749. * 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)
  37750. */
  37751. dragDeltaRatio: number;
  37752. /**
  37753. * If the drag plane orientation should be updated during the dragging (Default: true)
  37754. */
  37755. updateDragPlane: boolean;
  37756. private _debugMode;
  37757. private _moving;
  37758. /**
  37759. * Fires each time the attached mesh is dragged with the pointer
  37760. * * delta between last drag position and current drag position in world space
  37761. * * dragDistance along the drag axis
  37762. * * dragPlaneNormal normal of the current drag plane used during the drag
  37763. * * dragPlanePoint in world space where the drag intersects the drag plane
  37764. */
  37765. onDragObservable: Observable<{
  37766. delta: Vector3;
  37767. dragPlanePoint: Vector3;
  37768. dragPlaneNormal: Vector3;
  37769. dragDistance: number;
  37770. pointerId: number;
  37771. }>;
  37772. /**
  37773. * Fires each time a drag begins (eg. mouse down on mesh)
  37774. */
  37775. onDragStartObservable: Observable<{
  37776. dragPlanePoint: Vector3;
  37777. pointerId: number;
  37778. }>;
  37779. /**
  37780. * Fires each time a drag ends (eg. mouse release after drag)
  37781. */
  37782. onDragEndObservable: Observable<{
  37783. dragPlanePoint: Vector3;
  37784. pointerId: number;
  37785. }>;
  37786. /**
  37787. * If the attached mesh should be moved when dragged
  37788. */
  37789. moveAttached: boolean;
  37790. /**
  37791. * If the drag behavior will react to drag events (Default: true)
  37792. */
  37793. enabled: boolean;
  37794. /**
  37795. * If pointer events should start and release the drag (Default: true)
  37796. */
  37797. startAndReleaseDragOnPointerEvents: boolean;
  37798. /**
  37799. * If camera controls should be detached during the drag
  37800. */
  37801. detachCameraControls: boolean;
  37802. /**
  37803. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37804. */
  37805. useObjectOrienationForDragging: boolean;
  37806. private _options;
  37807. /**
  37808. * Creates a pointer drag behavior that can be attached to a mesh
  37809. * @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)
  37810. */
  37811. constructor(options?: {
  37812. dragAxis?: Vector3;
  37813. dragPlaneNormal?: Vector3;
  37814. });
  37815. /**
  37816. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37817. */
  37818. validateDrag: (targetPosition: Vector3) => boolean;
  37819. /**
  37820. * The name of the behavior
  37821. */
  37822. readonly name: string;
  37823. /**
  37824. * Initializes the behavior
  37825. */
  37826. init(): void;
  37827. private _tmpVector;
  37828. private _alternatePickedPoint;
  37829. private _worldDragAxis;
  37830. private _targetPosition;
  37831. private _attachedElement;
  37832. /**
  37833. * Attaches the drag behavior the passed in mesh
  37834. * @param ownerNode The mesh that will be dragged around once attached
  37835. * @param predicate Predicate to use for pick filtering
  37836. */
  37837. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  37838. /**
  37839. * Force relase the drag action by code.
  37840. */
  37841. releaseDrag(): void;
  37842. private _startDragRay;
  37843. private _lastPointerRay;
  37844. /**
  37845. * Simulates the start of a pointer drag event on the behavior
  37846. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37847. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37848. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37849. */
  37850. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37851. private _startDrag;
  37852. private _dragDelta;
  37853. private _moveDrag;
  37854. private _pickWithRayOnDragPlane;
  37855. private _pointA;
  37856. private _pointB;
  37857. private _pointC;
  37858. private _lineA;
  37859. private _lineB;
  37860. private _localAxis;
  37861. private _lookAt;
  37862. private _updateDragPlanePosition;
  37863. /**
  37864. * Detaches the behavior from the mesh
  37865. */
  37866. detach(): void;
  37867. }
  37868. }
  37869. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37870. import { Mesh } from "babylonjs/Meshes/mesh";
  37871. import { Behavior } from "babylonjs/Behaviors/behavior";
  37872. /**
  37873. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37874. */
  37875. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37876. private _dragBehaviorA;
  37877. private _dragBehaviorB;
  37878. private _startDistance;
  37879. private _initialScale;
  37880. private _targetScale;
  37881. private _ownerNode;
  37882. private _sceneRenderObserver;
  37883. /**
  37884. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37885. */
  37886. constructor();
  37887. /**
  37888. * The name of the behavior
  37889. */
  37890. readonly name: string;
  37891. /**
  37892. * Initializes the behavior
  37893. */
  37894. init(): void;
  37895. private _getCurrentDistance;
  37896. /**
  37897. * Attaches the scale behavior the passed in mesh
  37898. * @param ownerNode The mesh that will be scaled around once attached
  37899. */
  37900. attach(ownerNode: Mesh): void;
  37901. /**
  37902. * Detaches the behavior from the mesh
  37903. */
  37904. detach(): void;
  37905. }
  37906. }
  37907. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37908. import { Behavior } from "babylonjs/Behaviors/behavior";
  37909. import { Mesh } from "babylonjs/Meshes/mesh";
  37910. import { Observable } from "babylonjs/Misc/observable";
  37911. /**
  37912. * 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
  37913. */
  37914. export class SixDofDragBehavior implements Behavior<Mesh> {
  37915. private static _virtualScene;
  37916. private _ownerNode;
  37917. private _sceneRenderObserver;
  37918. private _scene;
  37919. private _targetPosition;
  37920. private _virtualOriginMesh;
  37921. private _virtualDragMesh;
  37922. private _pointerObserver;
  37923. private _moving;
  37924. private _startingOrientation;
  37925. /**
  37926. * 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)
  37927. */
  37928. private zDragFactor;
  37929. /**
  37930. * If the object should rotate to face the drag origin
  37931. */
  37932. rotateDraggedObject: boolean;
  37933. /**
  37934. * If the behavior is currently in a dragging state
  37935. */
  37936. dragging: boolean;
  37937. /**
  37938. * 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)
  37939. */
  37940. dragDeltaRatio: number;
  37941. /**
  37942. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37943. */
  37944. currentDraggingPointerID: number;
  37945. /**
  37946. * If camera controls should be detached during the drag
  37947. */
  37948. detachCameraControls: boolean;
  37949. /**
  37950. * Fires each time a drag starts
  37951. */
  37952. onDragStartObservable: Observable<{}>;
  37953. /**
  37954. * Fires each time a drag ends (eg. mouse release after drag)
  37955. */
  37956. onDragEndObservable: Observable<{}>;
  37957. /**
  37958. * 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
  37959. */
  37960. constructor();
  37961. /**
  37962. * The name of the behavior
  37963. */
  37964. readonly name: string;
  37965. /**
  37966. * Initializes the behavior
  37967. */
  37968. init(): void;
  37969. /**
  37970. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37971. */
  37972. private readonly _pointerCamera;
  37973. /**
  37974. * Attaches the scale behavior the passed in mesh
  37975. * @param ownerNode The mesh that will be scaled around once attached
  37976. */
  37977. attach(ownerNode: Mesh): void;
  37978. /**
  37979. * Detaches the behavior from the mesh
  37980. */
  37981. detach(): void;
  37982. }
  37983. }
  37984. declare module "babylonjs/Behaviors/Meshes/index" {
  37985. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37986. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37987. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37988. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37989. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37990. }
  37991. declare module "babylonjs/Behaviors/index" {
  37992. export * from "babylonjs/Behaviors/behavior";
  37993. export * from "babylonjs/Behaviors/Cameras/index";
  37994. export * from "babylonjs/Behaviors/Meshes/index";
  37995. }
  37996. declare module "babylonjs/Bones/boneIKController" {
  37997. import { Bone } from "babylonjs/Bones/bone";
  37998. import { Vector3 } from "babylonjs/Maths/math.vector";
  37999. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38000. import { Nullable } from "babylonjs/types";
  38001. /**
  38002. * Class used to apply inverse kinematics to bones
  38003. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38004. */
  38005. export class BoneIKController {
  38006. private static _tmpVecs;
  38007. private static _tmpQuat;
  38008. private static _tmpMats;
  38009. /**
  38010. * Gets or sets the target mesh
  38011. */
  38012. targetMesh: AbstractMesh;
  38013. /** Gets or sets the mesh used as pole */
  38014. poleTargetMesh: AbstractMesh;
  38015. /**
  38016. * Gets or sets the bone used as pole
  38017. */
  38018. poleTargetBone: Nullable<Bone>;
  38019. /**
  38020. * Gets or sets the target position
  38021. */
  38022. targetPosition: Vector3;
  38023. /**
  38024. * Gets or sets the pole target position
  38025. */
  38026. poleTargetPosition: Vector3;
  38027. /**
  38028. * Gets or sets the pole target local offset
  38029. */
  38030. poleTargetLocalOffset: Vector3;
  38031. /**
  38032. * Gets or sets the pole angle
  38033. */
  38034. poleAngle: number;
  38035. /**
  38036. * Gets or sets the mesh associated with the controller
  38037. */
  38038. mesh: AbstractMesh;
  38039. /**
  38040. * 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)
  38041. */
  38042. slerpAmount: number;
  38043. private _bone1Quat;
  38044. private _bone1Mat;
  38045. private _bone2Ang;
  38046. private _bone1;
  38047. private _bone2;
  38048. private _bone1Length;
  38049. private _bone2Length;
  38050. private _maxAngle;
  38051. private _maxReach;
  38052. private _rightHandedSystem;
  38053. private _bendAxis;
  38054. private _slerping;
  38055. private _adjustRoll;
  38056. /**
  38057. * Gets or sets maximum allowed angle
  38058. */
  38059. maxAngle: number;
  38060. /**
  38061. * Creates a new BoneIKController
  38062. * @param mesh defines the mesh to control
  38063. * @param bone defines the bone to control
  38064. * @param options defines options to set up the controller
  38065. */
  38066. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38067. targetMesh?: AbstractMesh;
  38068. poleTargetMesh?: AbstractMesh;
  38069. poleTargetBone?: Bone;
  38070. poleTargetLocalOffset?: Vector3;
  38071. poleAngle?: number;
  38072. bendAxis?: Vector3;
  38073. maxAngle?: number;
  38074. slerpAmount?: number;
  38075. });
  38076. private _setMaxAngle;
  38077. /**
  38078. * Force the controller to update the bones
  38079. */
  38080. update(): void;
  38081. }
  38082. }
  38083. declare module "babylonjs/Bones/boneLookController" {
  38084. import { Vector3 } from "babylonjs/Maths/math.vector";
  38085. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38086. import { Bone } from "babylonjs/Bones/bone";
  38087. import { Space } from "babylonjs/Maths/math.axis";
  38088. /**
  38089. * Class used to make a bone look toward a point in space
  38090. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38091. */
  38092. export class BoneLookController {
  38093. private static _tmpVecs;
  38094. private static _tmpQuat;
  38095. private static _tmpMats;
  38096. /**
  38097. * The target Vector3 that the bone will look at
  38098. */
  38099. target: Vector3;
  38100. /**
  38101. * The mesh that the bone is attached to
  38102. */
  38103. mesh: AbstractMesh;
  38104. /**
  38105. * The bone that will be looking to the target
  38106. */
  38107. bone: Bone;
  38108. /**
  38109. * The up axis of the coordinate system that is used when the bone is rotated
  38110. */
  38111. upAxis: Vector3;
  38112. /**
  38113. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38114. */
  38115. upAxisSpace: Space;
  38116. /**
  38117. * Used to make an adjustment to the yaw of the bone
  38118. */
  38119. adjustYaw: number;
  38120. /**
  38121. * Used to make an adjustment to the pitch of the bone
  38122. */
  38123. adjustPitch: number;
  38124. /**
  38125. * Used to make an adjustment to the roll of the bone
  38126. */
  38127. adjustRoll: number;
  38128. /**
  38129. * 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)
  38130. */
  38131. slerpAmount: number;
  38132. private _minYaw;
  38133. private _maxYaw;
  38134. private _minPitch;
  38135. private _maxPitch;
  38136. private _minYawSin;
  38137. private _minYawCos;
  38138. private _maxYawSin;
  38139. private _maxYawCos;
  38140. private _midYawConstraint;
  38141. private _minPitchTan;
  38142. private _maxPitchTan;
  38143. private _boneQuat;
  38144. private _slerping;
  38145. private _transformYawPitch;
  38146. private _transformYawPitchInv;
  38147. private _firstFrameSkipped;
  38148. private _yawRange;
  38149. private _fowardAxis;
  38150. /**
  38151. * Gets or sets the minimum yaw angle that the bone can look to
  38152. */
  38153. minYaw: number;
  38154. /**
  38155. * Gets or sets the maximum yaw angle that the bone can look to
  38156. */
  38157. maxYaw: number;
  38158. /**
  38159. * Gets or sets the minimum pitch angle that the bone can look to
  38160. */
  38161. minPitch: number;
  38162. /**
  38163. * Gets or sets the maximum pitch angle that the bone can look to
  38164. */
  38165. maxPitch: number;
  38166. /**
  38167. * Create a BoneLookController
  38168. * @param mesh the mesh that the bone belongs to
  38169. * @param bone the bone that will be looking to the target
  38170. * @param target the target Vector3 to look at
  38171. * @param options optional settings:
  38172. * * maxYaw: the maximum angle the bone will yaw to
  38173. * * minYaw: the minimum angle the bone will yaw to
  38174. * * maxPitch: the maximum angle the bone will pitch to
  38175. * * minPitch: the minimum angle the bone will yaw to
  38176. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38177. * * upAxis: the up axis of the coordinate system
  38178. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38179. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38180. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38181. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38182. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38183. * * adjustRoll: used to make an adjustment to the roll of the bone
  38184. **/
  38185. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38186. maxYaw?: number;
  38187. minYaw?: number;
  38188. maxPitch?: number;
  38189. minPitch?: number;
  38190. slerpAmount?: number;
  38191. upAxis?: Vector3;
  38192. upAxisSpace?: Space;
  38193. yawAxis?: Vector3;
  38194. pitchAxis?: Vector3;
  38195. adjustYaw?: number;
  38196. adjustPitch?: number;
  38197. adjustRoll?: number;
  38198. });
  38199. /**
  38200. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38201. */
  38202. update(): void;
  38203. private _getAngleDiff;
  38204. private _getAngleBetween;
  38205. private _isAngleBetween;
  38206. }
  38207. }
  38208. declare module "babylonjs/Bones/index" {
  38209. export * from "babylonjs/Bones/bone";
  38210. export * from "babylonjs/Bones/boneIKController";
  38211. export * from "babylonjs/Bones/boneLookController";
  38212. export * from "babylonjs/Bones/skeleton";
  38213. }
  38214. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38215. import { Nullable } from "babylonjs/types";
  38216. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38217. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38218. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38219. /**
  38220. * Manage the gamepad inputs to control an arc rotate camera.
  38221. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38222. */
  38223. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38224. /**
  38225. * Defines the camera the input is attached to.
  38226. */
  38227. camera: ArcRotateCamera;
  38228. /**
  38229. * Defines the gamepad the input is gathering event from.
  38230. */
  38231. gamepad: Nullable<Gamepad>;
  38232. /**
  38233. * Defines the gamepad rotation sensiblity.
  38234. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38235. */
  38236. gamepadRotationSensibility: number;
  38237. /**
  38238. * Defines the gamepad move sensiblity.
  38239. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38240. */
  38241. gamepadMoveSensibility: number;
  38242. private _onGamepadConnectedObserver;
  38243. private _onGamepadDisconnectedObserver;
  38244. /**
  38245. * Attach the input controls to a specific dom element to get the input from.
  38246. * @param element Defines the element the controls should be listened from
  38247. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38248. */
  38249. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38250. /**
  38251. * Detach the current controls from the specified dom element.
  38252. * @param element Defines the element to stop listening the inputs from
  38253. */
  38254. detachControl(element: Nullable<HTMLElement>): void;
  38255. /**
  38256. * Update the current camera state depending on the inputs that have been used this frame.
  38257. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38258. */
  38259. checkInputs(): void;
  38260. /**
  38261. * Gets the class name of the current intput.
  38262. * @returns the class name
  38263. */
  38264. getClassName(): string;
  38265. /**
  38266. * Get the friendly name associated with the input class.
  38267. * @returns the input friendly name
  38268. */
  38269. getSimpleName(): string;
  38270. }
  38271. }
  38272. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38273. import { Nullable } from "babylonjs/types";
  38274. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38275. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38276. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38277. interface ArcRotateCameraInputsManager {
  38278. /**
  38279. * Add orientation input support to the input manager.
  38280. * @returns the current input manager
  38281. */
  38282. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38283. }
  38284. }
  38285. /**
  38286. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38287. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38288. */
  38289. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38290. /**
  38291. * Defines the camera the input is attached to.
  38292. */
  38293. camera: ArcRotateCamera;
  38294. /**
  38295. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38296. */
  38297. alphaCorrection: number;
  38298. /**
  38299. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38300. */
  38301. gammaCorrection: number;
  38302. private _alpha;
  38303. private _gamma;
  38304. private _dirty;
  38305. private _deviceOrientationHandler;
  38306. /**
  38307. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38308. */
  38309. constructor();
  38310. /**
  38311. * Attach the input controls to a specific dom element to get the input from.
  38312. * @param element Defines the element the controls should be listened from
  38313. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38314. */
  38315. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38316. /** @hidden */
  38317. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38318. /**
  38319. * Update the current camera state depending on the inputs that have been used this frame.
  38320. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38321. */
  38322. checkInputs(): void;
  38323. /**
  38324. * Detach the current controls from the specified dom element.
  38325. * @param element Defines the element to stop listening the inputs from
  38326. */
  38327. detachControl(element: Nullable<HTMLElement>): void;
  38328. /**
  38329. * Gets the class name of the current intput.
  38330. * @returns the class name
  38331. */
  38332. getClassName(): string;
  38333. /**
  38334. * Get the friendly name associated with the input class.
  38335. * @returns the input friendly name
  38336. */
  38337. getSimpleName(): string;
  38338. }
  38339. }
  38340. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38341. import { Nullable } from "babylonjs/types";
  38342. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38343. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38344. /**
  38345. * Listen to mouse events to control the camera.
  38346. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38347. */
  38348. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38349. /**
  38350. * Defines the camera the input is attached to.
  38351. */
  38352. camera: FlyCamera;
  38353. /**
  38354. * Defines if touch is enabled. (Default is true.)
  38355. */
  38356. touchEnabled: boolean;
  38357. /**
  38358. * Defines the buttons associated with the input to handle camera rotation.
  38359. */
  38360. buttons: number[];
  38361. /**
  38362. * Assign buttons for Yaw control.
  38363. */
  38364. buttonsYaw: number[];
  38365. /**
  38366. * Assign buttons for Pitch control.
  38367. */
  38368. buttonsPitch: number[];
  38369. /**
  38370. * Assign buttons for Roll control.
  38371. */
  38372. buttonsRoll: number[];
  38373. /**
  38374. * Detect if any button is being pressed while mouse is moved.
  38375. * -1 = Mouse locked.
  38376. * 0 = Left button.
  38377. * 1 = Middle Button.
  38378. * 2 = Right Button.
  38379. */
  38380. activeButton: number;
  38381. /**
  38382. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38383. * Higher values reduce its sensitivity.
  38384. */
  38385. angularSensibility: number;
  38386. private _mousemoveCallback;
  38387. private _observer;
  38388. private _rollObserver;
  38389. private previousPosition;
  38390. private noPreventDefault;
  38391. private element;
  38392. /**
  38393. * Listen to mouse events to control the camera.
  38394. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38395. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38396. */
  38397. constructor(touchEnabled?: boolean);
  38398. /**
  38399. * Attach the mouse control to the HTML DOM element.
  38400. * @param element Defines the element that listens to the input events.
  38401. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38402. */
  38403. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38404. /**
  38405. * Detach the current controls from the specified dom element.
  38406. * @param element Defines the element to stop listening the inputs from
  38407. */
  38408. detachControl(element: Nullable<HTMLElement>): void;
  38409. /**
  38410. * Gets the class name of the current input.
  38411. * @returns the class name.
  38412. */
  38413. getClassName(): string;
  38414. /**
  38415. * Get the friendly name associated with the input class.
  38416. * @returns the input's friendly name.
  38417. */
  38418. getSimpleName(): string;
  38419. private _pointerInput;
  38420. private _onMouseMove;
  38421. /**
  38422. * Rotate camera by mouse offset.
  38423. */
  38424. private rotateCamera;
  38425. }
  38426. }
  38427. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38428. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38429. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38430. /**
  38431. * Default Inputs manager for the FlyCamera.
  38432. * It groups all the default supported inputs for ease of use.
  38433. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38434. */
  38435. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38436. /**
  38437. * Instantiates a new FlyCameraInputsManager.
  38438. * @param camera Defines the camera the inputs belong to.
  38439. */
  38440. constructor(camera: FlyCamera);
  38441. /**
  38442. * Add keyboard input support to the input manager.
  38443. * @returns the new FlyCameraKeyboardMoveInput().
  38444. */
  38445. addKeyboard(): FlyCameraInputsManager;
  38446. /**
  38447. * Add mouse input support to the input manager.
  38448. * @param touchEnabled Enable touch screen support.
  38449. * @returns the new FlyCameraMouseInput().
  38450. */
  38451. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38452. }
  38453. }
  38454. declare module "babylonjs/Cameras/flyCamera" {
  38455. import { Scene } from "babylonjs/scene";
  38456. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38457. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38458. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38459. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38460. /**
  38461. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38462. * such as in a 3D Space Shooter or a Flight Simulator.
  38463. */
  38464. export class FlyCamera extends TargetCamera {
  38465. /**
  38466. * Define the collision ellipsoid of the camera.
  38467. * This is helpful for simulating a camera body, like a player's body.
  38468. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38469. */
  38470. ellipsoid: Vector3;
  38471. /**
  38472. * Define an offset for the position of the ellipsoid around the camera.
  38473. * This can be helpful if the camera is attached away from the player's body center,
  38474. * such as at its head.
  38475. */
  38476. ellipsoidOffset: Vector3;
  38477. /**
  38478. * Enable or disable collisions of the camera with the rest of the scene objects.
  38479. */
  38480. checkCollisions: boolean;
  38481. /**
  38482. * Enable or disable gravity on the camera.
  38483. */
  38484. applyGravity: boolean;
  38485. /**
  38486. * Define the current direction the camera is moving to.
  38487. */
  38488. cameraDirection: Vector3;
  38489. /**
  38490. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38491. * This overrides and empties cameraRotation.
  38492. */
  38493. rotationQuaternion: Quaternion;
  38494. /**
  38495. * Track Roll to maintain the wanted Rolling when looking around.
  38496. */
  38497. _trackRoll: number;
  38498. /**
  38499. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38500. */
  38501. rollCorrect: number;
  38502. /**
  38503. * Mimic a banked turn, Rolling the camera when Yawing.
  38504. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38505. */
  38506. bankedTurn: boolean;
  38507. /**
  38508. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38509. */
  38510. bankedTurnLimit: number;
  38511. /**
  38512. * Value of 0 disables the banked Roll.
  38513. * Value of 1 is equal to the Yaw angle in radians.
  38514. */
  38515. bankedTurnMultiplier: number;
  38516. /**
  38517. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38518. */
  38519. inputs: FlyCameraInputsManager;
  38520. /**
  38521. * Gets the input sensibility for mouse input.
  38522. * Higher values reduce sensitivity.
  38523. */
  38524. /**
  38525. * Sets the input sensibility for a mouse input.
  38526. * Higher values reduce sensitivity.
  38527. */
  38528. angularSensibility: number;
  38529. /**
  38530. * Get the keys for camera movement forward.
  38531. */
  38532. /**
  38533. * Set the keys for camera movement forward.
  38534. */
  38535. keysForward: number[];
  38536. /**
  38537. * Get the keys for camera movement backward.
  38538. */
  38539. keysBackward: number[];
  38540. /**
  38541. * Get the keys for camera movement up.
  38542. */
  38543. /**
  38544. * Set the keys for camera movement up.
  38545. */
  38546. keysUp: number[];
  38547. /**
  38548. * Get the keys for camera movement down.
  38549. */
  38550. /**
  38551. * Set the keys for camera movement down.
  38552. */
  38553. keysDown: number[];
  38554. /**
  38555. * Get the keys for camera movement left.
  38556. */
  38557. /**
  38558. * Set the keys for camera movement left.
  38559. */
  38560. keysLeft: number[];
  38561. /**
  38562. * Set the keys for camera movement right.
  38563. */
  38564. /**
  38565. * Set the keys for camera movement right.
  38566. */
  38567. keysRight: number[];
  38568. /**
  38569. * Event raised when the camera collides with a mesh in the scene.
  38570. */
  38571. onCollide: (collidedMesh: AbstractMesh) => void;
  38572. private _collider;
  38573. private _needMoveForGravity;
  38574. private _oldPosition;
  38575. private _diffPosition;
  38576. private _newPosition;
  38577. /** @hidden */
  38578. _localDirection: Vector3;
  38579. /** @hidden */
  38580. _transformedDirection: Vector3;
  38581. /**
  38582. * Instantiates a FlyCamera.
  38583. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38584. * such as in a 3D Space Shooter or a Flight Simulator.
  38585. * @param name Define the name of the camera in the scene.
  38586. * @param position Define the starting position of the camera in the scene.
  38587. * @param scene Define the scene the camera belongs to.
  38588. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38589. */
  38590. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38591. /**
  38592. * Attach a control to the HTML DOM element.
  38593. * @param element Defines the element that listens to the input events.
  38594. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38595. */
  38596. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38597. /**
  38598. * Detach a control from the HTML DOM element.
  38599. * The camera will stop reacting to that input.
  38600. * @param element Defines the element that listens to the input events.
  38601. */
  38602. detachControl(element: HTMLElement): void;
  38603. private _collisionMask;
  38604. /**
  38605. * Get the mask that the camera ignores in collision events.
  38606. */
  38607. /**
  38608. * Set the mask that the camera ignores in collision events.
  38609. */
  38610. collisionMask: number;
  38611. /** @hidden */
  38612. _collideWithWorld(displacement: Vector3): void;
  38613. /** @hidden */
  38614. private _onCollisionPositionChange;
  38615. /** @hidden */
  38616. _checkInputs(): void;
  38617. /** @hidden */
  38618. _decideIfNeedsToMove(): boolean;
  38619. /** @hidden */
  38620. _updatePosition(): void;
  38621. /**
  38622. * Restore the Roll to its target value at the rate specified.
  38623. * @param rate - Higher means slower restoring.
  38624. * @hidden
  38625. */
  38626. restoreRoll(rate: number): void;
  38627. /**
  38628. * Destroy the camera and release the current resources held by it.
  38629. */
  38630. dispose(): void;
  38631. /**
  38632. * Get the current object class name.
  38633. * @returns the class name.
  38634. */
  38635. getClassName(): string;
  38636. }
  38637. }
  38638. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38639. import { Nullable } from "babylonjs/types";
  38640. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38641. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38642. /**
  38643. * Listen to keyboard events to control the camera.
  38644. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38645. */
  38646. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38647. /**
  38648. * Defines the camera the input is attached to.
  38649. */
  38650. camera: FlyCamera;
  38651. /**
  38652. * The list of keyboard keys used to control the forward move of the camera.
  38653. */
  38654. keysForward: number[];
  38655. /**
  38656. * The list of keyboard keys used to control the backward move of the camera.
  38657. */
  38658. keysBackward: number[];
  38659. /**
  38660. * The list of keyboard keys used to control the forward move of the camera.
  38661. */
  38662. keysUp: number[];
  38663. /**
  38664. * The list of keyboard keys used to control the backward move of the camera.
  38665. */
  38666. keysDown: number[];
  38667. /**
  38668. * The list of keyboard keys used to control the right strafe move of the camera.
  38669. */
  38670. keysRight: number[];
  38671. /**
  38672. * The list of keyboard keys used to control the left strafe move of the camera.
  38673. */
  38674. keysLeft: number[];
  38675. private _keys;
  38676. private _onCanvasBlurObserver;
  38677. private _onKeyboardObserver;
  38678. private _engine;
  38679. private _scene;
  38680. /**
  38681. * Attach the input controls to a specific dom element to get the input from.
  38682. * @param element Defines the element the controls should be listened from
  38683. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38684. */
  38685. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38686. /**
  38687. * Detach the current controls from the specified dom element.
  38688. * @param element Defines the element to stop listening the inputs from
  38689. */
  38690. detachControl(element: Nullable<HTMLElement>): void;
  38691. /**
  38692. * Gets the class name of the current intput.
  38693. * @returns the class name
  38694. */
  38695. getClassName(): string;
  38696. /** @hidden */
  38697. _onLostFocus(e: FocusEvent): void;
  38698. /**
  38699. * Get the friendly name associated with the input class.
  38700. * @returns the input friendly name
  38701. */
  38702. getSimpleName(): string;
  38703. /**
  38704. * Update the current camera state depending on the inputs that have been used this frame.
  38705. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38706. */
  38707. checkInputs(): void;
  38708. }
  38709. }
  38710. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38711. import { Nullable } from "babylonjs/types";
  38712. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38713. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38714. /**
  38715. * Manage the mouse wheel inputs to control a follow camera.
  38716. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38717. */
  38718. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38719. /**
  38720. * Defines the camera the input is attached to.
  38721. */
  38722. camera: FollowCamera;
  38723. /**
  38724. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38725. */
  38726. axisControlRadius: boolean;
  38727. /**
  38728. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38729. */
  38730. axisControlHeight: boolean;
  38731. /**
  38732. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38733. */
  38734. axisControlRotation: boolean;
  38735. /**
  38736. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38737. * relation to mouseWheel events.
  38738. */
  38739. wheelPrecision: number;
  38740. /**
  38741. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38742. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38743. */
  38744. wheelDeltaPercentage: number;
  38745. private _wheel;
  38746. private _observer;
  38747. /**
  38748. * Attach the input controls to a specific dom element to get the input from.
  38749. * @param element Defines the element the controls should be listened from
  38750. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38751. */
  38752. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38753. /**
  38754. * Detach the current controls from the specified dom element.
  38755. * @param element Defines the element to stop listening the inputs from
  38756. */
  38757. detachControl(element: Nullable<HTMLElement>): void;
  38758. /**
  38759. * Gets the class name of the current intput.
  38760. * @returns the class name
  38761. */
  38762. getClassName(): string;
  38763. /**
  38764. * Get the friendly name associated with the input class.
  38765. * @returns the input friendly name
  38766. */
  38767. getSimpleName(): string;
  38768. }
  38769. }
  38770. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38771. import { Nullable } from "babylonjs/types";
  38772. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38773. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38774. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38775. /**
  38776. * Manage the pointers inputs to control an follow camera.
  38777. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38778. */
  38779. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38780. /**
  38781. * Defines the camera the input is attached to.
  38782. */
  38783. camera: FollowCamera;
  38784. /**
  38785. * Gets the class name of the current input.
  38786. * @returns the class name
  38787. */
  38788. getClassName(): string;
  38789. /**
  38790. * Defines the pointer angular sensibility along the X axis or how fast is
  38791. * the camera rotating.
  38792. * A negative number will reverse the axis direction.
  38793. */
  38794. angularSensibilityX: number;
  38795. /**
  38796. * Defines the pointer angular sensibility along the Y axis or how fast is
  38797. * the camera rotating.
  38798. * A negative number will reverse the axis direction.
  38799. */
  38800. angularSensibilityY: number;
  38801. /**
  38802. * Defines the pointer pinch precision or how fast is the camera zooming.
  38803. * A negative number will reverse the axis direction.
  38804. */
  38805. pinchPrecision: number;
  38806. /**
  38807. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38808. * from 0.
  38809. * It defines the percentage of current camera.radius to use as delta when
  38810. * pinch zoom is used.
  38811. */
  38812. pinchDeltaPercentage: number;
  38813. /**
  38814. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38815. */
  38816. axisXControlRadius: boolean;
  38817. /**
  38818. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38819. */
  38820. axisXControlHeight: boolean;
  38821. /**
  38822. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38823. */
  38824. axisXControlRotation: boolean;
  38825. /**
  38826. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38827. */
  38828. axisYControlRadius: boolean;
  38829. /**
  38830. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38831. */
  38832. axisYControlHeight: boolean;
  38833. /**
  38834. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38835. */
  38836. axisYControlRotation: boolean;
  38837. /**
  38838. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38839. */
  38840. axisPinchControlRadius: boolean;
  38841. /**
  38842. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38843. */
  38844. axisPinchControlHeight: boolean;
  38845. /**
  38846. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38847. */
  38848. axisPinchControlRotation: boolean;
  38849. /**
  38850. * Log error messages if basic misconfiguration has occurred.
  38851. */
  38852. warningEnable: boolean;
  38853. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38854. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38855. private _warningCounter;
  38856. private _warning;
  38857. }
  38858. }
  38859. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38860. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38861. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38862. /**
  38863. * Default Inputs manager for the FollowCamera.
  38864. * It groups all the default supported inputs for ease of use.
  38865. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38866. */
  38867. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38868. /**
  38869. * Instantiates a new FollowCameraInputsManager.
  38870. * @param camera Defines the camera the inputs belong to
  38871. */
  38872. constructor(camera: FollowCamera);
  38873. /**
  38874. * Add keyboard input support to the input manager.
  38875. * @returns the current input manager
  38876. */
  38877. addKeyboard(): FollowCameraInputsManager;
  38878. /**
  38879. * Add mouse wheel input support to the input manager.
  38880. * @returns the current input manager
  38881. */
  38882. addMouseWheel(): FollowCameraInputsManager;
  38883. /**
  38884. * Add pointers input support to the input manager.
  38885. * @returns the current input manager
  38886. */
  38887. addPointers(): FollowCameraInputsManager;
  38888. /**
  38889. * Add orientation input support to the input manager.
  38890. * @returns the current input manager
  38891. */
  38892. addVRDeviceOrientation(): FollowCameraInputsManager;
  38893. }
  38894. }
  38895. declare module "babylonjs/Cameras/followCamera" {
  38896. import { Nullable } from "babylonjs/types";
  38897. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38898. import { Scene } from "babylonjs/scene";
  38899. import { Vector3 } from "babylonjs/Maths/math.vector";
  38900. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38901. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38902. /**
  38903. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38904. * an arc rotate version arcFollowCamera are available.
  38905. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38906. */
  38907. export class FollowCamera extends TargetCamera {
  38908. /**
  38909. * Distance the follow camera should follow an object at
  38910. */
  38911. radius: number;
  38912. /**
  38913. * Minimum allowed distance of the camera to the axis of rotation
  38914. * (The camera can not get closer).
  38915. * This can help limiting how the Camera is able to move in the scene.
  38916. */
  38917. lowerRadiusLimit: Nullable<number>;
  38918. /**
  38919. * Maximum allowed distance of the camera to the axis of rotation
  38920. * (The camera can not get further).
  38921. * This can help limiting how the Camera is able to move in the scene.
  38922. */
  38923. upperRadiusLimit: Nullable<number>;
  38924. /**
  38925. * Define a rotation offset between the camera and the object it follows
  38926. */
  38927. rotationOffset: number;
  38928. /**
  38929. * Minimum allowed angle to camera position relative to target object.
  38930. * This can help limiting how the Camera is able to move in the scene.
  38931. */
  38932. lowerRotationOffsetLimit: Nullable<number>;
  38933. /**
  38934. * Maximum allowed angle to camera position relative to target object.
  38935. * This can help limiting how the Camera is able to move in the scene.
  38936. */
  38937. upperRotationOffsetLimit: Nullable<number>;
  38938. /**
  38939. * Define a height offset between the camera and the object it follows.
  38940. * It can help following an object from the top (like a car chaing a plane)
  38941. */
  38942. heightOffset: number;
  38943. /**
  38944. * Minimum allowed height of camera position relative to target object.
  38945. * This can help limiting how the Camera is able to move in the scene.
  38946. */
  38947. lowerHeightOffsetLimit: Nullable<number>;
  38948. /**
  38949. * Maximum allowed height of camera position relative to target object.
  38950. * This can help limiting how the Camera is able to move in the scene.
  38951. */
  38952. upperHeightOffsetLimit: Nullable<number>;
  38953. /**
  38954. * Define how fast the camera can accelerate to follow it s target.
  38955. */
  38956. cameraAcceleration: number;
  38957. /**
  38958. * Define the speed limit of the camera following an object.
  38959. */
  38960. maxCameraSpeed: number;
  38961. /**
  38962. * Define the target of the camera.
  38963. */
  38964. lockedTarget: Nullable<AbstractMesh>;
  38965. /**
  38966. * Defines the input associated with the camera.
  38967. */
  38968. inputs: FollowCameraInputsManager;
  38969. /**
  38970. * Instantiates the follow camera.
  38971. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38972. * @param name Define the name of the camera in the scene
  38973. * @param position Define the position of the camera
  38974. * @param scene Define the scene the camera belong to
  38975. * @param lockedTarget Define the target of the camera
  38976. */
  38977. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38978. private _follow;
  38979. /**
  38980. * Attached controls to the current camera.
  38981. * @param element Defines the element the controls should be listened from
  38982. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38983. */
  38984. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38985. /**
  38986. * Detach the current controls from the camera.
  38987. * The camera will stop reacting to inputs.
  38988. * @param element Defines the element to stop listening the inputs from
  38989. */
  38990. detachControl(element: HTMLElement): void;
  38991. /** @hidden */
  38992. _checkInputs(): void;
  38993. private _checkLimits;
  38994. /**
  38995. * Gets the camera class name.
  38996. * @returns the class name
  38997. */
  38998. getClassName(): string;
  38999. }
  39000. /**
  39001. * Arc Rotate version of the follow camera.
  39002. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39003. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39004. */
  39005. export class ArcFollowCamera extends TargetCamera {
  39006. /** The longitudinal angle of the camera */
  39007. alpha: number;
  39008. /** The latitudinal angle of the camera */
  39009. beta: number;
  39010. /** The radius of the camera from its target */
  39011. radius: number;
  39012. /** Define the camera target (the messh it should follow) */
  39013. target: Nullable<AbstractMesh>;
  39014. private _cartesianCoordinates;
  39015. /**
  39016. * Instantiates a new ArcFollowCamera
  39017. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39018. * @param name Define the name of the camera
  39019. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39020. * @param beta Define the rotation angle of the camera around the elevation axis
  39021. * @param radius Define the radius of the camera from its target point
  39022. * @param target Define the target of the camera
  39023. * @param scene Define the scene the camera belongs to
  39024. */
  39025. constructor(name: string,
  39026. /** The longitudinal angle of the camera */
  39027. alpha: number,
  39028. /** The latitudinal angle of the camera */
  39029. beta: number,
  39030. /** The radius of the camera from its target */
  39031. radius: number,
  39032. /** Define the camera target (the messh it should follow) */
  39033. target: Nullable<AbstractMesh>, scene: Scene);
  39034. private _follow;
  39035. /** @hidden */
  39036. _checkInputs(): void;
  39037. /**
  39038. * Returns the class name of the object.
  39039. * It is mostly used internally for serialization purposes.
  39040. */
  39041. getClassName(): string;
  39042. }
  39043. }
  39044. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39045. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39046. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39047. import { Nullable } from "babylonjs/types";
  39048. /**
  39049. * Manage the keyboard inputs to control the movement of a follow camera.
  39050. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39051. */
  39052. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39053. /**
  39054. * Defines the camera the input is attached to.
  39055. */
  39056. camera: FollowCamera;
  39057. /**
  39058. * Defines the list of key codes associated with the up action (increase heightOffset)
  39059. */
  39060. keysHeightOffsetIncr: number[];
  39061. /**
  39062. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39063. */
  39064. keysHeightOffsetDecr: number[];
  39065. /**
  39066. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39067. */
  39068. keysHeightOffsetModifierAlt: boolean;
  39069. /**
  39070. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39071. */
  39072. keysHeightOffsetModifierCtrl: boolean;
  39073. /**
  39074. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39075. */
  39076. keysHeightOffsetModifierShift: boolean;
  39077. /**
  39078. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39079. */
  39080. keysRotationOffsetIncr: number[];
  39081. /**
  39082. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39083. */
  39084. keysRotationOffsetDecr: number[];
  39085. /**
  39086. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39087. */
  39088. keysRotationOffsetModifierAlt: boolean;
  39089. /**
  39090. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39091. */
  39092. keysRotationOffsetModifierCtrl: boolean;
  39093. /**
  39094. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39095. */
  39096. keysRotationOffsetModifierShift: boolean;
  39097. /**
  39098. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39099. */
  39100. keysRadiusIncr: number[];
  39101. /**
  39102. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39103. */
  39104. keysRadiusDecr: number[];
  39105. /**
  39106. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39107. */
  39108. keysRadiusModifierAlt: boolean;
  39109. /**
  39110. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39111. */
  39112. keysRadiusModifierCtrl: boolean;
  39113. /**
  39114. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39115. */
  39116. keysRadiusModifierShift: boolean;
  39117. /**
  39118. * Defines the rate of change of heightOffset.
  39119. */
  39120. heightSensibility: number;
  39121. /**
  39122. * Defines the rate of change of rotationOffset.
  39123. */
  39124. rotationSensibility: number;
  39125. /**
  39126. * Defines the rate of change of radius.
  39127. */
  39128. radiusSensibility: number;
  39129. private _keys;
  39130. private _ctrlPressed;
  39131. private _altPressed;
  39132. private _shiftPressed;
  39133. private _onCanvasBlurObserver;
  39134. private _onKeyboardObserver;
  39135. private _engine;
  39136. private _scene;
  39137. /**
  39138. * Attach the input controls to a specific dom element to get the input from.
  39139. * @param element Defines the element the controls should be listened from
  39140. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39141. */
  39142. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39143. /**
  39144. * Detach the current controls from the specified dom element.
  39145. * @param element Defines the element to stop listening the inputs from
  39146. */
  39147. detachControl(element: Nullable<HTMLElement>): void;
  39148. /**
  39149. * Update the current camera state depending on the inputs that have been used this frame.
  39150. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39151. */
  39152. checkInputs(): void;
  39153. /**
  39154. * Gets the class name of the current input.
  39155. * @returns the class name
  39156. */
  39157. getClassName(): string;
  39158. /**
  39159. * Get the friendly name associated with the input class.
  39160. * @returns the input friendly name
  39161. */
  39162. getSimpleName(): string;
  39163. /**
  39164. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39165. * allow modification of the heightOffset value.
  39166. */
  39167. private _modifierHeightOffset;
  39168. /**
  39169. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39170. * allow modification of the rotationOffset value.
  39171. */
  39172. private _modifierRotationOffset;
  39173. /**
  39174. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39175. * allow modification of the radius value.
  39176. */
  39177. private _modifierRadius;
  39178. }
  39179. }
  39180. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39181. import { Nullable } from "babylonjs/types";
  39182. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39183. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39184. import { Observable } from "babylonjs/Misc/observable";
  39185. module "babylonjs/Cameras/freeCameraInputsManager" {
  39186. interface FreeCameraInputsManager {
  39187. /**
  39188. * @hidden
  39189. */
  39190. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39191. /**
  39192. * Add orientation input support to the input manager.
  39193. * @returns the current input manager
  39194. */
  39195. addDeviceOrientation(): FreeCameraInputsManager;
  39196. }
  39197. }
  39198. /**
  39199. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39200. * Screen rotation is taken into account.
  39201. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39202. */
  39203. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39204. private _camera;
  39205. private _screenOrientationAngle;
  39206. private _constantTranform;
  39207. private _screenQuaternion;
  39208. private _alpha;
  39209. private _beta;
  39210. private _gamma;
  39211. /**
  39212. * Can be used to detect if a device orientation sensor is availible on a device
  39213. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39214. * @returns a promise that will resolve on orientation change
  39215. */
  39216. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39217. /**
  39218. * @hidden
  39219. */
  39220. _onDeviceOrientationChangedObservable: Observable<void>;
  39221. /**
  39222. * Instantiates a new input
  39223. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39224. */
  39225. constructor();
  39226. /**
  39227. * Define the camera controlled by the input.
  39228. */
  39229. camera: FreeCamera;
  39230. /**
  39231. * Attach the input controls to a specific dom element to get the input from.
  39232. * @param element Defines the element the controls should be listened from
  39233. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39234. */
  39235. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39236. private _orientationChanged;
  39237. private _deviceOrientation;
  39238. /**
  39239. * Detach the current controls from the specified dom element.
  39240. * @param element Defines the element to stop listening the inputs from
  39241. */
  39242. detachControl(element: Nullable<HTMLElement>): void;
  39243. /**
  39244. * Update the current camera state depending on the inputs that have been used this frame.
  39245. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39246. */
  39247. checkInputs(): void;
  39248. /**
  39249. * Gets the class name of the current intput.
  39250. * @returns the class name
  39251. */
  39252. getClassName(): string;
  39253. /**
  39254. * Get the friendly name associated with the input class.
  39255. * @returns the input friendly name
  39256. */
  39257. getSimpleName(): string;
  39258. }
  39259. }
  39260. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39261. import { Nullable } from "babylonjs/types";
  39262. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39263. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39264. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39265. /**
  39266. * Manage the gamepad inputs to control a free camera.
  39267. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39268. */
  39269. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39270. /**
  39271. * Define the camera the input is attached to.
  39272. */
  39273. camera: FreeCamera;
  39274. /**
  39275. * Define the Gamepad controlling the input
  39276. */
  39277. gamepad: Nullable<Gamepad>;
  39278. /**
  39279. * Defines the gamepad rotation sensiblity.
  39280. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39281. */
  39282. gamepadAngularSensibility: number;
  39283. /**
  39284. * Defines the gamepad move sensiblity.
  39285. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39286. */
  39287. gamepadMoveSensibility: number;
  39288. private _onGamepadConnectedObserver;
  39289. private _onGamepadDisconnectedObserver;
  39290. private _cameraTransform;
  39291. private _deltaTransform;
  39292. private _vector3;
  39293. private _vector2;
  39294. /**
  39295. * Attach the input controls to a specific dom element to get the input from.
  39296. * @param element Defines the element the controls should be listened from
  39297. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39298. */
  39299. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39300. /**
  39301. * Detach the current controls from the specified dom element.
  39302. * @param element Defines the element to stop listening the inputs from
  39303. */
  39304. detachControl(element: Nullable<HTMLElement>): void;
  39305. /**
  39306. * Update the current camera state depending on the inputs that have been used this frame.
  39307. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39308. */
  39309. checkInputs(): void;
  39310. /**
  39311. * Gets the class name of the current intput.
  39312. * @returns the class name
  39313. */
  39314. getClassName(): string;
  39315. /**
  39316. * Get the friendly name associated with the input class.
  39317. * @returns the input friendly name
  39318. */
  39319. getSimpleName(): string;
  39320. }
  39321. }
  39322. declare module "babylonjs/Misc/virtualJoystick" {
  39323. import { Nullable } from "babylonjs/types";
  39324. import { Vector3 } from "babylonjs/Maths/math.vector";
  39325. /**
  39326. * Defines the potential axis of a Joystick
  39327. */
  39328. export enum JoystickAxis {
  39329. /** X axis */
  39330. X = 0,
  39331. /** Y axis */
  39332. Y = 1,
  39333. /** Z axis */
  39334. Z = 2
  39335. }
  39336. /**
  39337. * Class used to define virtual joystick (used in touch mode)
  39338. */
  39339. export class VirtualJoystick {
  39340. /**
  39341. * Gets or sets a boolean indicating that left and right values must be inverted
  39342. */
  39343. reverseLeftRight: boolean;
  39344. /**
  39345. * Gets or sets a boolean indicating that up and down values must be inverted
  39346. */
  39347. reverseUpDown: boolean;
  39348. /**
  39349. * Gets the offset value for the position (ie. the change of the position value)
  39350. */
  39351. deltaPosition: Vector3;
  39352. /**
  39353. * Gets a boolean indicating if the virtual joystick was pressed
  39354. */
  39355. pressed: boolean;
  39356. /**
  39357. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39358. */
  39359. static Canvas: Nullable<HTMLCanvasElement>;
  39360. private static _globalJoystickIndex;
  39361. private static vjCanvasContext;
  39362. private static vjCanvasWidth;
  39363. private static vjCanvasHeight;
  39364. private static halfWidth;
  39365. private _action;
  39366. private _axisTargetedByLeftAndRight;
  39367. private _axisTargetedByUpAndDown;
  39368. private _joystickSensibility;
  39369. private _inversedSensibility;
  39370. private _joystickPointerID;
  39371. private _joystickColor;
  39372. private _joystickPointerPos;
  39373. private _joystickPreviousPointerPos;
  39374. private _joystickPointerStartPos;
  39375. private _deltaJoystickVector;
  39376. private _leftJoystick;
  39377. private _touches;
  39378. private _onPointerDownHandlerRef;
  39379. private _onPointerMoveHandlerRef;
  39380. private _onPointerUpHandlerRef;
  39381. private _onResize;
  39382. /**
  39383. * Creates a new virtual joystick
  39384. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39385. */
  39386. constructor(leftJoystick?: boolean);
  39387. /**
  39388. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39389. * @param newJoystickSensibility defines the new sensibility
  39390. */
  39391. setJoystickSensibility(newJoystickSensibility: number): void;
  39392. private _onPointerDown;
  39393. private _onPointerMove;
  39394. private _onPointerUp;
  39395. /**
  39396. * Change the color of the virtual joystick
  39397. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39398. */
  39399. setJoystickColor(newColor: string): void;
  39400. /**
  39401. * Defines a callback to call when the joystick is touched
  39402. * @param action defines the callback
  39403. */
  39404. setActionOnTouch(action: () => any): void;
  39405. /**
  39406. * Defines which axis you'd like to control for left & right
  39407. * @param axis defines the axis to use
  39408. */
  39409. setAxisForLeftRight(axis: JoystickAxis): void;
  39410. /**
  39411. * Defines which axis you'd like to control for up & down
  39412. * @param axis defines the axis to use
  39413. */
  39414. setAxisForUpDown(axis: JoystickAxis): void;
  39415. private _drawVirtualJoystick;
  39416. /**
  39417. * Release internal HTML canvas
  39418. */
  39419. releaseCanvas(): void;
  39420. }
  39421. }
  39422. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39423. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39424. import { Nullable } from "babylonjs/types";
  39425. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39426. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39427. module "babylonjs/Cameras/freeCameraInputsManager" {
  39428. interface FreeCameraInputsManager {
  39429. /**
  39430. * Add virtual joystick input support to the input manager.
  39431. * @returns the current input manager
  39432. */
  39433. addVirtualJoystick(): FreeCameraInputsManager;
  39434. }
  39435. }
  39436. /**
  39437. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39438. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39439. */
  39440. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39441. /**
  39442. * Defines the camera the input is attached to.
  39443. */
  39444. camera: FreeCamera;
  39445. private _leftjoystick;
  39446. private _rightjoystick;
  39447. /**
  39448. * Gets the left stick of the virtual joystick.
  39449. * @returns The virtual Joystick
  39450. */
  39451. getLeftJoystick(): VirtualJoystick;
  39452. /**
  39453. * Gets the right stick of the virtual joystick.
  39454. * @returns The virtual Joystick
  39455. */
  39456. getRightJoystick(): VirtualJoystick;
  39457. /**
  39458. * Update the current camera state depending on the inputs that have been used this frame.
  39459. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39460. */
  39461. checkInputs(): void;
  39462. /**
  39463. * Attach the input controls to a specific dom element to get the input from.
  39464. * @param element Defines the element the controls should be listened from
  39465. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39466. */
  39467. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39468. /**
  39469. * Detach the current controls from the specified dom element.
  39470. * @param element Defines the element to stop listening the inputs from
  39471. */
  39472. detachControl(element: Nullable<HTMLElement>): void;
  39473. /**
  39474. * Gets the class name of the current intput.
  39475. * @returns the class name
  39476. */
  39477. getClassName(): string;
  39478. /**
  39479. * Get the friendly name associated with the input class.
  39480. * @returns the input friendly name
  39481. */
  39482. getSimpleName(): string;
  39483. }
  39484. }
  39485. declare module "babylonjs/Cameras/Inputs/index" {
  39486. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39487. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39488. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39489. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39490. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39491. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39492. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39493. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39494. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39495. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39496. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39497. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39498. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39499. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39500. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39501. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39502. }
  39503. declare module "babylonjs/Cameras/touchCamera" {
  39504. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39505. import { Scene } from "babylonjs/scene";
  39506. import { Vector3 } from "babylonjs/Maths/math.vector";
  39507. /**
  39508. * This represents a FPS type of camera controlled by touch.
  39509. * This is like a universal camera minus the Gamepad controls.
  39510. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39511. */
  39512. export class TouchCamera extends FreeCamera {
  39513. /**
  39514. * Defines the touch sensibility for rotation.
  39515. * The higher the faster.
  39516. */
  39517. touchAngularSensibility: number;
  39518. /**
  39519. * Defines the touch sensibility for move.
  39520. * The higher the faster.
  39521. */
  39522. touchMoveSensibility: number;
  39523. /**
  39524. * Instantiates a new touch camera.
  39525. * This represents a FPS type of camera controlled by touch.
  39526. * This is like a universal camera minus the Gamepad controls.
  39527. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39528. * @param name Define the name of the camera in the scene
  39529. * @param position Define the start position of the camera in the scene
  39530. * @param scene Define the scene the camera belongs to
  39531. */
  39532. constructor(name: string, position: Vector3, scene: Scene);
  39533. /**
  39534. * Gets the current object class name.
  39535. * @return the class name
  39536. */
  39537. getClassName(): string;
  39538. /** @hidden */
  39539. _setupInputs(): void;
  39540. }
  39541. }
  39542. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39543. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39544. import { Scene } from "babylonjs/scene";
  39545. import { Vector3 } from "babylonjs/Maths/math.vector";
  39546. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39547. import { Axis } from "babylonjs/Maths/math.axis";
  39548. /**
  39549. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39550. * being tilted forward or back and left or right.
  39551. */
  39552. export class DeviceOrientationCamera extends FreeCamera {
  39553. private _initialQuaternion;
  39554. private _quaternionCache;
  39555. private _tmpDragQuaternion;
  39556. private _disablePointerInputWhenUsingDeviceOrientation;
  39557. /**
  39558. * Creates a new device orientation camera
  39559. * @param name The name of the camera
  39560. * @param position The start position camera
  39561. * @param scene The scene the camera belongs to
  39562. */
  39563. constructor(name: string, position: Vector3, scene: Scene);
  39564. /**
  39565. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  39566. */
  39567. disablePointerInputWhenUsingDeviceOrientation: boolean;
  39568. private _dragFactor;
  39569. /**
  39570. * Enabled turning on the y axis when the orientation sensor is active
  39571. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39572. */
  39573. enableHorizontalDragging(dragFactor?: number): void;
  39574. /**
  39575. * Gets the current instance class name ("DeviceOrientationCamera").
  39576. * This helps avoiding instanceof at run time.
  39577. * @returns the class name
  39578. */
  39579. getClassName(): string;
  39580. /**
  39581. * @hidden
  39582. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39583. */
  39584. _checkInputs(): void;
  39585. /**
  39586. * Reset the camera to its default orientation on the specified axis only.
  39587. * @param axis The axis to reset
  39588. */
  39589. resetToCurrentRotation(axis?: Axis): void;
  39590. }
  39591. }
  39592. declare module "babylonjs/Gamepads/xboxGamepad" {
  39593. import { Observable } from "babylonjs/Misc/observable";
  39594. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39595. /**
  39596. * Defines supported buttons for XBox360 compatible gamepads
  39597. */
  39598. export enum Xbox360Button {
  39599. /** A */
  39600. A = 0,
  39601. /** B */
  39602. B = 1,
  39603. /** X */
  39604. X = 2,
  39605. /** Y */
  39606. Y = 3,
  39607. /** Start */
  39608. Start = 4,
  39609. /** Back */
  39610. Back = 5,
  39611. /** Left button */
  39612. LB = 6,
  39613. /** Right button */
  39614. RB = 7,
  39615. /** Left stick */
  39616. LeftStick = 8,
  39617. /** Right stick */
  39618. RightStick = 9
  39619. }
  39620. /** Defines values for XBox360 DPad */
  39621. export enum Xbox360Dpad {
  39622. /** Up */
  39623. Up = 0,
  39624. /** Down */
  39625. Down = 1,
  39626. /** Left */
  39627. Left = 2,
  39628. /** Right */
  39629. Right = 3
  39630. }
  39631. /**
  39632. * Defines a XBox360 gamepad
  39633. */
  39634. export class Xbox360Pad extends Gamepad {
  39635. private _leftTrigger;
  39636. private _rightTrigger;
  39637. private _onlefttriggerchanged;
  39638. private _onrighttriggerchanged;
  39639. private _onbuttondown;
  39640. private _onbuttonup;
  39641. private _ondpaddown;
  39642. private _ondpadup;
  39643. /** Observable raised when a button is pressed */
  39644. onButtonDownObservable: Observable<Xbox360Button>;
  39645. /** Observable raised when a button is released */
  39646. onButtonUpObservable: Observable<Xbox360Button>;
  39647. /** Observable raised when a pad is pressed */
  39648. onPadDownObservable: Observable<Xbox360Dpad>;
  39649. /** Observable raised when a pad is released */
  39650. onPadUpObservable: Observable<Xbox360Dpad>;
  39651. private _buttonA;
  39652. private _buttonB;
  39653. private _buttonX;
  39654. private _buttonY;
  39655. private _buttonBack;
  39656. private _buttonStart;
  39657. private _buttonLB;
  39658. private _buttonRB;
  39659. private _buttonLeftStick;
  39660. private _buttonRightStick;
  39661. private _dPadUp;
  39662. private _dPadDown;
  39663. private _dPadLeft;
  39664. private _dPadRight;
  39665. private _isXboxOnePad;
  39666. /**
  39667. * Creates a new XBox360 gamepad object
  39668. * @param id defines the id of this gamepad
  39669. * @param index defines its index
  39670. * @param gamepad defines the internal HTML gamepad object
  39671. * @param xboxOne defines if it is a XBox One gamepad
  39672. */
  39673. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39674. /**
  39675. * Defines the callback to call when left trigger is pressed
  39676. * @param callback defines the callback to use
  39677. */
  39678. onlefttriggerchanged(callback: (value: number) => void): void;
  39679. /**
  39680. * Defines the callback to call when right trigger is pressed
  39681. * @param callback defines the callback to use
  39682. */
  39683. onrighttriggerchanged(callback: (value: number) => void): void;
  39684. /**
  39685. * Gets the left trigger value
  39686. */
  39687. /**
  39688. * Sets the left trigger value
  39689. */
  39690. leftTrigger: number;
  39691. /**
  39692. * Gets the right trigger value
  39693. */
  39694. /**
  39695. * Sets the right trigger value
  39696. */
  39697. rightTrigger: number;
  39698. /**
  39699. * Defines the callback to call when a button is pressed
  39700. * @param callback defines the callback to use
  39701. */
  39702. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39703. /**
  39704. * Defines the callback to call when a button is released
  39705. * @param callback defines the callback to use
  39706. */
  39707. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39708. /**
  39709. * Defines the callback to call when a pad is pressed
  39710. * @param callback defines the callback to use
  39711. */
  39712. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39713. /**
  39714. * Defines the callback to call when a pad is released
  39715. * @param callback defines the callback to use
  39716. */
  39717. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39718. private _setButtonValue;
  39719. private _setDPadValue;
  39720. /**
  39721. * Gets the value of the `A` button
  39722. */
  39723. /**
  39724. * Sets the value of the `A` button
  39725. */
  39726. buttonA: number;
  39727. /**
  39728. * Gets the value of the `B` button
  39729. */
  39730. /**
  39731. * Sets the value of the `B` button
  39732. */
  39733. buttonB: number;
  39734. /**
  39735. * Gets the value of the `X` button
  39736. */
  39737. /**
  39738. * Sets the value of the `X` button
  39739. */
  39740. buttonX: number;
  39741. /**
  39742. * Gets the value of the `Y` button
  39743. */
  39744. /**
  39745. * Sets the value of the `Y` button
  39746. */
  39747. buttonY: number;
  39748. /**
  39749. * Gets the value of the `Start` button
  39750. */
  39751. /**
  39752. * Sets the value of the `Start` button
  39753. */
  39754. buttonStart: number;
  39755. /**
  39756. * Gets the value of the `Back` button
  39757. */
  39758. /**
  39759. * Sets the value of the `Back` button
  39760. */
  39761. buttonBack: number;
  39762. /**
  39763. * Gets the value of the `Left` button
  39764. */
  39765. /**
  39766. * Sets the value of the `Left` button
  39767. */
  39768. buttonLB: number;
  39769. /**
  39770. * Gets the value of the `Right` button
  39771. */
  39772. /**
  39773. * Sets the value of the `Right` button
  39774. */
  39775. buttonRB: number;
  39776. /**
  39777. * Gets the value of the Left joystick
  39778. */
  39779. /**
  39780. * Sets the value of the Left joystick
  39781. */
  39782. buttonLeftStick: number;
  39783. /**
  39784. * Gets the value of the Right joystick
  39785. */
  39786. /**
  39787. * Sets the value of the Right joystick
  39788. */
  39789. buttonRightStick: number;
  39790. /**
  39791. * Gets the value of D-pad up
  39792. */
  39793. /**
  39794. * Sets the value of D-pad up
  39795. */
  39796. dPadUp: number;
  39797. /**
  39798. * Gets the value of D-pad down
  39799. */
  39800. /**
  39801. * Sets the value of D-pad down
  39802. */
  39803. dPadDown: number;
  39804. /**
  39805. * Gets the value of D-pad left
  39806. */
  39807. /**
  39808. * Sets the value of D-pad left
  39809. */
  39810. dPadLeft: number;
  39811. /**
  39812. * Gets the value of D-pad right
  39813. */
  39814. /**
  39815. * Sets the value of D-pad right
  39816. */
  39817. dPadRight: number;
  39818. /**
  39819. * Force the gamepad to synchronize with device values
  39820. */
  39821. update(): void;
  39822. /**
  39823. * Disposes the gamepad
  39824. */
  39825. dispose(): void;
  39826. }
  39827. }
  39828. declare module "babylonjs/Gamepads/dualShockGamepad" {
  39829. import { Observable } from "babylonjs/Misc/observable";
  39830. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39831. /**
  39832. * Defines supported buttons for DualShock compatible gamepads
  39833. */
  39834. export enum DualShockButton {
  39835. /** Cross */
  39836. Cross = 0,
  39837. /** Circle */
  39838. Circle = 1,
  39839. /** Square */
  39840. Square = 2,
  39841. /** Triangle */
  39842. Triangle = 3,
  39843. /** Options */
  39844. Options = 4,
  39845. /** Share */
  39846. Share = 5,
  39847. /** L1 */
  39848. L1 = 6,
  39849. /** R1 */
  39850. R1 = 7,
  39851. /** Left stick */
  39852. LeftStick = 8,
  39853. /** Right stick */
  39854. RightStick = 9
  39855. }
  39856. /** Defines values for DualShock DPad */
  39857. export enum DualShockDpad {
  39858. /** Up */
  39859. Up = 0,
  39860. /** Down */
  39861. Down = 1,
  39862. /** Left */
  39863. Left = 2,
  39864. /** Right */
  39865. Right = 3
  39866. }
  39867. /**
  39868. * Defines a DualShock gamepad
  39869. */
  39870. export class DualShockPad extends Gamepad {
  39871. private _leftTrigger;
  39872. private _rightTrigger;
  39873. private _onlefttriggerchanged;
  39874. private _onrighttriggerchanged;
  39875. private _onbuttondown;
  39876. private _onbuttonup;
  39877. private _ondpaddown;
  39878. private _ondpadup;
  39879. /** Observable raised when a button is pressed */
  39880. onButtonDownObservable: Observable<DualShockButton>;
  39881. /** Observable raised when a button is released */
  39882. onButtonUpObservable: Observable<DualShockButton>;
  39883. /** Observable raised when a pad is pressed */
  39884. onPadDownObservable: Observable<DualShockDpad>;
  39885. /** Observable raised when a pad is released */
  39886. onPadUpObservable: Observable<DualShockDpad>;
  39887. private _buttonCross;
  39888. private _buttonCircle;
  39889. private _buttonSquare;
  39890. private _buttonTriangle;
  39891. private _buttonShare;
  39892. private _buttonOptions;
  39893. private _buttonL1;
  39894. private _buttonR1;
  39895. private _buttonLeftStick;
  39896. private _buttonRightStick;
  39897. private _dPadUp;
  39898. private _dPadDown;
  39899. private _dPadLeft;
  39900. private _dPadRight;
  39901. /**
  39902. * Creates a new DualShock gamepad object
  39903. * @param id defines the id of this gamepad
  39904. * @param index defines its index
  39905. * @param gamepad defines the internal HTML gamepad object
  39906. */
  39907. constructor(id: string, index: number, gamepad: any);
  39908. /**
  39909. * Defines the callback to call when left trigger is pressed
  39910. * @param callback defines the callback to use
  39911. */
  39912. onlefttriggerchanged(callback: (value: number) => void): void;
  39913. /**
  39914. * Defines the callback to call when right trigger is pressed
  39915. * @param callback defines the callback to use
  39916. */
  39917. onrighttriggerchanged(callback: (value: number) => void): void;
  39918. /**
  39919. * Gets the left trigger value
  39920. */
  39921. /**
  39922. * Sets the left trigger value
  39923. */
  39924. leftTrigger: number;
  39925. /**
  39926. * Gets the right trigger value
  39927. */
  39928. /**
  39929. * Sets the right trigger value
  39930. */
  39931. rightTrigger: number;
  39932. /**
  39933. * Defines the callback to call when a button is pressed
  39934. * @param callback defines the callback to use
  39935. */
  39936. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  39937. /**
  39938. * Defines the callback to call when a button is released
  39939. * @param callback defines the callback to use
  39940. */
  39941. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  39942. /**
  39943. * Defines the callback to call when a pad is pressed
  39944. * @param callback defines the callback to use
  39945. */
  39946. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  39947. /**
  39948. * Defines the callback to call when a pad is released
  39949. * @param callback defines the callback to use
  39950. */
  39951. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  39952. private _setButtonValue;
  39953. private _setDPadValue;
  39954. /**
  39955. * Gets the value of the `Cross` button
  39956. */
  39957. /**
  39958. * Sets the value of the `Cross` button
  39959. */
  39960. buttonCross: number;
  39961. /**
  39962. * Gets the value of the `Circle` button
  39963. */
  39964. /**
  39965. * Sets the value of the `Circle` button
  39966. */
  39967. buttonCircle: number;
  39968. /**
  39969. * Gets the value of the `Square` button
  39970. */
  39971. /**
  39972. * Sets the value of the `Square` button
  39973. */
  39974. buttonSquare: number;
  39975. /**
  39976. * Gets the value of the `Triangle` button
  39977. */
  39978. /**
  39979. * Sets the value of the `Triangle` button
  39980. */
  39981. buttonTriangle: number;
  39982. /**
  39983. * Gets the value of the `Options` button
  39984. */
  39985. /**
  39986. * Sets the value of the `Options` button
  39987. */
  39988. buttonOptions: number;
  39989. /**
  39990. * Gets the value of the `Share` button
  39991. */
  39992. /**
  39993. * Sets the value of the `Share` button
  39994. */
  39995. buttonShare: number;
  39996. /**
  39997. * Gets the value of the `L1` button
  39998. */
  39999. /**
  40000. * Sets the value of the `L1` button
  40001. */
  40002. buttonL1: number;
  40003. /**
  40004. * Gets the value of the `R1` button
  40005. */
  40006. /**
  40007. * Sets the value of the `R1` button
  40008. */
  40009. buttonR1: number;
  40010. /**
  40011. * Gets the value of the Left joystick
  40012. */
  40013. /**
  40014. * Sets the value of the Left joystick
  40015. */
  40016. buttonLeftStick: number;
  40017. /**
  40018. * Gets the value of the Right joystick
  40019. */
  40020. /**
  40021. * Sets the value of the Right joystick
  40022. */
  40023. buttonRightStick: number;
  40024. /**
  40025. * Gets the value of D-pad up
  40026. */
  40027. /**
  40028. * Sets the value of D-pad up
  40029. */
  40030. dPadUp: number;
  40031. /**
  40032. * Gets the value of D-pad down
  40033. */
  40034. /**
  40035. * Sets the value of D-pad down
  40036. */
  40037. dPadDown: number;
  40038. /**
  40039. * Gets the value of D-pad left
  40040. */
  40041. /**
  40042. * Sets the value of D-pad left
  40043. */
  40044. dPadLeft: number;
  40045. /**
  40046. * Gets the value of D-pad right
  40047. */
  40048. /**
  40049. * Sets the value of D-pad right
  40050. */
  40051. dPadRight: number;
  40052. /**
  40053. * Force the gamepad to synchronize with device values
  40054. */
  40055. update(): void;
  40056. /**
  40057. * Disposes the gamepad
  40058. */
  40059. dispose(): void;
  40060. }
  40061. }
  40062. declare module "babylonjs/Gamepads/gamepadManager" {
  40063. import { Observable } from "babylonjs/Misc/observable";
  40064. import { Nullable } from "babylonjs/types";
  40065. import { Scene } from "babylonjs/scene";
  40066. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40067. /**
  40068. * Manager for handling gamepads
  40069. */
  40070. export class GamepadManager {
  40071. private _scene?;
  40072. private _babylonGamepads;
  40073. private _oneGamepadConnected;
  40074. /** @hidden */
  40075. _isMonitoring: boolean;
  40076. private _gamepadEventSupported;
  40077. private _gamepadSupport;
  40078. /**
  40079. * observable to be triggered when the gamepad controller has been connected
  40080. */
  40081. onGamepadConnectedObservable: Observable<Gamepad>;
  40082. /**
  40083. * observable to be triggered when the gamepad controller has been disconnected
  40084. */
  40085. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40086. private _onGamepadConnectedEvent;
  40087. private _onGamepadDisconnectedEvent;
  40088. /**
  40089. * Initializes the gamepad manager
  40090. * @param _scene BabylonJS scene
  40091. */
  40092. constructor(_scene?: Scene | undefined);
  40093. /**
  40094. * The gamepads in the game pad manager
  40095. */
  40096. readonly gamepads: Gamepad[];
  40097. /**
  40098. * Get the gamepad controllers based on type
  40099. * @param type The type of gamepad controller
  40100. * @returns Nullable gamepad
  40101. */
  40102. getGamepadByType(type?: number): Nullable<Gamepad>;
  40103. /**
  40104. * Disposes the gamepad manager
  40105. */
  40106. dispose(): void;
  40107. private _addNewGamepad;
  40108. private _startMonitoringGamepads;
  40109. private _stopMonitoringGamepads;
  40110. /** @hidden */
  40111. _checkGamepadsStatus(): void;
  40112. private _updateGamepadObjects;
  40113. }
  40114. }
  40115. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40116. import { Nullable } from "babylonjs/types";
  40117. import { Scene } from "babylonjs/scene";
  40118. import { ISceneComponent } from "babylonjs/sceneComponent";
  40119. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40120. module "babylonjs/scene" {
  40121. interface Scene {
  40122. /** @hidden */
  40123. _gamepadManager: Nullable<GamepadManager>;
  40124. /**
  40125. * Gets the gamepad manager associated with the scene
  40126. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40127. */
  40128. gamepadManager: GamepadManager;
  40129. }
  40130. }
  40131. module "babylonjs/Cameras/freeCameraInputsManager" {
  40132. /**
  40133. * Interface representing a free camera inputs manager
  40134. */
  40135. interface FreeCameraInputsManager {
  40136. /**
  40137. * Adds gamepad input support to the FreeCameraInputsManager.
  40138. * @returns the FreeCameraInputsManager
  40139. */
  40140. addGamepad(): FreeCameraInputsManager;
  40141. }
  40142. }
  40143. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40144. /**
  40145. * Interface representing an arc rotate camera inputs manager
  40146. */
  40147. interface ArcRotateCameraInputsManager {
  40148. /**
  40149. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40150. * @returns the camera inputs manager
  40151. */
  40152. addGamepad(): ArcRotateCameraInputsManager;
  40153. }
  40154. }
  40155. /**
  40156. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40157. */
  40158. export class GamepadSystemSceneComponent implements ISceneComponent {
  40159. /**
  40160. * The component name helpfull to identify the component in the list of scene components.
  40161. */
  40162. readonly name: string;
  40163. /**
  40164. * The scene the component belongs to.
  40165. */
  40166. scene: Scene;
  40167. /**
  40168. * Creates a new instance of the component for the given scene
  40169. * @param scene Defines the scene to register the component in
  40170. */
  40171. constructor(scene: Scene);
  40172. /**
  40173. * Registers the component in a given scene
  40174. */
  40175. register(): void;
  40176. /**
  40177. * Rebuilds the elements related to this component in case of
  40178. * context lost for instance.
  40179. */
  40180. rebuild(): void;
  40181. /**
  40182. * Disposes the component and the associated ressources
  40183. */
  40184. dispose(): void;
  40185. private _beforeCameraUpdate;
  40186. }
  40187. }
  40188. declare module "babylonjs/Cameras/universalCamera" {
  40189. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40190. import { Scene } from "babylonjs/scene";
  40191. import { Vector3 } from "babylonjs/Maths/math.vector";
  40192. import "babylonjs/Gamepads/gamepadSceneComponent";
  40193. /**
  40194. * 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,
  40195. * which still works and will still be found in many Playgrounds.
  40196. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40197. */
  40198. export class UniversalCamera extends TouchCamera {
  40199. /**
  40200. * Defines the gamepad rotation sensiblity.
  40201. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40202. */
  40203. gamepadAngularSensibility: number;
  40204. /**
  40205. * Defines the gamepad move sensiblity.
  40206. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40207. */
  40208. gamepadMoveSensibility: number;
  40209. /**
  40210. * 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,
  40211. * which still works and will still be found in many Playgrounds.
  40212. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40213. * @param name Define the name of the camera in the scene
  40214. * @param position Define the start position of the camera in the scene
  40215. * @param scene Define the scene the camera belongs to
  40216. */
  40217. constructor(name: string, position: Vector3, scene: Scene);
  40218. /**
  40219. * Gets the current object class name.
  40220. * @return the class name
  40221. */
  40222. getClassName(): string;
  40223. }
  40224. }
  40225. declare module "babylonjs/Cameras/gamepadCamera" {
  40226. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40227. import { Scene } from "babylonjs/scene";
  40228. import { Vector3 } from "babylonjs/Maths/math.vector";
  40229. /**
  40230. * This represents a FPS type of camera. This is only here for back compat purpose.
  40231. * Please use the UniversalCamera instead as both are identical.
  40232. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40233. */
  40234. export class GamepadCamera extends UniversalCamera {
  40235. /**
  40236. * Instantiates a new Gamepad Camera
  40237. * This represents a FPS type of camera. This is only here for back compat purpose.
  40238. * Please use the UniversalCamera instead as both are identical.
  40239. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40240. * @param name Define the name of the camera in the scene
  40241. * @param position Define the start position of the camera in the scene
  40242. * @param scene Define the scene the camera belongs to
  40243. */
  40244. constructor(name: string, position: Vector3, scene: Scene);
  40245. /**
  40246. * Gets the current object class name.
  40247. * @return the class name
  40248. */
  40249. getClassName(): string;
  40250. }
  40251. }
  40252. declare module "babylonjs/Shaders/pass.fragment" {
  40253. /** @hidden */
  40254. export var passPixelShader: {
  40255. name: string;
  40256. shader: string;
  40257. };
  40258. }
  40259. declare module "babylonjs/Shaders/passCube.fragment" {
  40260. /** @hidden */
  40261. export var passCubePixelShader: {
  40262. name: string;
  40263. shader: string;
  40264. };
  40265. }
  40266. declare module "babylonjs/PostProcesses/passPostProcess" {
  40267. import { Nullable } from "babylonjs/types";
  40268. import { Camera } from "babylonjs/Cameras/camera";
  40269. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40270. import { Engine } from "babylonjs/Engines/engine";
  40271. import "babylonjs/Shaders/pass.fragment";
  40272. import "babylonjs/Shaders/passCube.fragment";
  40273. /**
  40274. * PassPostProcess which produces an output the same as it's input
  40275. */
  40276. export class PassPostProcess extends PostProcess {
  40277. /**
  40278. * Creates the PassPostProcess
  40279. * @param name The name of the effect.
  40280. * @param options The required width/height ratio to downsize to before computing the render pass.
  40281. * @param camera The camera to apply the render pass to.
  40282. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40283. * @param engine The engine which the post process will be applied. (default: current engine)
  40284. * @param reusable If the post process can be reused on the same frame. (default: false)
  40285. * @param textureType The type of texture to be used when performing the post processing.
  40286. * @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)
  40287. */
  40288. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40289. }
  40290. /**
  40291. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40292. */
  40293. export class PassCubePostProcess extends PostProcess {
  40294. private _face;
  40295. /**
  40296. * Gets or sets the cube face to display.
  40297. * * 0 is +X
  40298. * * 1 is -X
  40299. * * 2 is +Y
  40300. * * 3 is -Y
  40301. * * 4 is +Z
  40302. * * 5 is -Z
  40303. */
  40304. face: number;
  40305. /**
  40306. * Creates the PassCubePostProcess
  40307. * @param name The name of the effect.
  40308. * @param options The required width/height ratio to downsize to before computing the render pass.
  40309. * @param camera The camera to apply the render pass to.
  40310. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40311. * @param engine The engine which the post process will be applied. (default: current engine)
  40312. * @param reusable If the post process can be reused on the same frame. (default: false)
  40313. * @param textureType The type of texture to be used when performing the post processing.
  40314. * @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)
  40315. */
  40316. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40317. }
  40318. }
  40319. declare module "babylonjs/Shaders/anaglyph.fragment" {
  40320. /** @hidden */
  40321. export var anaglyphPixelShader: {
  40322. name: string;
  40323. shader: string;
  40324. };
  40325. }
  40326. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  40327. import { Engine } from "babylonjs/Engines/engine";
  40328. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40329. import { Camera } from "babylonjs/Cameras/camera";
  40330. import "babylonjs/Shaders/anaglyph.fragment";
  40331. /**
  40332. * Postprocess used to generate anaglyphic rendering
  40333. */
  40334. export class AnaglyphPostProcess extends PostProcess {
  40335. private _passedProcess;
  40336. /**
  40337. * Creates a new AnaglyphPostProcess
  40338. * @param name defines postprocess name
  40339. * @param options defines creation options or target ratio scale
  40340. * @param rigCameras defines cameras using this postprocess
  40341. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  40342. * @param engine defines hosting engine
  40343. * @param reusable defines if the postprocess will be reused multiple times per frame
  40344. */
  40345. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  40346. }
  40347. }
  40348. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  40349. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  40350. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40351. import { Scene } from "babylonjs/scene";
  40352. import { Vector3 } from "babylonjs/Maths/math.vector";
  40353. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40354. /**
  40355. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  40356. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40357. */
  40358. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  40359. /**
  40360. * Creates a new AnaglyphArcRotateCamera
  40361. * @param name defines camera name
  40362. * @param alpha defines alpha angle (in radians)
  40363. * @param beta defines beta angle (in radians)
  40364. * @param radius defines radius
  40365. * @param target defines camera target
  40366. * @param interaxialDistance defines distance between each color axis
  40367. * @param scene defines the hosting scene
  40368. */
  40369. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  40370. /**
  40371. * Gets camera class name
  40372. * @returns AnaglyphArcRotateCamera
  40373. */
  40374. getClassName(): string;
  40375. }
  40376. }
  40377. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40378. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40379. import { Scene } from "babylonjs/scene";
  40380. import { Vector3 } from "babylonjs/Maths/math.vector";
  40381. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40382. /**
  40383. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40384. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40385. */
  40386. export class AnaglyphFreeCamera extends FreeCamera {
  40387. /**
  40388. * Creates a new AnaglyphFreeCamera
  40389. * @param name defines camera name
  40390. * @param position defines initial position
  40391. * @param interaxialDistance defines distance between each color axis
  40392. * @param scene defines the hosting scene
  40393. */
  40394. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40395. /**
  40396. * Gets camera class name
  40397. * @returns AnaglyphFreeCamera
  40398. */
  40399. getClassName(): string;
  40400. }
  40401. }
  40402. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40403. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40404. import { Scene } from "babylonjs/scene";
  40405. import { Vector3 } from "babylonjs/Maths/math.vector";
  40406. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40407. /**
  40408. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40409. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40410. */
  40411. export class AnaglyphGamepadCamera extends GamepadCamera {
  40412. /**
  40413. * Creates a new AnaglyphGamepadCamera
  40414. * @param name defines camera name
  40415. * @param position defines initial position
  40416. * @param interaxialDistance defines distance between each color axis
  40417. * @param scene defines the hosting scene
  40418. */
  40419. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40420. /**
  40421. * Gets camera class name
  40422. * @returns AnaglyphGamepadCamera
  40423. */
  40424. getClassName(): string;
  40425. }
  40426. }
  40427. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40428. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40429. import { Scene } from "babylonjs/scene";
  40430. import { Vector3 } from "babylonjs/Maths/math.vector";
  40431. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40432. /**
  40433. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40434. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40435. */
  40436. export class AnaglyphUniversalCamera extends UniversalCamera {
  40437. /**
  40438. * Creates a new AnaglyphUniversalCamera
  40439. * @param name defines camera name
  40440. * @param position defines initial position
  40441. * @param interaxialDistance defines distance between each color axis
  40442. * @param scene defines the hosting scene
  40443. */
  40444. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40445. /**
  40446. * Gets camera class name
  40447. * @returns AnaglyphUniversalCamera
  40448. */
  40449. getClassName(): string;
  40450. }
  40451. }
  40452. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40453. /** @hidden */
  40454. export var stereoscopicInterlacePixelShader: {
  40455. name: string;
  40456. shader: string;
  40457. };
  40458. }
  40459. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40460. import { Camera } from "babylonjs/Cameras/camera";
  40461. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40462. import { Engine } from "babylonjs/Engines/engine";
  40463. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40464. /**
  40465. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40466. */
  40467. export class StereoscopicInterlacePostProcess extends PostProcess {
  40468. private _stepSize;
  40469. private _passedProcess;
  40470. /**
  40471. * Initializes a StereoscopicInterlacePostProcess
  40472. * @param name The name of the effect.
  40473. * @param rigCameras The rig cameras to be appled to the post process
  40474. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40475. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40476. * @param engine The engine which the post process will be applied. (default: current engine)
  40477. * @param reusable If the post process can be reused on the same frame. (default: false)
  40478. */
  40479. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40480. }
  40481. }
  40482. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40483. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40484. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40485. import { Scene } from "babylonjs/scene";
  40486. import { Vector3 } from "babylonjs/Maths/math.vector";
  40487. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40488. /**
  40489. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40490. * @see http://doc.babylonjs.com/features/cameras
  40491. */
  40492. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40493. /**
  40494. * Creates a new StereoscopicArcRotateCamera
  40495. * @param name defines camera name
  40496. * @param alpha defines alpha angle (in radians)
  40497. * @param beta defines beta angle (in radians)
  40498. * @param radius defines radius
  40499. * @param target defines camera target
  40500. * @param interaxialDistance defines distance between each color axis
  40501. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40502. * @param scene defines the hosting scene
  40503. */
  40504. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40505. /**
  40506. * Gets camera class name
  40507. * @returns StereoscopicArcRotateCamera
  40508. */
  40509. getClassName(): string;
  40510. }
  40511. }
  40512. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40513. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40514. import { Scene } from "babylonjs/scene";
  40515. import { Vector3 } from "babylonjs/Maths/math.vector";
  40516. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40517. /**
  40518. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40519. * @see http://doc.babylonjs.com/features/cameras
  40520. */
  40521. export class StereoscopicFreeCamera extends FreeCamera {
  40522. /**
  40523. * Creates a new StereoscopicFreeCamera
  40524. * @param name defines camera name
  40525. * @param position defines initial position
  40526. * @param interaxialDistance defines distance between each color axis
  40527. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40528. * @param scene defines the hosting scene
  40529. */
  40530. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40531. /**
  40532. * Gets camera class name
  40533. * @returns StereoscopicFreeCamera
  40534. */
  40535. getClassName(): string;
  40536. }
  40537. }
  40538. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40539. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40540. import { Scene } from "babylonjs/scene";
  40541. import { Vector3 } from "babylonjs/Maths/math.vector";
  40542. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40543. /**
  40544. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40545. * @see http://doc.babylonjs.com/features/cameras
  40546. */
  40547. export class StereoscopicGamepadCamera extends GamepadCamera {
  40548. /**
  40549. * Creates a new StereoscopicGamepadCamera
  40550. * @param name defines camera name
  40551. * @param position defines initial position
  40552. * @param interaxialDistance defines distance between each color axis
  40553. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40554. * @param scene defines the hosting scene
  40555. */
  40556. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40557. /**
  40558. * Gets camera class name
  40559. * @returns StereoscopicGamepadCamera
  40560. */
  40561. getClassName(): string;
  40562. }
  40563. }
  40564. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40565. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40566. import { Scene } from "babylonjs/scene";
  40567. import { Vector3 } from "babylonjs/Maths/math.vector";
  40568. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40569. /**
  40570. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40571. * @see http://doc.babylonjs.com/features/cameras
  40572. */
  40573. export class StereoscopicUniversalCamera extends UniversalCamera {
  40574. /**
  40575. * Creates a new StereoscopicUniversalCamera
  40576. * @param name defines camera name
  40577. * @param position defines initial position
  40578. * @param interaxialDistance defines distance between each color axis
  40579. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40580. * @param scene defines the hosting scene
  40581. */
  40582. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40583. /**
  40584. * Gets camera class name
  40585. * @returns StereoscopicUniversalCamera
  40586. */
  40587. getClassName(): string;
  40588. }
  40589. }
  40590. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40591. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40592. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40593. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40594. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40595. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40596. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40597. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40598. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40599. }
  40600. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40601. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40602. import { Scene } from "babylonjs/scene";
  40603. import { Vector3 } from "babylonjs/Maths/math.vector";
  40604. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40605. /**
  40606. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40607. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40608. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40609. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40610. */
  40611. export class VirtualJoysticksCamera extends FreeCamera {
  40612. /**
  40613. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40614. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40615. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40616. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40617. * @param name Define the name of the camera in the scene
  40618. * @param position Define the start position of the camera in the scene
  40619. * @param scene Define the scene the camera belongs to
  40620. */
  40621. constructor(name: string, position: Vector3, scene: Scene);
  40622. /**
  40623. * Gets the current object class name.
  40624. * @return the class name
  40625. */
  40626. getClassName(): string;
  40627. }
  40628. }
  40629. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40630. import { Matrix } from "babylonjs/Maths/math.vector";
  40631. /**
  40632. * This represents all the required metrics to create a VR camera.
  40633. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40634. */
  40635. export class VRCameraMetrics {
  40636. /**
  40637. * Define the horizontal resolution off the screen.
  40638. */
  40639. hResolution: number;
  40640. /**
  40641. * Define the vertical resolution off the screen.
  40642. */
  40643. vResolution: number;
  40644. /**
  40645. * Define the horizontal screen size.
  40646. */
  40647. hScreenSize: number;
  40648. /**
  40649. * Define the vertical screen size.
  40650. */
  40651. vScreenSize: number;
  40652. /**
  40653. * Define the vertical screen center position.
  40654. */
  40655. vScreenCenter: number;
  40656. /**
  40657. * Define the distance of the eyes to the screen.
  40658. */
  40659. eyeToScreenDistance: number;
  40660. /**
  40661. * Define the distance between both lenses
  40662. */
  40663. lensSeparationDistance: number;
  40664. /**
  40665. * Define the distance between both viewer's eyes.
  40666. */
  40667. interpupillaryDistance: number;
  40668. /**
  40669. * Define the distortion factor of the VR postprocess.
  40670. * Please, touch with care.
  40671. */
  40672. distortionK: number[];
  40673. /**
  40674. * Define the chromatic aberration correction factors for the VR post process.
  40675. */
  40676. chromaAbCorrection: number[];
  40677. /**
  40678. * Define the scale factor of the post process.
  40679. * The smaller the better but the slower.
  40680. */
  40681. postProcessScaleFactor: number;
  40682. /**
  40683. * Define an offset for the lens center.
  40684. */
  40685. lensCenterOffset: number;
  40686. /**
  40687. * Define if the current vr camera should compensate the distortion of the lense or not.
  40688. */
  40689. compensateDistortion: boolean;
  40690. /**
  40691. * Defines if multiview should be enabled when rendering (Default: false)
  40692. */
  40693. multiviewEnabled: boolean;
  40694. /**
  40695. * Gets the rendering aspect ratio based on the provided resolutions.
  40696. */
  40697. readonly aspectRatio: number;
  40698. /**
  40699. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40700. */
  40701. readonly aspectRatioFov: number;
  40702. /**
  40703. * @hidden
  40704. */
  40705. readonly leftHMatrix: Matrix;
  40706. /**
  40707. * @hidden
  40708. */
  40709. readonly rightHMatrix: Matrix;
  40710. /**
  40711. * @hidden
  40712. */
  40713. readonly leftPreViewMatrix: Matrix;
  40714. /**
  40715. * @hidden
  40716. */
  40717. readonly rightPreViewMatrix: Matrix;
  40718. /**
  40719. * Get the default VRMetrics based on the most generic setup.
  40720. * @returns the default vr metrics
  40721. */
  40722. static GetDefault(): VRCameraMetrics;
  40723. }
  40724. }
  40725. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40726. /** @hidden */
  40727. export var vrDistortionCorrectionPixelShader: {
  40728. name: string;
  40729. shader: string;
  40730. };
  40731. }
  40732. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40733. import { Camera } from "babylonjs/Cameras/camera";
  40734. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40735. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40736. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40737. /**
  40738. * VRDistortionCorrectionPostProcess used for mobile VR
  40739. */
  40740. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40741. private _isRightEye;
  40742. private _distortionFactors;
  40743. private _postProcessScaleFactor;
  40744. private _lensCenterOffset;
  40745. private _scaleIn;
  40746. private _scaleFactor;
  40747. private _lensCenter;
  40748. /**
  40749. * Initializes the VRDistortionCorrectionPostProcess
  40750. * @param name The name of the effect.
  40751. * @param camera The camera to apply the render pass to.
  40752. * @param isRightEye If this is for the right eye distortion
  40753. * @param vrMetrics All the required metrics for the VR camera
  40754. */
  40755. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40756. }
  40757. }
  40758. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40759. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40760. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40761. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40762. import { Scene } from "babylonjs/scene";
  40763. import { Vector3 } from "babylonjs/Maths/math.vector";
  40764. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40765. import "babylonjs/Cameras/RigModes/vrRigMode";
  40766. /**
  40767. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40768. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40769. */
  40770. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40771. /**
  40772. * Creates a new VRDeviceOrientationArcRotateCamera
  40773. * @param name defines camera name
  40774. * @param alpha defines the camera rotation along the logitudinal axis
  40775. * @param beta defines the camera rotation along the latitudinal axis
  40776. * @param radius defines the camera distance from its target
  40777. * @param target defines the camera target
  40778. * @param scene defines the scene the camera belongs to
  40779. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40780. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40781. */
  40782. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40783. /**
  40784. * Gets camera class name
  40785. * @returns VRDeviceOrientationArcRotateCamera
  40786. */
  40787. getClassName(): string;
  40788. }
  40789. }
  40790. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40791. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40792. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40793. import { Scene } from "babylonjs/scene";
  40794. import { Vector3 } from "babylonjs/Maths/math.vector";
  40795. import "babylonjs/Cameras/RigModes/vrRigMode";
  40796. /**
  40797. * Camera used to simulate VR rendering (based on FreeCamera)
  40798. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40799. */
  40800. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40801. /**
  40802. * Creates a new VRDeviceOrientationFreeCamera
  40803. * @param name defines camera name
  40804. * @param position defines the start position of the camera
  40805. * @param scene defines the scene the camera belongs to
  40806. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40807. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40808. */
  40809. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40810. /**
  40811. * Gets camera class name
  40812. * @returns VRDeviceOrientationFreeCamera
  40813. */
  40814. getClassName(): string;
  40815. }
  40816. }
  40817. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40818. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40819. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40820. import { Scene } from "babylonjs/scene";
  40821. import { Vector3 } from "babylonjs/Maths/math.vector";
  40822. import "babylonjs/Gamepads/gamepadSceneComponent";
  40823. /**
  40824. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40825. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40826. */
  40827. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40828. /**
  40829. * Creates a new VRDeviceOrientationGamepadCamera
  40830. * @param name defines camera name
  40831. * @param position defines the start position of the camera
  40832. * @param scene defines the scene the camera belongs to
  40833. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40834. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40835. */
  40836. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40837. /**
  40838. * Gets camera class name
  40839. * @returns VRDeviceOrientationGamepadCamera
  40840. */
  40841. getClassName(): string;
  40842. }
  40843. }
  40844. declare module "babylonjs/Materials/pushMaterial" {
  40845. import { Nullable } from "babylonjs/types";
  40846. import { Scene } from "babylonjs/scene";
  40847. import { Matrix } from "babylonjs/Maths/math.vector";
  40848. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40849. import { Mesh } from "babylonjs/Meshes/mesh";
  40850. import { Material } from "babylonjs/Materials/material";
  40851. import { Effect } from "babylonjs/Materials/effect";
  40852. /**
  40853. * Base class of materials working in push mode in babylon JS
  40854. * @hidden
  40855. */
  40856. export class PushMaterial extends Material {
  40857. protected _activeEffect: Effect;
  40858. protected _normalMatrix: Matrix;
  40859. /**
  40860. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40861. * This means that the material can keep using a previous shader while a new one is being compiled.
  40862. * This is mostly used when shader parallel compilation is supported (true by default)
  40863. */
  40864. allowShaderHotSwapping: boolean;
  40865. constructor(name: string, scene: Scene);
  40866. getEffect(): Effect;
  40867. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40868. /**
  40869. * Binds the given world matrix to the active effect
  40870. *
  40871. * @param world the matrix to bind
  40872. */
  40873. bindOnlyWorldMatrix(world: Matrix): void;
  40874. /**
  40875. * Binds the given normal matrix to the active effect
  40876. *
  40877. * @param normalMatrix the matrix to bind
  40878. */
  40879. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40880. bind(world: Matrix, mesh?: Mesh): void;
  40881. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40882. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40883. }
  40884. }
  40885. declare module "babylonjs/Materials/materialFlags" {
  40886. /**
  40887. * This groups all the flags used to control the materials channel.
  40888. */
  40889. export class MaterialFlags {
  40890. private static _DiffuseTextureEnabled;
  40891. /**
  40892. * Are diffuse textures enabled in the application.
  40893. */
  40894. static DiffuseTextureEnabled: boolean;
  40895. private static _AmbientTextureEnabled;
  40896. /**
  40897. * Are ambient textures enabled in the application.
  40898. */
  40899. static AmbientTextureEnabled: boolean;
  40900. private static _OpacityTextureEnabled;
  40901. /**
  40902. * Are opacity textures enabled in the application.
  40903. */
  40904. static OpacityTextureEnabled: boolean;
  40905. private static _ReflectionTextureEnabled;
  40906. /**
  40907. * Are reflection textures enabled in the application.
  40908. */
  40909. static ReflectionTextureEnabled: boolean;
  40910. private static _EmissiveTextureEnabled;
  40911. /**
  40912. * Are emissive textures enabled in the application.
  40913. */
  40914. static EmissiveTextureEnabled: boolean;
  40915. private static _SpecularTextureEnabled;
  40916. /**
  40917. * Are specular textures enabled in the application.
  40918. */
  40919. static SpecularTextureEnabled: boolean;
  40920. private static _BumpTextureEnabled;
  40921. /**
  40922. * Are bump textures enabled in the application.
  40923. */
  40924. static BumpTextureEnabled: boolean;
  40925. private static _LightmapTextureEnabled;
  40926. /**
  40927. * Are lightmap textures enabled in the application.
  40928. */
  40929. static LightmapTextureEnabled: boolean;
  40930. private static _RefractionTextureEnabled;
  40931. /**
  40932. * Are refraction textures enabled in the application.
  40933. */
  40934. static RefractionTextureEnabled: boolean;
  40935. private static _ColorGradingTextureEnabled;
  40936. /**
  40937. * Are color grading textures enabled in the application.
  40938. */
  40939. static ColorGradingTextureEnabled: boolean;
  40940. private static _FresnelEnabled;
  40941. /**
  40942. * Are fresnels enabled in the application.
  40943. */
  40944. static FresnelEnabled: boolean;
  40945. private static _ClearCoatTextureEnabled;
  40946. /**
  40947. * Are clear coat textures enabled in the application.
  40948. */
  40949. static ClearCoatTextureEnabled: boolean;
  40950. private static _ClearCoatBumpTextureEnabled;
  40951. /**
  40952. * Are clear coat bump textures enabled in the application.
  40953. */
  40954. static ClearCoatBumpTextureEnabled: boolean;
  40955. private static _ClearCoatTintTextureEnabled;
  40956. /**
  40957. * Are clear coat tint textures enabled in the application.
  40958. */
  40959. static ClearCoatTintTextureEnabled: boolean;
  40960. private static _SheenTextureEnabled;
  40961. /**
  40962. * Are sheen textures enabled in the application.
  40963. */
  40964. static SheenTextureEnabled: boolean;
  40965. private static _AnisotropicTextureEnabled;
  40966. /**
  40967. * Are anisotropic textures enabled in the application.
  40968. */
  40969. static AnisotropicTextureEnabled: boolean;
  40970. private static _ThicknessTextureEnabled;
  40971. /**
  40972. * Are thickness textures enabled in the application.
  40973. */
  40974. static ThicknessTextureEnabled: boolean;
  40975. }
  40976. }
  40977. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40978. /** @hidden */
  40979. export var defaultFragmentDeclaration: {
  40980. name: string;
  40981. shader: string;
  40982. };
  40983. }
  40984. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40985. /** @hidden */
  40986. export var defaultUboDeclaration: {
  40987. name: string;
  40988. shader: string;
  40989. };
  40990. }
  40991. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  40992. /** @hidden */
  40993. export var lightFragmentDeclaration: {
  40994. name: string;
  40995. shader: string;
  40996. };
  40997. }
  40998. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  40999. /** @hidden */
  41000. export var lightUboDeclaration: {
  41001. name: string;
  41002. shader: string;
  41003. };
  41004. }
  41005. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41006. /** @hidden */
  41007. export var lightsFragmentFunctions: {
  41008. name: string;
  41009. shader: string;
  41010. };
  41011. }
  41012. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41013. /** @hidden */
  41014. export var shadowsFragmentFunctions: {
  41015. name: string;
  41016. shader: string;
  41017. };
  41018. }
  41019. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41020. /** @hidden */
  41021. export var fresnelFunction: {
  41022. name: string;
  41023. shader: string;
  41024. };
  41025. }
  41026. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41027. /** @hidden */
  41028. export var reflectionFunction: {
  41029. name: string;
  41030. shader: string;
  41031. };
  41032. }
  41033. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41034. /** @hidden */
  41035. export var bumpFragmentFunctions: {
  41036. name: string;
  41037. shader: string;
  41038. };
  41039. }
  41040. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41041. /** @hidden */
  41042. export var logDepthDeclaration: {
  41043. name: string;
  41044. shader: string;
  41045. };
  41046. }
  41047. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41048. /** @hidden */
  41049. export var bumpFragment: {
  41050. name: string;
  41051. shader: string;
  41052. };
  41053. }
  41054. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41055. /** @hidden */
  41056. export var depthPrePass: {
  41057. name: string;
  41058. shader: string;
  41059. };
  41060. }
  41061. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41062. /** @hidden */
  41063. export var lightFragment: {
  41064. name: string;
  41065. shader: string;
  41066. };
  41067. }
  41068. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41069. /** @hidden */
  41070. export var logDepthFragment: {
  41071. name: string;
  41072. shader: string;
  41073. };
  41074. }
  41075. declare module "babylonjs/Shaders/default.fragment" {
  41076. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41077. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41078. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41079. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41080. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41081. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41082. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41083. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41084. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41085. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41086. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41087. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41088. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41089. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41090. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41091. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41092. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41093. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41094. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41095. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41096. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41097. /** @hidden */
  41098. export var defaultPixelShader: {
  41099. name: string;
  41100. shader: string;
  41101. };
  41102. }
  41103. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41104. /** @hidden */
  41105. export var defaultVertexDeclaration: {
  41106. name: string;
  41107. shader: string;
  41108. };
  41109. }
  41110. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41111. /** @hidden */
  41112. export var bumpVertexDeclaration: {
  41113. name: string;
  41114. shader: string;
  41115. };
  41116. }
  41117. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41118. /** @hidden */
  41119. export var bumpVertex: {
  41120. name: string;
  41121. shader: string;
  41122. };
  41123. }
  41124. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41125. /** @hidden */
  41126. export var fogVertex: {
  41127. name: string;
  41128. shader: string;
  41129. };
  41130. }
  41131. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41132. /** @hidden */
  41133. export var shadowsVertex: {
  41134. name: string;
  41135. shader: string;
  41136. };
  41137. }
  41138. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41139. /** @hidden */
  41140. export var pointCloudVertex: {
  41141. name: string;
  41142. shader: string;
  41143. };
  41144. }
  41145. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41146. /** @hidden */
  41147. export var logDepthVertex: {
  41148. name: string;
  41149. shader: string;
  41150. };
  41151. }
  41152. declare module "babylonjs/Shaders/default.vertex" {
  41153. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41154. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41155. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41156. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41157. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41158. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41159. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41160. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41161. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41162. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41163. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41164. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41165. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41166. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41167. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41168. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41169. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41170. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41171. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41172. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41173. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41174. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41175. /** @hidden */
  41176. export var defaultVertexShader: {
  41177. name: string;
  41178. shader: string;
  41179. };
  41180. }
  41181. declare module "babylonjs/Materials/standardMaterial" {
  41182. import { SmartArray } from "babylonjs/Misc/smartArray";
  41183. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41184. import { Nullable } from "babylonjs/types";
  41185. import { Scene } from "babylonjs/scene";
  41186. import { Matrix } from "babylonjs/Maths/math.vector";
  41187. import { Color3 } from "babylonjs/Maths/math.color";
  41188. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41189. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41190. import { Mesh } from "babylonjs/Meshes/mesh";
  41191. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41192. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41193. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41194. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41195. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41196. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41197. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41198. import "babylonjs/Shaders/default.fragment";
  41199. import "babylonjs/Shaders/default.vertex";
  41200. /** @hidden */
  41201. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41202. MAINUV1: boolean;
  41203. MAINUV2: boolean;
  41204. DIFFUSE: boolean;
  41205. DIFFUSEDIRECTUV: number;
  41206. AMBIENT: boolean;
  41207. AMBIENTDIRECTUV: number;
  41208. OPACITY: boolean;
  41209. OPACITYDIRECTUV: number;
  41210. OPACITYRGB: boolean;
  41211. REFLECTION: boolean;
  41212. EMISSIVE: boolean;
  41213. EMISSIVEDIRECTUV: number;
  41214. SPECULAR: boolean;
  41215. SPECULARDIRECTUV: number;
  41216. BUMP: boolean;
  41217. BUMPDIRECTUV: number;
  41218. PARALLAX: boolean;
  41219. PARALLAXOCCLUSION: boolean;
  41220. SPECULAROVERALPHA: boolean;
  41221. CLIPPLANE: boolean;
  41222. CLIPPLANE2: boolean;
  41223. CLIPPLANE3: boolean;
  41224. CLIPPLANE4: boolean;
  41225. ALPHATEST: boolean;
  41226. DEPTHPREPASS: boolean;
  41227. ALPHAFROMDIFFUSE: boolean;
  41228. POINTSIZE: boolean;
  41229. FOG: boolean;
  41230. SPECULARTERM: boolean;
  41231. DIFFUSEFRESNEL: boolean;
  41232. OPACITYFRESNEL: boolean;
  41233. REFLECTIONFRESNEL: boolean;
  41234. REFRACTIONFRESNEL: boolean;
  41235. EMISSIVEFRESNEL: boolean;
  41236. FRESNEL: boolean;
  41237. NORMAL: boolean;
  41238. UV1: boolean;
  41239. UV2: boolean;
  41240. VERTEXCOLOR: boolean;
  41241. VERTEXALPHA: boolean;
  41242. NUM_BONE_INFLUENCERS: number;
  41243. BonesPerMesh: number;
  41244. BONETEXTURE: boolean;
  41245. INSTANCES: boolean;
  41246. GLOSSINESS: boolean;
  41247. ROUGHNESS: boolean;
  41248. EMISSIVEASILLUMINATION: boolean;
  41249. LINKEMISSIVEWITHDIFFUSE: boolean;
  41250. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41251. LIGHTMAP: boolean;
  41252. LIGHTMAPDIRECTUV: number;
  41253. OBJECTSPACE_NORMALMAP: boolean;
  41254. USELIGHTMAPASSHADOWMAP: boolean;
  41255. REFLECTIONMAP_3D: boolean;
  41256. REFLECTIONMAP_SPHERICAL: boolean;
  41257. REFLECTIONMAP_PLANAR: boolean;
  41258. REFLECTIONMAP_CUBIC: boolean;
  41259. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41260. REFLECTIONMAP_PROJECTION: boolean;
  41261. REFLECTIONMAP_SKYBOX: boolean;
  41262. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41263. REFLECTIONMAP_EXPLICIT: boolean;
  41264. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41265. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41266. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41267. INVERTCUBICMAP: boolean;
  41268. LOGARITHMICDEPTH: boolean;
  41269. REFRACTION: boolean;
  41270. REFRACTIONMAP_3D: boolean;
  41271. REFLECTIONOVERALPHA: boolean;
  41272. TWOSIDEDLIGHTING: boolean;
  41273. SHADOWFLOAT: boolean;
  41274. MORPHTARGETS: boolean;
  41275. MORPHTARGETS_NORMAL: boolean;
  41276. MORPHTARGETS_TANGENT: boolean;
  41277. MORPHTARGETS_UV: boolean;
  41278. NUM_MORPH_INFLUENCERS: number;
  41279. NONUNIFORMSCALING: boolean;
  41280. PREMULTIPLYALPHA: boolean;
  41281. IMAGEPROCESSING: boolean;
  41282. VIGNETTE: boolean;
  41283. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41284. VIGNETTEBLENDMODEOPAQUE: boolean;
  41285. TONEMAPPING: boolean;
  41286. TONEMAPPING_ACES: boolean;
  41287. CONTRAST: boolean;
  41288. COLORCURVES: boolean;
  41289. COLORGRADING: boolean;
  41290. COLORGRADING3D: boolean;
  41291. SAMPLER3DGREENDEPTH: boolean;
  41292. SAMPLER3DBGRMAP: boolean;
  41293. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41294. MULTIVIEW: boolean;
  41295. /**
  41296. * If the reflection texture on this material is in linear color space
  41297. * @hidden
  41298. */
  41299. IS_REFLECTION_LINEAR: boolean;
  41300. /**
  41301. * If the refraction texture on this material is in linear color space
  41302. * @hidden
  41303. */
  41304. IS_REFRACTION_LINEAR: boolean;
  41305. EXPOSURE: boolean;
  41306. constructor();
  41307. setReflectionMode(modeToEnable: string): void;
  41308. }
  41309. /**
  41310. * This is the default material used in Babylon. It is the best trade off between quality
  41311. * and performances.
  41312. * @see http://doc.babylonjs.com/babylon101/materials
  41313. */
  41314. export class StandardMaterial extends PushMaterial {
  41315. private _diffuseTexture;
  41316. /**
  41317. * The basic texture of the material as viewed under a light.
  41318. */
  41319. diffuseTexture: Nullable<BaseTexture>;
  41320. private _ambientTexture;
  41321. /**
  41322. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  41323. */
  41324. ambientTexture: Nullable<BaseTexture>;
  41325. private _opacityTexture;
  41326. /**
  41327. * Define the transparency of the material from a texture.
  41328. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  41329. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  41330. */
  41331. opacityTexture: Nullable<BaseTexture>;
  41332. private _reflectionTexture;
  41333. /**
  41334. * Define the texture used to display the reflection.
  41335. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41336. */
  41337. reflectionTexture: Nullable<BaseTexture>;
  41338. private _emissiveTexture;
  41339. /**
  41340. * Define texture of the material as if self lit.
  41341. * This will be mixed in the final result even in the absence of light.
  41342. */
  41343. emissiveTexture: Nullable<BaseTexture>;
  41344. private _specularTexture;
  41345. /**
  41346. * Define how the color and intensity of the highlight given by the light in the material.
  41347. */
  41348. specularTexture: Nullable<BaseTexture>;
  41349. private _bumpTexture;
  41350. /**
  41351. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  41352. * 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.
  41353. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  41354. */
  41355. bumpTexture: Nullable<BaseTexture>;
  41356. private _lightmapTexture;
  41357. /**
  41358. * Complex lighting can be computationally expensive to compute at runtime.
  41359. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  41360. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  41361. */
  41362. lightmapTexture: Nullable<BaseTexture>;
  41363. private _refractionTexture;
  41364. /**
  41365. * Define the texture used to display the refraction.
  41366. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41367. */
  41368. refractionTexture: Nullable<BaseTexture>;
  41369. /**
  41370. * The color of the material lit by the environmental background lighting.
  41371. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  41372. */
  41373. ambientColor: Color3;
  41374. /**
  41375. * The basic color of the material as viewed under a light.
  41376. */
  41377. diffuseColor: Color3;
  41378. /**
  41379. * Define how the color and intensity of the highlight given by the light in the material.
  41380. */
  41381. specularColor: Color3;
  41382. /**
  41383. * Define the color of the material as if self lit.
  41384. * This will be mixed in the final result even in the absence of light.
  41385. */
  41386. emissiveColor: Color3;
  41387. /**
  41388. * Defines how sharp are the highlights in the material.
  41389. * The bigger the value the sharper giving a more glossy feeling to the result.
  41390. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41391. */
  41392. specularPower: number;
  41393. private _useAlphaFromDiffuseTexture;
  41394. /**
  41395. * Does the transparency come from the diffuse texture alpha channel.
  41396. */
  41397. useAlphaFromDiffuseTexture: boolean;
  41398. private _useEmissiveAsIllumination;
  41399. /**
  41400. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41401. */
  41402. useEmissiveAsIllumination: boolean;
  41403. private _linkEmissiveWithDiffuse;
  41404. /**
  41405. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41406. * the emissive level when the final color is close to one.
  41407. */
  41408. linkEmissiveWithDiffuse: boolean;
  41409. private _useSpecularOverAlpha;
  41410. /**
  41411. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41412. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41413. */
  41414. useSpecularOverAlpha: boolean;
  41415. private _useReflectionOverAlpha;
  41416. /**
  41417. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41418. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41419. */
  41420. useReflectionOverAlpha: boolean;
  41421. private _disableLighting;
  41422. /**
  41423. * Does lights from the scene impacts this material.
  41424. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41425. */
  41426. disableLighting: boolean;
  41427. private _useObjectSpaceNormalMap;
  41428. /**
  41429. * Allows using an object space normal map (instead of tangent space).
  41430. */
  41431. useObjectSpaceNormalMap: boolean;
  41432. private _useParallax;
  41433. /**
  41434. * Is parallax enabled or not.
  41435. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41436. */
  41437. useParallax: boolean;
  41438. private _useParallaxOcclusion;
  41439. /**
  41440. * Is parallax occlusion enabled or not.
  41441. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41442. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41443. */
  41444. useParallaxOcclusion: boolean;
  41445. /**
  41446. * 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.
  41447. */
  41448. parallaxScaleBias: number;
  41449. private _roughness;
  41450. /**
  41451. * Helps to define how blurry the reflections should appears in the material.
  41452. */
  41453. roughness: number;
  41454. /**
  41455. * In case of refraction, define the value of the index of refraction.
  41456. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41457. */
  41458. indexOfRefraction: number;
  41459. /**
  41460. * Invert the refraction texture alongside the y axis.
  41461. * It can be useful with procedural textures or probe for instance.
  41462. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41463. */
  41464. invertRefractionY: boolean;
  41465. /**
  41466. * Defines the alpha limits in alpha test mode.
  41467. */
  41468. alphaCutOff: number;
  41469. private _useLightmapAsShadowmap;
  41470. /**
  41471. * In case of light mapping, define whether the map contains light or shadow informations.
  41472. */
  41473. useLightmapAsShadowmap: boolean;
  41474. private _diffuseFresnelParameters;
  41475. /**
  41476. * Define the diffuse fresnel parameters of the material.
  41477. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41478. */
  41479. diffuseFresnelParameters: FresnelParameters;
  41480. private _opacityFresnelParameters;
  41481. /**
  41482. * Define the opacity fresnel parameters of the material.
  41483. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41484. */
  41485. opacityFresnelParameters: FresnelParameters;
  41486. private _reflectionFresnelParameters;
  41487. /**
  41488. * Define the reflection fresnel parameters of the material.
  41489. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41490. */
  41491. reflectionFresnelParameters: FresnelParameters;
  41492. private _refractionFresnelParameters;
  41493. /**
  41494. * Define the refraction fresnel parameters of the material.
  41495. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41496. */
  41497. refractionFresnelParameters: FresnelParameters;
  41498. private _emissiveFresnelParameters;
  41499. /**
  41500. * Define the emissive fresnel parameters of the material.
  41501. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41502. */
  41503. emissiveFresnelParameters: FresnelParameters;
  41504. private _useReflectionFresnelFromSpecular;
  41505. /**
  41506. * If true automatically deducts the fresnels values from the material specularity.
  41507. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41508. */
  41509. useReflectionFresnelFromSpecular: boolean;
  41510. private _useGlossinessFromSpecularMapAlpha;
  41511. /**
  41512. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41513. */
  41514. useGlossinessFromSpecularMapAlpha: boolean;
  41515. private _maxSimultaneousLights;
  41516. /**
  41517. * Defines the maximum number of lights that can be used in the material
  41518. */
  41519. maxSimultaneousLights: number;
  41520. private _invertNormalMapX;
  41521. /**
  41522. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41523. */
  41524. invertNormalMapX: boolean;
  41525. private _invertNormalMapY;
  41526. /**
  41527. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41528. */
  41529. invertNormalMapY: boolean;
  41530. private _twoSidedLighting;
  41531. /**
  41532. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41533. */
  41534. twoSidedLighting: boolean;
  41535. /**
  41536. * Default configuration related to image processing available in the standard Material.
  41537. */
  41538. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41539. /**
  41540. * Gets the image processing configuration used either in this material.
  41541. */
  41542. /**
  41543. * Sets the Default image processing configuration used either in the this material.
  41544. *
  41545. * If sets to null, the scene one is in use.
  41546. */
  41547. imageProcessingConfiguration: ImageProcessingConfiguration;
  41548. /**
  41549. * Keep track of the image processing observer to allow dispose and replace.
  41550. */
  41551. private _imageProcessingObserver;
  41552. /**
  41553. * Attaches a new image processing configuration to the Standard Material.
  41554. * @param configuration
  41555. */
  41556. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41557. /**
  41558. * Gets wether the color curves effect is enabled.
  41559. */
  41560. /**
  41561. * Sets wether the color curves effect is enabled.
  41562. */
  41563. cameraColorCurvesEnabled: boolean;
  41564. /**
  41565. * Gets wether the color grading effect is enabled.
  41566. */
  41567. /**
  41568. * Gets wether the color grading effect is enabled.
  41569. */
  41570. cameraColorGradingEnabled: boolean;
  41571. /**
  41572. * Gets wether tonemapping is enabled or not.
  41573. */
  41574. /**
  41575. * Sets wether tonemapping is enabled or not
  41576. */
  41577. cameraToneMappingEnabled: boolean;
  41578. /**
  41579. * The camera exposure used on this material.
  41580. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41581. * This corresponds to a photographic exposure.
  41582. */
  41583. /**
  41584. * The camera exposure used on this material.
  41585. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41586. * This corresponds to a photographic exposure.
  41587. */
  41588. cameraExposure: number;
  41589. /**
  41590. * Gets The camera contrast used on this material.
  41591. */
  41592. /**
  41593. * Sets The camera contrast used on this material.
  41594. */
  41595. cameraContrast: number;
  41596. /**
  41597. * Gets the Color Grading 2D Lookup Texture.
  41598. */
  41599. /**
  41600. * Sets the Color Grading 2D Lookup Texture.
  41601. */
  41602. cameraColorGradingTexture: Nullable<BaseTexture>;
  41603. /**
  41604. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41605. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41606. * 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;
  41607. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41608. */
  41609. /**
  41610. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41611. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41612. * 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;
  41613. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41614. */
  41615. cameraColorCurves: Nullable<ColorCurves>;
  41616. /**
  41617. * Custom callback helping to override the default shader used in the material.
  41618. */
  41619. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41620. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41621. protected _worldViewProjectionMatrix: Matrix;
  41622. protected _globalAmbientColor: Color3;
  41623. protected _useLogarithmicDepth: boolean;
  41624. protected _rebuildInParallel: boolean;
  41625. /**
  41626. * Instantiates a new standard material.
  41627. * This is the default material used in Babylon. It is the best trade off between quality
  41628. * and performances.
  41629. * @see http://doc.babylonjs.com/babylon101/materials
  41630. * @param name Define the name of the material in the scene
  41631. * @param scene Define the scene the material belong to
  41632. */
  41633. constructor(name: string, scene: Scene);
  41634. /**
  41635. * Gets a boolean indicating that current material needs to register RTT
  41636. */
  41637. readonly hasRenderTargetTextures: boolean;
  41638. /**
  41639. * Gets the current class name of the material e.g. "StandardMaterial"
  41640. * Mainly use in serialization.
  41641. * @returns the class name
  41642. */
  41643. getClassName(): string;
  41644. /**
  41645. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41646. * You can try switching to logarithmic depth.
  41647. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41648. */
  41649. useLogarithmicDepth: boolean;
  41650. /**
  41651. * Specifies if the material will require alpha blending
  41652. * @returns a boolean specifying if alpha blending is needed
  41653. */
  41654. needAlphaBlending(): boolean;
  41655. /**
  41656. * Specifies if this material should be rendered in alpha test mode
  41657. * @returns a boolean specifying if an alpha test is needed.
  41658. */
  41659. needAlphaTesting(): boolean;
  41660. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41661. /**
  41662. * Get the texture used for alpha test purpose.
  41663. * @returns the diffuse texture in case of the standard material.
  41664. */
  41665. getAlphaTestTexture(): Nullable<BaseTexture>;
  41666. /**
  41667. * Get if the submesh is ready to be used and all its information available.
  41668. * Child classes can use it to update shaders
  41669. * @param mesh defines the mesh to check
  41670. * @param subMesh defines which submesh to check
  41671. * @param useInstances specifies that instances should be used
  41672. * @returns a boolean indicating that the submesh is ready or not
  41673. */
  41674. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41675. /**
  41676. * Builds the material UBO layouts.
  41677. * Used internally during the effect preparation.
  41678. */
  41679. buildUniformLayout(): void;
  41680. /**
  41681. * Unbinds the material from the mesh
  41682. */
  41683. unbind(): void;
  41684. /**
  41685. * Binds the submesh to this material by preparing the effect and shader to draw
  41686. * @param world defines the world transformation matrix
  41687. * @param mesh defines the mesh containing the submesh
  41688. * @param subMesh defines the submesh to bind the material to
  41689. */
  41690. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41691. /**
  41692. * Get the list of animatables in the material.
  41693. * @returns the list of animatables object used in the material
  41694. */
  41695. getAnimatables(): IAnimatable[];
  41696. /**
  41697. * Gets the active textures from the material
  41698. * @returns an array of textures
  41699. */
  41700. getActiveTextures(): BaseTexture[];
  41701. /**
  41702. * Specifies if the material uses a texture
  41703. * @param texture defines the texture to check against the material
  41704. * @returns a boolean specifying if the material uses the texture
  41705. */
  41706. hasTexture(texture: BaseTexture): boolean;
  41707. /**
  41708. * Disposes the material
  41709. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41710. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41711. */
  41712. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41713. /**
  41714. * Makes a duplicate of the material, and gives it a new name
  41715. * @param name defines the new name for the duplicated material
  41716. * @returns the cloned material
  41717. */
  41718. clone(name: string): StandardMaterial;
  41719. /**
  41720. * Serializes this material in a JSON representation
  41721. * @returns the serialized material object
  41722. */
  41723. serialize(): any;
  41724. /**
  41725. * Creates a standard material from parsed material data
  41726. * @param source defines the JSON representation of the material
  41727. * @param scene defines the hosting scene
  41728. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41729. * @returns a new standard material
  41730. */
  41731. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41732. /**
  41733. * Are diffuse textures enabled in the application.
  41734. */
  41735. static DiffuseTextureEnabled: boolean;
  41736. /**
  41737. * Are ambient textures enabled in the application.
  41738. */
  41739. static AmbientTextureEnabled: boolean;
  41740. /**
  41741. * Are opacity textures enabled in the application.
  41742. */
  41743. static OpacityTextureEnabled: boolean;
  41744. /**
  41745. * Are reflection textures enabled in the application.
  41746. */
  41747. static ReflectionTextureEnabled: boolean;
  41748. /**
  41749. * Are emissive textures enabled in the application.
  41750. */
  41751. static EmissiveTextureEnabled: boolean;
  41752. /**
  41753. * Are specular textures enabled in the application.
  41754. */
  41755. static SpecularTextureEnabled: boolean;
  41756. /**
  41757. * Are bump textures enabled in the application.
  41758. */
  41759. static BumpTextureEnabled: boolean;
  41760. /**
  41761. * Are lightmap textures enabled in the application.
  41762. */
  41763. static LightmapTextureEnabled: boolean;
  41764. /**
  41765. * Are refraction textures enabled in the application.
  41766. */
  41767. static RefractionTextureEnabled: boolean;
  41768. /**
  41769. * Are color grading textures enabled in the application.
  41770. */
  41771. static ColorGradingTextureEnabled: boolean;
  41772. /**
  41773. * Are fresnels enabled in the application.
  41774. */
  41775. static FresnelEnabled: boolean;
  41776. }
  41777. }
  41778. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41779. import { Scene } from "babylonjs/scene";
  41780. import { Texture } from "babylonjs/Materials/Textures/texture";
  41781. /**
  41782. * A class extending Texture allowing drawing on a texture
  41783. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41784. */
  41785. export class DynamicTexture extends Texture {
  41786. private _generateMipMaps;
  41787. private _canvas;
  41788. private _context;
  41789. private _engine;
  41790. /**
  41791. * Creates a DynamicTexture
  41792. * @param name defines the name of the texture
  41793. * @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
  41794. * @param scene defines the scene where you want the texture
  41795. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41796. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41797. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41798. */
  41799. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41800. /**
  41801. * Get the current class name of the texture useful for serialization or dynamic coding.
  41802. * @returns "DynamicTexture"
  41803. */
  41804. getClassName(): string;
  41805. /**
  41806. * Gets the current state of canRescale
  41807. */
  41808. readonly canRescale: boolean;
  41809. private _recreate;
  41810. /**
  41811. * Scales the texture
  41812. * @param ratio the scale factor to apply to both width and height
  41813. */
  41814. scale(ratio: number): void;
  41815. /**
  41816. * Resizes the texture
  41817. * @param width the new width
  41818. * @param height the new height
  41819. */
  41820. scaleTo(width: number, height: number): void;
  41821. /**
  41822. * Gets the context of the canvas used by the texture
  41823. * @returns the canvas context of the dynamic texture
  41824. */
  41825. getContext(): CanvasRenderingContext2D;
  41826. /**
  41827. * Clears the texture
  41828. */
  41829. clear(): void;
  41830. /**
  41831. * Updates the texture
  41832. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41833. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41834. */
  41835. update(invertY?: boolean, premulAlpha?: boolean): void;
  41836. /**
  41837. * Draws text onto the texture
  41838. * @param text defines the text to be drawn
  41839. * @param x defines the placement of the text from the left
  41840. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41841. * @param font defines the font to be used with font-style, font-size, font-name
  41842. * @param color defines the color used for the text
  41843. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41844. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41845. * @param update defines whether texture is immediately update (default is true)
  41846. */
  41847. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41848. /**
  41849. * Clones the texture
  41850. * @returns the clone of the texture.
  41851. */
  41852. clone(): DynamicTexture;
  41853. /**
  41854. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41855. * @returns a serialized dynamic texture object
  41856. */
  41857. serialize(): any;
  41858. /** @hidden */
  41859. _rebuild(): void;
  41860. }
  41861. }
  41862. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41863. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41864. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41865. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41866. /** @hidden */
  41867. export var imageProcessingPixelShader: {
  41868. name: string;
  41869. shader: string;
  41870. };
  41871. }
  41872. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41873. import { Nullable } from "babylonjs/types";
  41874. import { Color4 } from "babylonjs/Maths/math.color";
  41875. import { Camera } from "babylonjs/Cameras/camera";
  41876. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41877. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41878. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41879. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41880. import { Engine } from "babylonjs/Engines/engine";
  41881. import "babylonjs/Shaders/imageProcessing.fragment";
  41882. import "babylonjs/Shaders/postprocess.vertex";
  41883. /**
  41884. * ImageProcessingPostProcess
  41885. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41886. */
  41887. export class ImageProcessingPostProcess extends PostProcess {
  41888. /**
  41889. * Default configuration related to image processing available in the PBR Material.
  41890. */
  41891. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41892. /**
  41893. * Gets the image processing configuration used either in this material.
  41894. */
  41895. /**
  41896. * Sets the Default image processing configuration used either in the this material.
  41897. *
  41898. * If sets to null, the scene one is in use.
  41899. */
  41900. imageProcessingConfiguration: ImageProcessingConfiguration;
  41901. /**
  41902. * Keep track of the image processing observer to allow dispose and replace.
  41903. */
  41904. private _imageProcessingObserver;
  41905. /**
  41906. * Attaches a new image processing configuration to the PBR Material.
  41907. * @param configuration
  41908. */
  41909. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41910. /**
  41911. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41912. */
  41913. /**
  41914. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41915. */
  41916. colorCurves: Nullable<ColorCurves>;
  41917. /**
  41918. * Gets wether the color curves effect is enabled.
  41919. */
  41920. /**
  41921. * Sets wether the color curves effect is enabled.
  41922. */
  41923. colorCurvesEnabled: boolean;
  41924. /**
  41925. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41926. */
  41927. /**
  41928. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41929. */
  41930. colorGradingTexture: Nullable<BaseTexture>;
  41931. /**
  41932. * Gets wether the color grading effect is enabled.
  41933. */
  41934. /**
  41935. * Gets wether the color grading effect is enabled.
  41936. */
  41937. colorGradingEnabled: boolean;
  41938. /**
  41939. * Gets exposure used in the effect.
  41940. */
  41941. /**
  41942. * Sets exposure used in the effect.
  41943. */
  41944. exposure: number;
  41945. /**
  41946. * Gets wether tonemapping is enabled or not.
  41947. */
  41948. /**
  41949. * Sets wether tonemapping is enabled or not
  41950. */
  41951. toneMappingEnabled: boolean;
  41952. /**
  41953. * Gets the type of tone mapping effect.
  41954. */
  41955. /**
  41956. * Sets the type of tone mapping effect.
  41957. */
  41958. toneMappingType: number;
  41959. /**
  41960. * Gets contrast used in the effect.
  41961. */
  41962. /**
  41963. * Sets contrast used in the effect.
  41964. */
  41965. contrast: number;
  41966. /**
  41967. * Gets Vignette stretch size.
  41968. */
  41969. /**
  41970. * Sets Vignette stretch size.
  41971. */
  41972. vignetteStretch: number;
  41973. /**
  41974. * Gets Vignette centre X Offset.
  41975. */
  41976. /**
  41977. * Sets Vignette centre X Offset.
  41978. */
  41979. vignetteCentreX: number;
  41980. /**
  41981. * Gets Vignette centre Y Offset.
  41982. */
  41983. /**
  41984. * Sets Vignette centre Y Offset.
  41985. */
  41986. vignetteCentreY: number;
  41987. /**
  41988. * Gets Vignette weight or intensity of the vignette effect.
  41989. */
  41990. /**
  41991. * Sets Vignette weight or intensity of the vignette effect.
  41992. */
  41993. vignetteWeight: number;
  41994. /**
  41995. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41996. * if vignetteEnabled is set to true.
  41997. */
  41998. /**
  41999. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42000. * if vignetteEnabled is set to true.
  42001. */
  42002. vignetteColor: Color4;
  42003. /**
  42004. * Gets Camera field of view used by the Vignette effect.
  42005. */
  42006. /**
  42007. * Sets Camera field of view used by the Vignette effect.
  42008. */
  42009. vignetteCameraFov: number;
  42010. /**
  42011. * Gets the vignette blend mode allowing different kind of effect.
  42012. */
  42013. /**
  42014. * Sets the vignette blend mode allowing different kind of effect.
  42015. */
  42016. vignetteBlendMode: number;
  42017. /**
  42018. * Gets wether the vignette effect is enabled.
  42019. */
  42020. /**
  42021. * Sets wether the vignette effect is enabled.
  42022. */
  42023. vignetteEnabled: boolean;
  42024. private _fromLinearSpace;
  42025. /**
  42026. * Gets wether the input of the processing is in Gamma or Linear Space.
  42027. */
  42028. /**
  42029. * Sets wether the input of the processing is in Gamma or Linear Space.
  42030. */
  42031. fromLinearSpace: boolean;
  42032. /**
  42033. * Defines cache preventing GC.
  42034. */
  42035. private _defines;
  42036. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42037. /**
  42038. * "ImageProcessingPostProcess"
  42039. * @returns "ImageProcessingPostProcess"
  42040. */
  42041. getClassName(): string;
  42042. protected _updateParameters(): void;
  42043. dispose(camera?: Camera): void;
  42044. }
  42045. }
  42046. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42047. import { Scene } from "babylonjs/scene";
  42048. import { Color3 } from "babylonjs/Maths/math.color";
  42049. import { Mesh } from "babylonjs/Meshes/mesh";
  42050. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42051. import { Nullable } from "babylonjs/types";
  42052. /**
  42053. * Class containing static functions to help procedurally build meshes
  42054. */
  42055. export class GroundBuilder {
  42056. /**
  42057. * Creates a ground mesh
  42058. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42059. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42060. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42061. * @param name defines the name of the mesh
  42062. * @param options defines the options used to create the mesh
  42063. * @param scene defines the hosting scene
  42064. * @returns the ground mesh
  42065. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42066. */
  42067. static CreateGround(name: string, options: {
  42068. width?: number;
  42069. height?: number;
  42070. subdivisions?: number;
  42071. subdivisionsX?: number;
  42072. subdivisionsY?: number;
  42073. updatable?: boolean;
  42074. }, scene: any): Mesh;
  42075. /**
  42076. * Creates a tiled ground mesh
  42077. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42078. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42079. * * 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
  42080. * * 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
  42081. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42082. * @param name defines the name of the mesh
  42083. * @param options defines the options used to create the mesh
  42084. * @param scene defines the hosting scene
  42085. * @returns the tiled ground mesh
  42086. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42087. */
  42088. static CreateTiledGround(name: string, options: {
  42089. xmin: number;
  42090. zmin: number;
  42091. xmax: number;
  42092. zmax: number;
  42093. subdivisions?: {
  42094. w: number;
  42095. h: number;
  42096. };
  42097. precision?: {
  42098. w: number;
  42099. h: number;
  42100. };
  42101. updatable?: boolean;
  42102. }, scene?: Nullable<Scene>): Mesh;
  42103. /**
  42104. * Creates a ground mesh from a height map
  42105. * * The parameter `url` sets the URL of the height map image resource.
  42106. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42107. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42108. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42109. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42110. * * 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.
  42111. * * 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).
  42112. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42113. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42114. * @param name defines the name of the mesh
  42115. * @param url defines the url to the height map
  42116. * @param options defines the options used to create the mesh
  42117. * @param scene defines the hosting scene
  42118. * @returns the ground mesh
  42119. * @see https://doc.babylonjs.com/babylon101/height_map
  42120. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42121. */
  42122. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42123. width?: number;
  42124. height?: number;
  42125. subdivisions?: number;
  42126. minHeight?: number;
  42127. maxHeight?: number;
  42128. colorFilter?: Color3;
  42129. alphaFilter?: number;
  42130. updatable?: boolean;
  42131. onReady?: (mesh: GroundMesh) => void;
  42132. }, scene?: Nullable<Scene>): GroundMesh;
  42133. }
  42134. }
  42135. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42136. import { Vector4 } from "babylonjs/Maths/math.vector";
  42137. import { Mesh } from "babylonjs/Meshes/mesh";
  42138. /**
  42139. * Class containing static functions to help procedurally build meshes
  42140. */
  42141. export class TorusBuilder {
  42142. /**
  42143. * Creates a torus mesh
  42144. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42145. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42146. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42147. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42148. * * If you create a double-sided mesh, you can choose what parts of 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
  42149. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42150. * @param name defines the name of the mesh
  42151. * @param options defines the options used to create the mesh
  42152. * @param scene defines the hosting scene
  42153. * @returns the torus mesh
  42154. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42155. */
  42156. static CreateTorus(name: string, options: {
  42157. diameter?: number;
  42158. thickness?: number;
  42159. tessellation?: number;
  42160. updatable?: boolean;
  42161. sideOrientation?: number;
  42162. frontUVs?: Vector4;
  42163. backUVs?: Vector4;
  42164. }, scene: any): Mesh;
  42165. }
  42166. }
  42167. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42168. import { Vector4 } from "babylonjs/Maths/math.vector";
  42169. import { Color4 } from "babylonjs/Maths/math.color";
  42170. import { Mesh } from "babylonjs/Meshes/mesh";
  42171. /**
  42172. * Class containing static functions to help procedurally build meshes
  42173. */
  42174. export class CylinderBuilder {
  42175. /**
  42176. * Creates a cylinder or a cone mesh
  42177. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42178. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42179. * * 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.
  42180. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42181. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42182. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42183. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42184. * * 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).
  42185. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42186. * * 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).
  42187. * * 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
  42188. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42189. * * 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
  42190. * * 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.
  42191. * * If `enclose` is false, a ring surface is one element.
  42192. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42193. * * 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
  42194. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42195. * * If you create a double-sided mesh, you can choose what parts of 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
  42196. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42197. * @param name defines the name of the mesh
  42198. * @param options defines the options used to create the mesh
  42199. * @param scene defines the hosting scene
  42200. * @returns the cylinder mesh
  42201. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42202. */
  42203. static CreateCylinder(name: string, options: {
  42204. height?: number;
  42205. diameterTop?: number;
  42206. diameterBottom?: number;
  42207. diameter?: number;
  42208. tessellation?: number;
  42209. subdivisions?: number;
  42210. arc?: number;
  42211. faceColors?: Color4[];
  42212. faceUV?: Vector4[];
  42213. updatable?: boolean;
  42214. hasRings?: boolean;
  42215. enclose?: boolean;
  42216. cap?: number;
  42217. sideOrientation?: number;
  42218. frontUVs?: Vector4;
  42219. backUVs?: Vector4;
  42220. }, scene: any): Mesh;
  42221. }
  42222. }
  42223. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42224. import { Observable } from "babylonjs/Misc/observable";
  42225. import { Nullable } from "babylonjs/types";
  42226. import { Camera } from "babylonjs/Cameras/camera";
  42227. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42228. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42229. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42230. import { Scene } from "babylonjs/scene";
  42231. import { Vector3 } from "babylonjs/Maths/math.vector";
  42232. import { Color3 } from "babylonjs/Maths/math.color";
  42233. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42234. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42235. import { Mesh } from "babylonjs/Meshes/mesh";
  42236. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42237. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42238. import "babylonjs/Meshes/Builders/groundBuilder";
  42239. import "babylonjs/Meshes/Builders/torusBuilder";
  42240. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42241. import "babylonjs/Gamepads/gamepadSceneComponent";
  42242. import "babylonjs/Animations/animatable";
  42243. /**
  42244. * Options to modify the vr teleportation behavior.
  42245. */
  42246. export interface VRTeleportationOptions {
  42247. /**
  42248. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42249. */
  42250. floorMeshName?: string;
  42251. /**
  42252. * A list of meshes to be used as the teleportation floor. (default: empty)
  42253. */
  42254. floorMeshes?: Mesh[];
  42255. }
  42256. /**
  42257. * Options to modify the vr experience helper's behavior.
  42258. */
  42259. export interface VRExperienceHelperOptions extends WebVROptions {
  42260. /**
  42261. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42262. */
  42263. createDeviceOrientationCamera?: boolean;
  42264. /**
  42265. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42266. */
  42267. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42268. /**
  42269. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42270. */
  42271. laserToggle?: boolean;
  42272. /**
  42273. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42274. */
  42275. floorMeshes?: Mesh[];
  42276. /**
  42277. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42278. */
  42279. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42280. }
  42281. /**
  42282. * Event containing information after VR has been entered
  42283. */
  42284. export class OnAfterEnteringVRObservableEvent {
  42285. /**
  42286. * If entering vr was successful
  42287. */
  42288. success: boolean;
  42289. }
  42290. /**
  42291. * Helps to quickly add VR support to an existing scene.
  42292. * See http://doc.babylonjs.com/how_to/webvr_helper
  42293. */
  42294. export class VRExperienceHelper {
  42295. /** Options to modify the vr experience helper's behavior. */
  42296. webVROptions: VRExperienceHelperOptions;
  42297. private _scene;
  42298. private _position;
  42299. private _btnVR;
  42300. private _btnVRDisplayed;
  42301. private _webVRsupported;
  42302. private _webVRready;
  42303. private _webVRrequesting;
  42304. private _webVRpresenting;
  42305. private _hasEnteredVR;
  42306. private _fullscreenVRpresenting;
  42307. private _canvas;
  42308. private _webVRCamera;
  42309. private _vrDeviceOrientationCamera;
  42310. private _deviceOrientationCamera;
  42311. private _existingCamera;
  42312. private _onKeyDown;
  42313. private _onVrDisplayPresentChange;
  42314. private _onVRDisplayChanged;
  42315. private _onVRRequestPresentStart;
  42316. private _onVRRequestPresentComplete;
  42317. /**
  42318. * 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)
  42319. */
  42320. enableGazeEvenWhenNoPointerLock: boolean;
  42321. /**
  42322. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42323. */
  42324. exitVROnDoubleTap: boolean;
  42325. /**
  42326. * Observable raised right before entering VR.
  42327. */
  42328. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42329. /**
  42330. * Observable raised when entering VR has completed.
  42331. */
  42332. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42333. /**
  42334. * Observable raised when exiting VR.
  42335. */
  42336. onExitingVRObservable: Observable<VRExperienceHelper>;
  42337. /**
  42338. * Observable raised when controller mesh is loaded.
  42339. */
  42340. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42341. /** Return this.onEnteringVRObservable
  42342. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42343. */
  42344. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42345. /** Return this.onExitingVRObservable
  42346. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42347. */
  42348. readonly onExitingVR: Observable<VRExperienceHelper>;
  42349. /** Return this.onControllerMeshLoadedObservable
  42350. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42351. */
  42352. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42353. private _rayLength;
  42354. private _useCustomVRButton;
  42355. private _teleportationRequested;
  42356. private _teleportActive;
  42357. private _floorMeshName;
  42358. private _floorMeshesCollection;
  42359. private _rotationAllowed;
  42360. private _teleportBackwardsVector;
  42361. private _teleportationTarget;
  42362. private _isDefaultTeleportationTarget;
  42363. private _postProcessMove;
  42364. private _teleportationFillColor;
  42365. private _teleportationBorderColor;
  42366. private _rotationAngle;
  42367. private _haloCenter;
  42368. private _cameraGazer;
  42369. private _padSensibilityUp;
  42370. private _padSensibilityDown;
  42371. private _leftController;
  42372. private _rightController;
  42373. /**
  42374. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42375. */
  42376. onNewMeshSelected: Observable<AbstractMesh>;
  42377. /**
  42378. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  42379. * This observable will provide the mesh and the controller used to select the mesh
  42380. */
  42381. onMeshSelectedWithController: Observable<{
  42382. mesh: AbstractMesh;
  42383. controller: WebVRController;
  42384. }>;
  42385. /**
  42386. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42387. */
  42388. onNewMeshPicked: Observable<PickingInfo>;
  42389. private _circleEase;
  42390. /**
  42391. * Observable raised before camera teleportation
  42392. */
  42393. onBeforeCameraTeleport: Observable<Vector3>;
  42394. /**
  42395. * Observable raised after camera teleportation
  42396. */
  42397. onAfterCameraTeleport: Observable<Vector3>;
  42398. /**
  42399. * Observable raised when current selected mesh gets unselected
  42400. */
  42401. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42402. private _raySelectionPredicate;
  42403. /**
  42404. * To be optionaly changed by user to define custom ray selection
  42405. */
  42406. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42407. /**
  42408. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42409. */
  42410. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42411. /**
  42412. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42413. */
  42414. teleportationEnabled: boolean;
  42415. private _defaultHeight;
  42416. private _teleportationInitialized;
  42417. private _interactionsEnabled;
  42418. private _interactionsRequested;
  42419. private _displayGaze;
  42420. private _displayLaserPointer;
  42421. /**
  42422. * The mesh used to display where the user is going to teleport.
  42423. */
  42424. /**
  42425. * Sets the mesh to be used to display where the user is going to teleport.
  42426. */
  42427. teleportationTarget: Mesh;
  42428. /**
  42429. * 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
  42430. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42431. * See http://doc.babylonjs.com/resources/baking_transformations
  42432. */
  42433. gazeTrackerMesh: Mesh;
  42434. /**
  42435. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42436. */
  42437. updateGazeTrackerScale: boolean;
  42438. /**
  42439. * If the gaze trackers color should be updated when selecting meshes
  42440. */
  42441. updateGazeTrackerColor: boolean;
  42442. /**
  42443. * The gaze tracking mesh corresponding to the left controller
  42444. */
  42445. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42446. /**
  42447. * The gaze tracking mesh corresponding to the right controller
  42448. */
  42449. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42450. /**
  42451. * If the ray of the gaze should be displayed.
  42452. */
  42453. /**
  42454. * Sets if the ray of the gaze should be displayed.
  42455. */
  42456. displayGaze: boolean;
  42457. /**
  42458. * If the ray of the LaserPointer should be displayed.
  42459. */
  42460. /**
  42461. * Sets if the ray of the LaserPointer should be displayed.
  42462. */
  42463. displayLaserPointer: boolean;
  42464. /**
  42465. * The deviceOrientationCamera used as the camera when not in VR.
  42466. */
  42467. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42468. /**
  42469. * Based on the current WebVR support, returns the current VR camera used.
  42470. */
  42471. readonly currentVRCamera: Nullable<Camera>;
  42472. /**
  42473. * The webVRCamera which is used when in VR.
  42474. */
  42475. readonly webVRCamera: WebVRFreeCamera;
  42476. /**
  42477. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42478. */
  42479. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42480. /**
  42481. * The html button that is used to trigger entering into VR.
  42482. */
  42483. readonly vrButton: Nullable<HTMLButtonElement>;
  42484. private readonly _teleportationRequestInitiated;
  42485. /**
  42486. * Defines wether or not Pointer lock should be requested when switching to
  42487. * full screen.
  42488. */
  42489. requestPointerLockOnFullScreen: boolean;
  42490. /**
  42491. * Instantiates a VRExperienceHelper.
  42492. * Helps to quickly add VR support to an existing scene.
  42493. * @param scene The scene the VRExperienceHelper belongs to.
  42494. * @param webVROptions Options to modify the vr experience helper's behavior.
  42495. */
  42496. constructor(scene: Scene,
  42497. /** Options to modify the vr experience helper's behavior. */
  42498. webVROptions?: VRExperienceHelperOptions);
  42499. private _onDefaultMeshLoaded;
  42500. private _onResize;
  42501. private _onFullscreenChange;
  42502. /**
  42503. * Gets a value indicating if we are currently in VR mode.
  42504. */
  42505. readonly isInVRMode: boolean;
  42506. private onVrDisplayPresentChange;
  42507. private onVRDisplayChanged;
  42508. private moveButtonToBottomRight;
  42509. private displayVRButton;
  42510. private updateButtonVisibility;
  42511. private _cachedAngularSensibility;
  42512. /**
  42513. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42514. * Otherwise, will use the fullscreen API.
  42515. */
  42516. enterVR(): void;
  42517. /**
  42518. * Attempt to exit VR, or fullscreen.
  42519. */
  42520. exitVR(): void;
  42521. /**
  42522. * The position of the vr experience helper.
  42523. */
  42524. /**
  42525. * Sets the position of the vr experience helper.
  42526. */
  42527. position: Vector3;
  42528. /**
  42529. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42530. */
  42531. enableInteractions(): void;
  42532. private readonly _noControllerIsActive;
  42533. private beforeRender;
  42534. private _isTeleportationFloor;
  42535. /**
  42536. * Adds a floor mesh to be used for teleportation.
  42537. * @param floorMesh the mesh to be used for teleportation.
  42538. */
  42539. addFloorMesh(floorMesh: Mesh): void;
  42540. /**
  42541. * Removes a floor mesh from being used for teleportation.
  42542. * @param floorMesh the mesh to be removed.
  42543. */
  42544. removeFloorMesh(floorMesh: Mesh): void;
  42545. /**
  42546. * Enables interactions and teleportation using the VR controllers and gaze.
  42547. * @param vrTeleportationOptions options to modify teleportation behavior.
  42548. */
  42549. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42550. private _onNewGamepadConnected;
  42551. private _tryEnableInteractionOnController;
  42552. private _onNewGamepadDisconnected;
  42553. private _enableInteractionOnController;
  42554. private _checkTeleportWithRay;
  42555. private _checkRotate;
  42556. private _checkTeleportBackwards;
  42557. private _enableTeleportationOnController;
  42558. private _createTeleportationCircles;
  42559. private _displayTeleportationTarget;
  42560. private _hideTeleportationTarget;
  42561. private _rotateCamera;
  42562. private _moveTeleportationSelectorTo;
  42563. private _workingVector;
  42564. private _workingQuaternion;
  42565. private _workingMatrix;
  42566. /**
  42567. * Teleports the users feet to the desired location
  42568. * @param location The location where the user's feet should be placed
  42569. */
  42570. teleportCamera(location: Vector3): void;
  42571. private _convertNormalToDirectionOfRay;
  42572. private _castRayAndSelectObject;
  42573. private _notifySelectedMeshUnselected;
  42574. /**
  42575. * Sets the color of the laser ray from the vr controllers.
  42576. * @param color new color for the ray.
  42577. */
  42578. changeLaserColor(color: Color3): void;
  42579. /**
  42580. * Sets the color of the ray from the vr headsets gaze.
  42581. * @param color new color for the ray.
  42582. */
  42583. changeGazeColor(color: Color3): void;
  42584. /**
  42585. * Exits VR and disposes of the vr experience helper
  42586. */
  42587. dispose(): void;
  42588. /**
  42589. * Gets the name of the VRExperienceHelper class
  42590. * @returns "VRExperienceHelper"
  42591. */
  42592. getClassName(): string;
  42593. }
  42594. }
  42595. declare module "babylonjs/Cameras/VR/index" {
  42596. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42597. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42598. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42599. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42600. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42601. export * from "babylonjs/Cameras/VR/webVRCamera";
  42602. }
  42603. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42604. import { Observable } from "babylonjs/Misc/observable";
  42605. import { Nullable } from "babylonjs/types";
  42606. import { IDisposable, Scene } from "babylonjs/scene";
  42607. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42608. /**
  42609. * Manages an XRSession to work with Babylon's engine
  42610. * @see https://doc.babylonjs.com/how_to/webxr
  42611. */
  42612. export class WebXRSessionManager implements IDisposable {
  42613. private scene;
  42614. /**
  42615. * Fires every time a new xrFrame arrives which can be used to update the camera
  42616. */
  42617. onXRFrameObservable: Observable<any>;
  42618. /**
  42619. * Fires when the xr session is ended either by the device or manually done
  42620. */
  42621. onXRSessionEnded: Observable<any>;
  42622. /**
  42623. * Underlying xr session
  42624. */
  42625. session: XRSession;
  42626. /**
  42627. * Type of reference space used when creating the session
  42628. */
  42629. referenceSpace: XRReferenceSpace;
  42630. /** @hidden */
  42631. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42632. /**
  42633. * Current XR frame
  42634. */
  42635. currentFrame: Nullable<XRFrame>;
  42636. private _xrNavigator;
  42637. private baseLayer;
  42638. /**
  42639. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42640. * @param scene The scene which the session should be created for
  42641. */
  42642. constructor(scene: Scene);
  42643. /**
  42644. * Initializes the manager
  42645. * After initialization enterXR can be called to start an XR session
  42646. * @returns Promise which resolves after it is initialized
  42647. */
  42648. initializeAsync(): Promise<void>;
  42649. /**
  42650. * Initializes an xr session
  42651. * @param xrSessionMode mode to initialize
  42652. * @returns a promise which will resolve once the session has been initialized
  42653. */
  42654. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42655. /**
  42656. * Sets the reference space on the xr session
  42657. * @param referenceSpace space to set
  42658. * @returns a promise that will resolve once the reference space has been set
  42659. */
  42660. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42661. /**
  42662. * Updates the render state of the session
  42663. * @param state state to set
  42664. * @returns a promise that resolves once the render state has been updated
  42665. */
  42666. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42667. /**
  42668. * Starts rendering to the xr layer
  42669. * @returns a promise that will resolve once rendering has started
  42670. */
  42671. startRenderingToXRAsync(): Promise<void>;
  42672. /**
  42673. * Stops the xrSession and restores the renderloop
  42674. * @returns Promise which resolves after it exits XR
  42675. */
  42676. exitXRAsync(): Promise<unknown>;
  42677. /**
  42678. * Checks if a session would be supported for the creation options specified
  42679. * @param sessionMode session mode to check if supported eg. immersive-vr
  42680. * @returns true if supported
  42681. */
  42682. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42683. /**
  42684. * @hidden
  42685. * Converts the render layer of xrSession to a render target
  42686. * @param session session to create render target for
  42687. * @param scene scene the new render target should be created for
  42688. */
  42689. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42690. /**
  42691. * Disposes of the session manager
  42692. */
  42693. dispose(): void;
  42694. }
  42695. }
  42696. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42697. import { Scene } from "babylonjs/scene";
  42698. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42699. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42700. /**
  42701. * WebXR Camera which holds the views for the xrSession
  42702. * @see https://doc.babylonjs.com/how_to/webxr
  42703. */
  42704. export class WebXRCamera extends FreeCamera {
  42705. private static _TmpMatrix;
  42706. /**
  42707. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42708. * @param name the name of the camera
  42709. * @param scene the scene to add the camera to
  42710. */
  42711. constructor(name: string, scene: Scene);
  42712. private _updateNumberOfRigCameras;
  42713. /** @hidden */
  42714. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42715. /**
  42716. * Updates the cameras position from the current pose information of the XR session
  42717. * @param xrSessionManager the session containing pose information
  42718. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42719. */
  42720. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42721. }
  42722. }
  42723. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42724. import { Nullable } from "babylonjs/types";
  42725. import { IDisposable } from "babylonjs/scene";
  42726. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42727. /**
  42728. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42729. */
  42730. export class WebXRManagedOutputCanvas implements IDisposable {
  42731. private helper;
  42732. private _canvas;
  42733. /**
  42734. * xrpresent context of the canvas which can be used to display/mirror xr content
  42735. */
  42736. canvasContext: WebGLRenderingContext;
  42737. /**
  42738. * xr layer for the canvas
  42739. */
  42740. xrLayer: Nullable<XRWebGLLayer>;
  42741. /**
  42742. * Initializes the xr layer for the session
  42743. * @param xrSession xr session
  42744. * @returns a promise that will resolve once the XR Layer has been created
  42745. */
  42746. initializeXRLayerAsync(xrSession: any): any;
  42747. /**
  42748. * Initializes the canvas to be added/removed upon entering/exiting xr
  42749. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42750. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42751. */
  42752. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42753. /**
  42754. * Disposes of the object
  42755. */
  42756. dispose(): void;
  42757. private _setManagedOutputCanvas;
  42758. private _addCanvas;
  42759. private _removeCanvas;
  42760. }
  42761. }
  42762. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42763. import { Observable } from "babylonjs/Misc/observable";
  42764. import { IDisposable, Scene } from "babylonjs/scene";
  42765. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42766. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42767. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42768. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42769. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42770. /**
  42771. * States of the webXR experience
  42772. */
  42773. export enum WebXRState {
  42774. /**
  42775. * Transitioning to being in XR mode
  42776. */
  42777. ENTERING_XR = 0,
  42778. /**
  42779. * Transitioning to non XR mode
  42780. */
  42781. EXITING_XR = 1,
  42782. /**
  42783. * In XR mode and presenting
  42784. */
  42785. IN_XR = 2,
  42786. /**
  42787. * Not entered XR mode
  42788. */
  42789. NOT_IN_XR = 3
  42790. }
  42791. /**
  42792. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42793. * @see https://doc.babylonjs.com/how_to/webxr
  42794. */
  42795. export class WebXRExperienceHelper implements IDisposable {
  42796. private scene;
  42797. /**
  42798. * 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
  42799. */
  42800. container: AbstractMesh;
  42801. /**
  42802. * Camera used to render xr content
  42803. */
  42804. camera: WebXRCamera;
  42805. /**
  42806. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42807. */
  42808. state: WebXRState;
  42809. private _setState;
  42810. private static _TmpVector;
  42811. /**
  42812. * Fires when the state of the experience helper has changed
  42813. */
  42814. onStateChangedObservable: Observable<WebXRState>;
  42815. /** Session manager used to keep track of xr session */
  42816. sessionManager: WebXRSessionManager;
  42817. private _nonVRCamera;
  42818. private _originalSceneAutoClear;
  42819. private _supported;
  42820. /**
  42821. * Creates the experience helper
  42822. * @param scene the scene to attach the experience helper to
  42823. * @returns a promise for the experience helper
  42824. */
  42825. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42826. /**
  42827. * Creates a WebXRExperienceHelper
  42828. * @param scene The scene the helper should be created in
  42829. */
  42830. private constructor();
  42831. /**
  42832. * Exits XR mode and returns the scene to its original state
  42833. * @returns promise that resolves after xr mode has exited
  42834. */
  42835. exitXRAsync(): Promise<unknown>;
  42836. /**
  42837. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42838. * @param sessionCreationOptions options for the XR session
  42839. * @param referenceSpaceType frame of reference of the XR session
  42840. * @param outputCanvas the output canvas that will be used to enter XR mode
  42841. * @returns promise that resolves after xr mode has entered
  42842. */
  42843. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42844. /**
  42845. * Updates the global position of the camera by moving the camera's container
  42846. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42847. * @param position The desired global position of the camera
  42848. */
  42849. setPositionOfCameraUsingContainer(position: Vector3): void;
  42850. /**
  42851. * Rotates the xr camera by rotating the camera's container around the camera's position
  42852. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42853. * @param rotation the desired quaternion rotation to apply to the camera
  42854. */
  42855. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42856. /**
  42857. * Disposes of the experience helper
  42858. */
  42859. dispose(): void;
  42860. }
  42861. }
  42862. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42863. import { Nullable } from "babylonjs/types";
  42864. import { Observable } from "babylonjs/Misc/observable";
  42865. import { IDisposable, Scene } from "babylonjs/scene";
  42866. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42867. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42868. /**
  42869. * Button which can be used to enter a different mode of XR
  42870. */
  42871. export class WebXREnterExitUIButton {
  42872. /** button element */
  42873. element: HTMLElement;
  42874. /** XR initialization options for the button */
  42875. sessionMode: XRSessionMode;
  42876. /** Reference space type */
  42877. referenceSpaceType: XRReferenceSpaceType;
  42878. /**
  42879. * Creates a WebXREnterExitUIButton
  42880. * @param element button element
  42881. * @param sessionMode XR initialization session mode
  42882. * @param referenceSpaceType the type of reference space to be used
  42883. */
  42884. constructor(
  42885. /** button element */
  42886. element: HTMLElement,
  42887. /** XR initialization options for the button */
  42888. sessionMode: XRSessionMode,
  42889. /** Reference space type */
  42890. referenceSpaceType: XRReferenceSpaceType);
  42891. /**
  42892. * Overwritable function which can be used to update the button's visuals when the state changes
  42893. * @param activeButton the current active button in the UI
  42894. */
  42895. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42896. }
  42897. /**
  42898. * Options to create the webXR UI
  42899. */
  42900. export class WebXREnterExitUIOptions {
  42901. /**
  42902. * Context to enter xr with
  42903. */
  42904. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42905. /**
  42906. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42907. */
  42908. customButtons?: Array<WebXREnterExitUIButton>;
  42909. }
  42910. /**
  42911. * UI to allow the user to enter/exit XR mode
  42912. */
  42913. export class WebXREnterExitUI implements IDisposable {
  42914. private scene;
  42915. private _overlay;
  42916. private _buttons;
  42917. private _activeButton;
  42918. /**
  42919. * Fired every time the active button is changed.
  42920. *
  42921. * When xr is entered via a button that launches xr that button will be the callback parameter
  42922. *
  42923. * When exiting xr the callback parameter will be null)
  42924. */
  42925. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42926. /**
  42927. * Creates UI to allow the user to enter/exit XR mode
  42928. * @param scene the scene to add the ui to
  42929. * @param helper the xr experience helper to enter/exit xr with
  42930. * @param options options to configure the UI
  42931. * @returns the created ui
  42932. */
  42933. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42934. private constructor();
  42935. private _updateButtons;
  42936. /**
  42937. * Disposes of the object
  42938. */
  42939. dispose(): void;
  42940. }
  42941. }
  42942. declare module "babylonjs/Cameras/XR/webXRController" {
  42943. import { Nullable } from "babylonjs/types";
  42944. import { Observable } from "babylonjs/Misc/observable";
  42945. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42946. import { Ray } from "babylonjs/Culling/ray";
  42947. import { Scene } from "babylonjs/scene";
  42948. /**
  42949. * Represents an XR input
  42950. */
  42951. export class WebXRController {
  42952. private scene;
  42953. /** The underlying input source for the controller */
  42954. inputSource: XRInputSource;
  42955. private parentContainer;
  42956. /**
  42957. * 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
  42958. */
  42959. grip?: AbstractMesh;
  42960. /**
  42961. * Pointer which can be used to select objects or attach a visible laser to
  42962. */
  42963. pointer: AbstractMesh;
  42964. /**
  42965. * Event that fires when the controller is removed/disposed
  42966. */
  42967. onDisposeObservable: Observable<{}>;
  42968. private _tmpMatrix;
  42969. private _tmpQuaternion;
  42970. private _tmpVector;
  42971. /**
  42972. * Creates the controller
  42973. * @see https://doc.babylonjs.com/how_to/webxr
  42974. * @param scene the scene which the controller should be associated to
  42975. * @param inputSource the underlying input source for the controller
  42976. * @param parentContainer parent that the controller meshes should be children of
  42977. */
  42978. constructor(scene: Scene,
  42979. /** The underlying input source for the controller */
  42980. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42981. /**
  42982. * Updates the controller pose based on the given XRFrame
  42983. * @param xrFrame xr frame to update the pose with
  42984. * @param referenceSpace reference space to use
  42985. */
  42986. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42987. /**
  42988. * Gets a world space ray coming from the controller
  42989. * @param result the resulting ray
  42990. */
  42991. getWorldPointerRayToRef(result: Ray): void;
  42992. /**
  42993. * Disposes of the object
  42994. */
  42995. dispose(): void;
  42996. }
  42997. }
  42998. declare module "babylonjs/Cameras/XR/webXRInput" {
  42999. import { Observable } from "babylonjs/Misc/observable";
  43000. import { IDisposable } from "babylonjs/scene";
  43001. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43002. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43003. /**
  43004. * XR input used to track XR inputs such as controllers/rays
  43005. */
  43006. export class WebXRInput implements IDisposable {
  43007. /**
  43008. * Base experience the input listens to
  43009. */
  43010. baseExperience: WebXRExperienceHelper;
  43011. /**
  43012. * XR controllers being tracked
  43013. */
  43014. controllers: Array<WebXRController>;
  43015. private _frameObserver;
  43016. private _stateObserver;
  43017. /**
  43018. * Event when a controller has been connected/added
  43019. */
  43020. onControllerAddedObservable: Observable<WebXRController>;
  43021. /**
  43022. * Event when a controller has been removed/disconnected
  43023. */
  43024. onControllerRemovedObservable: Observable<WebXRController>;
  43025. /**
  43026. * Initializes the WebXRInput
  43027. * @param baseExperience experience helper which the input should be created for
  43028. */
  43029. constructor(
  43030. /**
  43031. * Base experience the input listens to
  43032. */
  43033. baseExperience: WebXRExperienceHelper);
  43034. private _onInputSourcesChange;
  43035. private _addAndRemoveControllers;
  43036. /**
  43037. * Disposes of the object
  43038. */
  43039. dispose(): void;
  43040. }
  43041. }
  43042. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43043. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43044. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43045. /**
  43046. * Enables teleportation
  43047. */
  43048. export class WebXRControllerTeleportation {
  43049. private _teleportationFillColor;
  43050. private _teleportationBorderColor;
  43051. private _tmpRay;
  43052. private _tmpVector;
  43053. /**
  43054. * Creates a WebXRControllerTeleportation
  43055. * @param input input manager to add teleportation to
  43056. * @param floorMeshes floormeshes which can be teleported to
  43057. */
  43058. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43059. }
  43060. }
  43061. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43062. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43063. /**
  43064. * Handles pointer input automatically for the pointer of XR controllers
  43065. */
  43066. export class WebXRControllerPointerSelection {
  43067. private static _idCounter;
  43068. private _tmpRay;
  43069. /**
  43070. * Creates a WebXRControllerPointerSelection
  43071. * @param input input manager to setup pointer selection
  43072. */
  43073. constructor(input: WebXRInput);
  43074. private _convertNormalToDirectionOfRay;
  43075. private _updatePointerDistance;
  43076. }
  43077. }
  43078. declare module "babylonjs/Loading/sceneLoader" {
  43079. import { Observable } from "babylonjs/Misc/observable";
  43080. import { Nullable } from "babylonjs/types";
  43081. import { Scene } from "babylonjs/scene";
  43082. import { Engine } from "babylonjs/Engines/engine";
  43083. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43084. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43085. import { AssetContainer } from "babylonjs/assetContainer";
  43086. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43087. import { Skeleton } from "babylonjs/Bones/skeleton";
  43088. /**
  43089. * Class used to represent data loading progression
  43090. */
  43091. export class SceneLoaderProgressEvent {
  43092. /** defines if data length to load can be evaluated */
  43093. readonly lengthComputable: boolean;
  43094. /** defines the loaded data length */
  43095. readonly loaded: number;
  43096. /** defines the data length to load */
  43097. readonly total: number;
  43098. /**
  43099. * Create a new progress event
  43100. * @param lengthComputable defines if data length to load can be evaluated
  43101. * @param loaded defines the loaded data length
  43102. * @param total defines the data length to load
  43103. */
  43104. constructor(
  43105. /** defines if data length to load can be evaluated */
  43106. lengthComputable: boolean,
  43107. /** defines the loaded data length */
  43108. loaded: number,
  43109. /** defines the data length to load */
  43110. total: number);
  43111. /**
  43112. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43113. * @param event defines the source event
  43114. * @returns a new SceneLoaderProgressEvent
  43115. */
  43116. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43117. }
  43118. /**
  43119. * Interface used by SceneLoader plugins to define supported file extensions
  43120. */
  43121. export interface ISceneLoaderPluginExtensions {
  43122. /**
  43123. * Defines the list of supported extensions
  43124. */
  43125. [extension: string]: {
  43126. isBinary: boolean;
  43127. };
  43128. }
  43129. /**
  43130. * Interface used by SceneLoader plugin factory
  43131. */
  43132. export interface ISceneLoaderPluginFactory {
  43133. /**
  43134. * Defines the name of the factory
  43135. */
  43136. name: string;
  43137. /**
  43138. * Function called to create a new plugin
  43139. * @return the new plugin
  43140. */
  43141. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43142. /**
  43143. * Boolean indicating if the plugin can direct load specific data
  43144. */
  43145. canDirectLoad?: (data: string) => boolean;
  43146. }
  43147. /**
  43148. * Interface used to define a SceneLoader plugin
  43149. */
  43150. export interface ISceneLoaderPlugin {
  43151. /**
  43152. * The friendly name of this plugin.
  43153. */
  43154. name: string;
  43155. /**
  43156. * The file extensions supported by this plugin.
  43157. */
  43158. extensions: string | ISceneLoaderPluginExtensions;
  43159. /**
  43160. * Import meshes into a scene.
  43161. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43162. * @param scene The scene to import into
  43163. * @param data The data to import
  43164. * @param rootUrl The root url for scene and resources
  43165. * @param meshes The meshes array to import into
  43166. * @param particleSystems The particle systems array to import into
  43167. * @param skeletons The skeletons array to import into
  43168. * @param onError The callback when import fails
  43169. * @returns True if successful or false otherwise
  43170. */
  43171. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43172. /**
  43173. * Load into a scene.
  43174. * @param scene The scene to load into
  43175. * @param data The data to import
  43176. * @param rootUrl The root url for scene and resources
  43177. * @param onError The callback when import fails
  43178. * @returns true if successful or false otherwise
  43179. */
  43180. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43181. /**
  43182. * The callback that returns true if the data can be directly loaded.
  43183. */
  43184. canDirectLoad?: (data: string) => boolean;
  43185. /**
  43186. * The callback that allows custom handling of the root url based on the response url.
  43187. */
  43188. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43189. /**
  43190. * Load into an asset container.
  43191. * @param scene The scene to load into
  43192. * @param data The data to import
  43193. * @param rootUrl The root url for scene and resources
  43194. * @param onError The callback when import fails
  43195. * @returns The loaded asset container
  43196. */
  43197. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43198. }
  43199. /**
  43200. * Interface used to define an async SceneLoader plugin
  43201. */
  43202. export interface ISceneLoaderPluginAsync {
  43203. /**
  43204. * The friendly name of this plugin.
  43205. */
  43206. name: string;
  43207. /**
  43208. * The file extensions supported by this plugin.
  43209. */
  43210. extensions: string | ISceneLoaderPluginExtensions;
  43211. /**
  43212. * Import meshes into a scene.
  43213. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43214. * @param scene The scene to import into
  43215. * @param data The data to import
  43216. * @param rootUrl The root url for scene and resources
  43217. * @param onProgress The callback when the load progresses
  43218. * @param fileName Defines the name of the file to load
  43219. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43220. */
  43221. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43222. meshes: AbstractMesh[];
  43223. particleSystems: IParticleSystem[];
  43224. skeletons: Skeleton[];
  43225. animationGroups: AnimationGroup[];
  43226. }>;
  43227. /**
  43228. * Load into a scene.
  43229. * @param scene The scene to load into
  43230. * @param data The data to import
  43231. * @param rootUrl The root url for scene and resources
  43232. * @param onProgress The callback when the load progresses
  43233. * @param fileName Defines the name of the file to load
  43234. * @returns Nothing
  43235. */
  43236. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43237. /**
  43238. * The callback that returns true if the data can be directly loaded.
  43239. */
  43240. canDirectLoad?: (data: string) => boolean;
  43241. /**
  43242. * The callback that allows custom handling of the root url based on the response url.
  43243. */
  43244. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43245. /**
  43246. * Load into an asset container.
  43247. * @param scene The scene to load into
  43248. * @param data The data to import
  43249. * @param rootUrl The root url for scene and resources
  43250. * @param onProgress The callback when the load progresses
  43251. * @param fileName Defines the name of the file to load
  43252. * @returns The loaded asset container
  43253. */
  43254. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43255. }
  43256. /**
  43257. * Class used to load scene from various file formats using registered plugins
  43258. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43259. */
  43260. export class SceneLoader {
  43261. /**
  43262. * No logging while loading
  43263. */
  43264. static readonly NO_LOGGING: number;
  43265. /**
  43266. * Minimal logging while loading
  43267. */
  43268. static readonly MINIMAL_LOGGING: number;
  43269. /**
  43270. * Summary logging while loading
  43271. */
  43272. static readonly SUMMARY_LOGGING: number;
  43273. /**
  43274. * Detailled logging while loading
  43275. */
  43276. static readonly DETAILED_LOGGING: number;
  43277. /**
  43278. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43279. */
  43280. static ForceFullSceneLoadingForIncremental: boolean;
  43281. /**
  43282. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43283. */
  43284. static ShowLoadingScreen: boolean;
  43285. /**
  43286. * Defines the current logging level (while loading the scene)
  43287. * @ignorenaming
  43288. */
  43289. static loggingLevel: number;
  43290. /**
  43291. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43292. */
  43293. static CleanBoneMatrixWeights: boolean;
  43294. /**
  43295. * Event raised when a plugin is used to load a scene
  43296. */
  43297. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43298. private static _registeredPlugins;
  43299. private static _getDefaultPlugin;
  43300. private static _getPluginForExtension;
  43301. private static _getPluginForDirectLoad;
  43302. private static _getPluginForFilename;
  43303. private static _getDirectLoad;
  43304. private static _loadData;
  43305. private static _getFileInfo;
  43306. /**
  43307. * Gets a plugin that can load the given extension
  43308. * @param extension defines the extension to load
  43309. * @returns a plugin or null if none works
  43310. */
  43311. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43312. /**
  43313. * Gets a boolean indicating that the given extension can be loaded
  43314. * @param extension defines the extension to load
  43315. * @returns true if the extension is supported
  43316. */
  43317. static IsPluginForExtensionAvailable(extension: string): boolean;
  43318. /**
  43319. * Adds a new plugin to the list of registered plugins
  43320. * @param plugin defines the plugin to add
  43321. */
  43322. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  43323. /**
  43324. * Import meshes into a scene
  43325. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43326. * @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)
  43327. * @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)
  43328. * @param scene the instance of BABYLON.Scene to append to
  43329. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  43330. * @param onProgress a callback with a progress event for each file being loaded
  43331. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43332. * @param pluginExtension the extension used to determine the plugin
  43333. * @returns The loaded plugin
  43334. */
  43335. 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>;
  43336. /**
  43337. * Import meshes into a scene
  43338. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43339. * @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)
  43340. * @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)
  43341. * @param scene the instance of BABYLON.Scene to append to
  43342. * @param onProgress a callback with a progress event for each file being loaded
  43343. * @param pluginExtension the extension used to determine the plugin
  43344. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  43345. */
  43346. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  43347. meshes: AbstractMesh[];
  43348. particleSystems: IParticleSystem[];
  43349. skeletons: Skeleton[];
  43350. animationGroups: AnimationGroup[];
  43351. }>;
  43352. /**
  43353. * Load a scene
  43354. * @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)
  43355. * @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)
  43356. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43357. * @param onSuccess a callback with the scene when import succeeds
  43358. * @param onProgress a callback with a progress event for each file being loaded
  43359. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43360. * @param pluginExtension the extension used to determine the plugin
  43361. * @returns The loaded plugin
  43362. */
  43363. 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>;
  43364. /**
  43365. * Load a scene
  43366. * @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)
  43367. * @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)
  43368. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43369. * @param onProgress a callback with a progress event for each file being loaded
  43370. * @param pluginExtension the extension used to determine the plugin
  43371. * @returns The loaded scene
  43372. */
  43373. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43374. /**
  43375. * Append a scene
  43376. * @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)
  43377. * @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)
  43378. * @param scene is the instance of BABYLON.Scene to append to
  43379. * @param onSuccess a callback with the scene when import succeeds
  43380. * @param onProgress a callback with a progress event for each file being loaded
  43381. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43382. * @param pluginExtension the extension used to determine the plugin
  43383. * @returns The loaded plugin
  43384. */
  43385. 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>;
  43386. /**
  43387. * Append a scene
  43388. * @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)
  43389. * @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)
  43390. * @param scene is the instance of BABYLON.Scene to append to
  43391. * @param onProgress a callback with a progress event for each file being loaded
  43392. * @param pluginExtension the extension used to determine the plugin
  43393. * @returns The given scene
  43394. */
  43395. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43396. /**
  43397. * Load a scene into an asset container
  43398. * @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)
  43399. * @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)
  43400. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43401. * @param onSuccess a callback with the scene when import succeeds
  43402. * @param onProgress a callback with a progress event for each file being loaded
  43403. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43404. * @param pluginExtension the extension used to determine the plugin
  43405. * @returns The loaded plugin
  43406. */
  43407. 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>;
  43408. /**
  43409. * Load a scene into an asset container
  43410. * @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)
  43411. * @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)
  43412. * @param scene is the instance of Scene to append to
  43413. * @param onProgress a callback with a progress event for each file being loaded
  43414. * @param pluginExtension the extension used to determine the plugin
  43415. * @returns The loaded asset container
  43416. */
  43417. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43418. }
  43419. }
  43420. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43421. import { Scene } from "babylonjs/scene";
  43422. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43423. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43424. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43425. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43426. /**
  43427. * Generic Controller
  43428. */
  43429. export class GenericController extends WebVRController {
  43430. /**
  43431. * Base Url for the controller model.
  43432. */
  43433. static readonly MODEL_BASE_URL: string;
  43434. /**
  43435. * File name for the controller model.
  43436. */
  43437. static readonly MODEL_FILENAME: string;
  43438. /**
  43439. * Creates a new GenericController from a gamepad
  43440. * @param vrGamepad the gamepad that the controller should be created from
  43441. */
  43442. constructor(vrGamepad: any);
  43443. /**
  43444. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43445. * @param scene scene in which to add meshes
  43446. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43447. */
  43448. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43449. /**
  43450. * Called once for each button that changed state since the last frame
  43451. * @param buttonIdx Which button index changed
  43452. * @param state New state of the button
  43453. * @param changes Which properties on the state changed since last frame
  43454. */
  43455. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43456. }
  43457. }
  43458. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43459. import { Observable } from "babylonjs/Misc/observable";
  43460. import { Scene } from "babylonjs/scene";
  43461. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43462. import { Ray } from "babylonjs/Culling/ray";
  43463. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43464. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43465. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43466. /**
  43467. * Defines the WindowsMotionController object that the state of the windows motion controller
  43468. */
  43469. export class WindowsMotionController extends WebVRController {
  43470. /**
  43471. * The base url used to load the left and right controller models
  43472. */
  43473. static MODEL_BASE_URL: string;
  43474. /**
  43475. * The name of the left controller model file
  43476. */
  43477. static MODEL_LEFT_FILENAME: string;
  43478. /**
  43479. * The name of the right controller model file
  43480. */
  43481. static MODEL_RIGHT_FILENAME: string;
  43482. /**
  43483. * The controller name prefix for this controller type
  43484. */
  43485. static readonly GAMEPAD_ID_PREFIX: string;
  43486. /**
  43487. * The controller id pattern for this controller type
  43488. */
  43489. private static readonly GAMEPAD_ID_PATTERN;
  43490. private _loadedMeshInfo;
  43491. private readonly _mapping;
  43492. /**
  43493. * Fired when the trackpad on this controller is clicked
  43494. */
  43495. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43496. /**
  43497. * Fired when the trackpad on this controller is modified
  43498. */
  43499. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43500. /**
  43501. * The current x and y values of this controller's trackpad
  43502. */
  43503. trackpad: StickValues;
  43504. /**
  43505. * Creates a new WindowsMotionController from a gamepad
  43506. * @param vrGamepad the gamepad that the controller should be created from
  43507. */
  43508. constructor(vrGamepad: any);
  43509. /**
  43510. * Fired when the trigger on this controller is modified
  43511. */
  43512. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43513. /**
  43514. * Fired when the menu button on this controller is modified
  43515. */
  43516. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43517. /**
  43518. * Fired when the grip button on this controller is modified
  43519. */
  43520. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43521. /**
  43522. * Fired when the thumbstick button on this controller is modified
  43523. */
  43524. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43525. /**
  43526. * Fired when the touchpad button on this controller is modified
  43527. */
  43528. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43529. /**
  43530. * Fired when the touchpad values on this controller are modified
  43531. */
  43532. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43533. private _updateTrackpad;
  43534. /**
  43535. * Called once per frame by the engine.
  43536. */
  43537. update(): void;
  43538. /**
  43539. * Called once for each button that changed state since the last frame
  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. * Moves the buttons on the controller mesh based on their current state
  43547. * @param buttonName the name of the button to move
  43548. * @param buttonValue the value of the button which determines the buttons new position
  43549. */
  43550. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43551. /**
  43552. * Moves the axis on the controller mesh based on its current state
  43553. * @param axis the index of the axis
  43554. * @param axisValue the value of the axis which determines the meshes new position
  43555. * @hidden
  43556. */
  43557. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43558. /**
  43559. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43560. * @param scene scene in which to add meshes
  43561. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43562. */
  43563. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43564. /**
  43565. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43566. * can be transformed by button presses and axes values, based on this._mapping.
  43567. *
  43568. * @param scene scene in which the meshes exist
  43569. * @param meshes list of meshes that make up the controller model to process
  43570. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43571. */
  43572. private processModel;
  43573. private createMeshInfo;
  43574. /**
  43575. * Gets the ray of the controller in the direction the controller is pointing
  43576. * @param length the length the resulting ray should be
  43577. * @returns a ray in the direction the controller is pointing
  43578. */
  43579. getForwardRay(length?: number): Ray;
  43580. /**
  43581. * Disposes of the controller
  43582. */
  43583. dispose(): void;
  43584. }
  43585. }
  43586. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43587. import { Observable } from "babylonjs/Misc/observable";
  43588. import { Scene } from "babylonjs/scene";
  43589. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43590. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43591. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43592. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43593. /**
  43594. * Oculus Touch Controller
  43595. */
  43596. export class OculusTouchController extends WebVRController {
  43597. /**
  43598. * Base Url for the controller model.
  43599. */
  43600. static MODEL_BASE_URL: string;
  43601. /**
  43602. * File name for the left controller model.
  43603. */
  43604. static MODEL_LEFT_FILENAME: string;
  43605. /**
  43606. * File name for the right controller model.
  43607. */
  43608. static MODEL_RIGHT_FILENAME: string;
  43609. /**
  43610. * Base Url for the Quest controller model.
  43611. */
  43612. static QUEST_MODEL_BASE_URL: string;
  43613. /**
  43614. * @hidden
  43615. * If the controllers are running on a device that needs the updated Quest controller models
  43616. */
  43617. static _IsQuest: boolean;
  43618. /**
  43619. * Fired when the secondary trigger on this controller is modified
  43620. */
  43621. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43622. /**
  43623. * Fired when the thumb rest on this controller is modified
  43624. */
  43625. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43626. /**
  43627. * Creates a new OculusTouchController from a gamepad
  43628. * @param vrGamepad the gamepad that the controller should be created from
  43629. */
  43630. constructor(vrGamepad: any);
  43631. /**
  43632. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43633. * @param scene scene in which to add meshes
  43634. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43635. */
  43636. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43637. /**
  43638. * Fired when the A button on this controller is modified
  43639. */
  43640. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43641. /**
  43642. * Fired when the B button on this controller is modified
  43643. */
  43644. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43645. /**
  43646. * Fired when the X button on this controller is modified
  43647. */
  43648. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43649. /**
  43650. * Fired when the Y button on this controller is modified
  43651. */
  43652. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43653. /**
  43654. * Called once for each button that changed state since the last frame
  43655. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43656. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43657. * 2) secondary trigger (same)
  43658. * 3) A (right) X (left), touch, pressed = value
  43659. * 4) B / Y
  43660. * 5) thumb rest
  43661. * @param buttonIdx Which button index changed
  43662. * @param state New state of the button
  43663. * @param changes Which properties on the state changed since last frame
  43664. */
  43665. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43666. }
  43667. }
  43668. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43669. import { Scene } from "babylonjs/scene";
  43670. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43671. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43672. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43673. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43674. import { Observable } from "babylonjs/Misc/observable";
  43675. /**
  43676. * Vive Controller
  43677. */
  43678. export class ViveController extends WebVRController {
  43679. /**
  43680. * Base Url for the controller model.
  43681. */
  43682. static MODEL_BASE_URL: string;
  43683. /**
  43684. * File name for the controller model.
  43685. */
  43686. static MODEL_FILENAME: string;
  43687. /**
  43688. * Creates a new ViveController from a gamepad
  43689. * @param vrGamepad the gamepad that the controller should be created from
  43690. */
  43691. constructor(vrGamepad: any);
  43692. /**
  43693. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43694. * @param scene scene in which to add meshes
  43695. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43696. */
  43697. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43698. /**
  43699. * Fired when the left button on this controller is modified
  43700. */
  43701. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43702. /**
  43703. * Fired when the right button on this controller is modified
  43704. */
  43705. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43706. /**
  43707. * Fired when the menu button on this controller is modified
  43708. */
  43709. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43710. /**
  43711. * Called once for each button that changed state since the last frame
  43712. * Vive mapping:
  43713. * 0: touchpad
  43714. * 1: trigger
  43715. * 2: left AND right buttons
  43716. * 3: menu button
  43717. * @param buttonIdx Which button index changed
  43718. * @param state New state of the button
  43719. * @param changes Which properties on the state changed since last frame
  43720. */
  43721. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43722. }
  43723. }
  43724. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43725. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43726. /**
  43727. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43728. */
  43729. export class WebXRControllerModelLoader {
  43730. /**
  43731. * Creates the WebXRControllerModelLoader
  43732. * @param input xr input that creates the controllers
  43733. */
  43734. constructor(input: WebXRInput);
  43735. }
  43736. }
  43737. declare module "babylonjs/Cameras/XR/index" {
  43738. export * from "babylonjs/Cameras/XR/webXRCamera";
  43739. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43740. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43741. export * from "babylonjs/Cameras/XR/webXRInput";
  43742. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43743. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43744. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43745. export * from "babylonjs/Cameras/XR/webXRController";
  43746. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43747. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43748. }
  43749. declare module "babylonjs/Cameras/RigModes/index" {
  43750. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43751. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43752. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43753. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43754. }
  43755. declare module "babylonjs/Cameras/index" {
  43756. export * from "babylonjs/Cameras/Inputs/index";
  43757. export * from "babylonjs/Cameras/cameraInputsManager";
  43758. export * from "babylonjs/Cameras/camera";
  43759. export * from "babylonjs/Cameras/targetCamera";
  43760. export * from "babylonjs/Cameras/freeCamera";
  43761. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43762. export * from "babylonjs/Cameras/touchCamera";
  43763. export * from "babylonjs/Cameras/arcRotateCamera";
  43764. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43765. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43766. export * from "babylonjs/Cameras/flyCamera";
  43767. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43768. export * from "babylonjs/Cameras/followCamera";
  43769. export * from "babylonjs/Cameras/followCameraInputsManager";
  43770. export * from "babylonjs/Cameras/gamepadCamera";
  43771. export * from "babylonjs/Cameras/Stereoscopic/index";
  43772. export * from "babylonjs/Cameras/universalCamera";
  43773. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43774. export * from "babylonjs/Cameras/VR/index";
  43775. export * from "babylonjs/Cameras/XR/index";
  43776. export * from "babylonjs/Cameras/RigModes/index";
  43777. }
  43778. declare module "babylonjs/Collisions/index" {
  43779. export * from "babylonjs/Collisions/collider";
  43780. export * from "babylonjs/Collisions/collisionCoordinator";
  43781. export * from "babylonjs/Collisions/pickingInfo";
  43782. export * from "babylonjs/Collisions/intersectionInfo";
  43783. export * from "babylonjs/Collisions/meshCollisionData";
  43784. }
  43785. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43786. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43787. import { Vector3 } from "babylonjs/Maths/math.vector";
  43788. import { Ray } from "babylonjs/Culling/ray";
  43789. import { Plane } from "babylonjs/Maths/math.plane";
  43790. /**
  43791. * Contains an array of blocks representing the octree
  43792. */
  43793. export interface IOctreeContainer<T> {
  43794. /**
  43795. * Blocks within the octree
  43796. */
  43797. blocks: Array<OctreeBlock<T>>;
  43798. }
  43799. /**
  43800. * Class used to store a cell in an octree
  43801. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43802. */
  43803. export class OctreeBlock<T> {
  43804. /**
  43805. * Gets the content of the current block
  43806. */
  43807. entries: T[];
  43808. /**
  43809. * Gets the list of block children
  43810. */
  43811. blocks: Array<OctreeBlock<T>>;
  43812. private _depth;
  43813. private _maxDepth;
  43814. private _capacity;
  43815. private _minPoint;
  43816. private _maxPoint;
  43817. private _boundingVectors;
  43818. private _creationFunc;
  43819. /**
  43820. * Creates a new block
  43821. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43822. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43823. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43824. * @param depth defines the current depth of this block in the octree
  43825. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43826. * @param creationFunc defines a callback to call when an element is added to the block
  43827. */
  43828. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43829. /**
  43830. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43831. */
  43832. readonly capacity: number;
  43833. /**
  43834. * Gets the minimum vector (in world space) of the block's bounding box
  43835. */
  43836. readonly minPoint: Vector3;
  43837. /**
  43838. * Gets the maximum vector (in world space) of the block's bounding box
  43839. */
  43840. readonly maxPoint: Vector3;
  43841. /**
  43842. * Add a new element to this block
  43843. * @param entry defines the element to add
  43844. */
  43845. addEntry(entry: T): void;
  43846. /**
  43847. * Remove an element from this block
  43848. * @param entry defines the element to remove
  43849. */
  43850. removeEntry(entry: T): void;
  43851. /**
  43852. * Add an array of elements to this block
  43853. * @param entries defines the array of elements to add
  43854. */
  43855. addEntries(entries: T[]): void;
  43856. /**
  43857. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43858. * @param frustumPlanes defines the frustum planes to test
  43859. * @param selection defines the array to store current content if selection is positive
  43860. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43861. */
  43862. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43863. /**
  43864. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43865. * @param sphereCenter defines the bounding sphere center
  43866. * @param sphereRadius defines the bounding sphere radius
  43867. * @param selection defines the array to store current content if selection is positive
  43868. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43869. */
  43870. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43871. /**
  43872. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43873. * @param ray defines the ray to test with
  43874. * @param selection defines the array to store current content if selection is positive
  43875. */
  43876. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43877. /**
  43878. * Subdivide the content into child blocks (this block will then be empty)
  43879. */
  43880. createInnerBlocks(): void;
  43881. /**
  43882. * @hidden
  43883. */
  43884. 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;
  43885. }
  43886. }
  43887. declare module "babylonjs/Culling/Octrees/octree" {
  43888. import { SmartArray } from "babylonjs/Misc/smartArray";
  43889. import { Vector3 } from "babylonjs/Maths/math.vector";
  43890. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43891. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43892. import { Ray } from "babylonjs/Culling/ray";
  43893. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43894. import { Plane } from "babylonjs/Maths/math.plane";
  43895. /**
  43896. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43897. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43898. */
  43899. export class Octree<T> {
  43900. /** 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.) */
  43901. maxDepth: number;
  43902. /**
  43903. * Blocks within the octree containing objects
  43904. */
  43905. blocks: Array<OctreeBlock<T>>;
  43906. /**
  43907. * Content stored in the octree
  43908. */
  43909. dynamicContent: T[];
  43910. private _maxBlockCapacity;
  43911. private _selectionContent;
  43912. private _creationFunc;
  43913. /**
  43914. * Creates a octree
  43915. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43916. * @param creationFunc function to be used to instatiate the octree
  43917. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43918. * @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.)
  43919. */
  43920. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43921. /** 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.) */
  43922. maxDepth?: number);
  43923. /**
  43924. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43925. * @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);
  43926. * @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);
  43927. * @param entries meshes to be added to the octree blocks
  43928. */
  43929. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43930. /**
  43931. * Adds a mesh to the octree
  43932. * @param entry Mesh to add to the octree
  43933. */
  43934. addMesh(entry: T): void;
  43935. /**
  43936. * Remove an element from the octree
  43937. * @param entry defines the element to remove
  43938. */
  43939. removeMesh(entry: T): void;
  43940. /**
  43941. * Selects an array of meshes within the frustum
  43942. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43943. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43944. * @returns array of meshes within the frustum
  43945. */
  43946. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43947. /**
  43948. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43949. * @param sphereCenter defines the bounding sphere center
  43950. * @param sphereRadius defines the bounding sphere radius
  43951. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43952. * @returns an array of objects that intersect the sphere
  43953. */
  43954. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43955. /**
  43956. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43957. * @param ray defines the ray to test with
  43958. * @returns array of intersected objects
  43959. */
  43960. intersectsRay(ray: Ray): SmartArray<T>;
  43961. /**
  43962. * Adds a mesh into the octree block if it intersects the block
  43963. */
  43964. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43965. /**
  43966. * Adds a submesh into the octree block if it intersects the block
  43967. */
  43968. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43969. }
  43970. }
  43971. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43972. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43973. import { Scene } from "babylonjs/scene";
  43974. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43975. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43976. import { Ray } from "babylonjs/Culling/ray";
  43977. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43978. import { Collider } from "babylonjs/Collisions/collider";
  43979. module "babylonjs/scene" {
  43980. interface Scene {
  43981. /**
  43982. * @hidden
  43983. * Backing Filed
  43984. */
  43985. _selectionOctree: Octree<AbstractMesh>;
  43986. /**
  43987. * Gets the octree used to boost mesh selection (picking)
  43988. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43989. */
  43990. selectionOctree: Octree<AbstractMesh>;
  43991. /**
  43992. * Creates or updates the octree used to boost selection (picking)
  43993. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43994. * @param maxCapacity defines the maximum capacity per leaf
  43995. * @param maxDepth defines the maximum depth of the octree
  43996. * @returns an octree of AbstractMesh
  43997. */
  43998. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  43999. }
  44000. }
  44001. module "babylonjs/Meshes/abstractMesh" {
  44002. interface AbstractMesh {
  44003. /**
  44004. * @hidden
  44005. * Backing Field
  44006. */
  44007. _submeshesOctree: Octree<SubMesh>;
  44008. /**
  44009. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  44010. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  44011. * @param maxCapacity defines the maximum size of each block (64 by default)
  44012. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  44013. * @returns the new octree
  44014. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  44015. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44016. */
  44017. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  44018. }
  44019. }
  44020. /**
  44021. * Defines the octree scene component responsible to manage any octrees
  44022. * in a given scene.
  44023. */
  44024. export class OctreeSceneComponent {
  44025. /**
  44026. * The component name help to identify the component in the list of scene components.
  44027. */
  44028. readonly name: string;
  44029. /**
  44030. * The scene the component belongs to.
  44031. */
  44032. scene: Scene;
  44033. /**
  44034. * Indicates if the meshes have been checked to make sure they are isEnabled()
  44035. */
  44036. readonly checksIsEnabled: boolean;
  44037. /**
  44038. * Creates a new instance of the component for the given scene
  44039. * @param scene Defines the scene to register the component in
  44040. */
  44041. constructor(scene: Scene);
  44042. /**
  44043. * Registers the component in a given scene
  44044. */
  44045. register(): void;
  44046. /**
  44047. * Return the list of active meshes
  44048. * @returns the list of active meshes
  44049. */
  44050. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  44051. /**
  44052. * Return the list of active sub meshes
  44053. * @param mesh The mesh to get the candidates sub meshes from
  44054. * @returns the list of active sub meshes
  44055. */
  44056. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  44057. private _tempRay;
  44058. /**
  44059. * Return the list of sub meshes intersecting with a given local ray
  44060. * @param mesh defines the mesh to find the submesh for
  44061. * @param localRay defines the ray in local space
  44062. * @returns the list of intersecting sub meshes
  44063. */
  44064. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  44065. /**
  44066. * Return the list of sub meshes colliding with a collider
  44067. * @param mesh defines the mesh to find the submesh for
  44068. * @param collider defines the collider to evaluate the collision against
  44069. * @returns the list of colliding sub meshes
  44070. */
  44071. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44072. /**
  44073. * Rebuilds the elements related to this component in case of
  44074. * context lost for instance.
  44075. */
  44076. rebuild(): void;
  44077. /**
  44078. * Disposes the component and the associated ressources.
  44079. */
  44080. dispose(): void;
  44081. }
  44082. }
  44083. declare module "babylonjs/Culling/Octrees/index" {
  44084. export * from "babylonjs/Culling/Octrees/octree";
  44085. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44086. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44087. }
  44088. declare module "babylonjs/Culling/index" {
  44089. export * from "babylonjs/Culling/boundingBox";
  44090. export * from "babylonjs/Culling/boundingInfo";
  44091. export * from "babylonjs/Culling/boundingSphere";
  44092. export * from "babylonjs/Culling/Octrees/index";
  44093. export * from "babylonjs/Culling/ray";
  44094. }
  44095. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44096. import { IDisposable, Scene } from "babylonjs/scene";
  44097. import { Nullable } from "babylonjs/types";
  44098. import { Observable } from "babylonjs/Misc/observable";
  44099. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44100. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44101. import { Camera } from "babylonjs/Cameras/camera";
  44102. /**
  44103. * Renders a layer on top of an existing scene
  44104. */
  44105. export class UtilityLayerRenderer implements IDisposable {
  44106. /** the original scene that will be rendered on top of */
  44107. originalScene: Scene;
  44108. private _pointerCaptures;
  44109. private _lastPointerEvents;
  44110. private static _DefaultUtilityLayer;
  44111. private static _DefaultKeepDepthUtilityLayer;
  44112. private _sharedGizmoLight;
  44113. private _renderCamera;
  44114. /**
  44115. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  44116. * @returns the camera that is used when rendering the utility layer
  44117. */
  44118. getRenderCamera(): Nullable<Camera>;
  44119. /**
  44120. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  44121. * @param cam the camera that should be used when rendering the utility layer
  44122. */
  44123. setRenderCamera(cam: Nullable<Camera>): void;
  44124. /**
  44125. * @hidden
  44126. * Light which used by gizmos to get light shading
  44127. */
  44128. _getSharedGizmoLight(): HemisphericLight;
  44129. /**
  44130. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44131. */
  44132. pickUtilitySceneFirst: boolean;
  44133. /**
  44134. * 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)
  44135. */
  44136. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44137. /**
  44138. * 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)
  44139. */
  44140. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44141. /**
  44142. * The scene that is rendered on top of the original scene
  44143. */
  44144. utilityLayerScene: Scene;
  44145. /**
  44146. * If the utility layer should automatically be rendered on top of existing scene
  44147. */
  44148. shouldRender: boolean;
  44149. /**
  44150. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44151. */
  44152. onlyCheckPointerDownEvents: boolean;
  44153. /**
  44154. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44155. */
  44156. processAllEvents: boolean;
  44157. /**
  44158. * Observable raised when the pointer move from the utility layer scene to the main scene
  44159. */
  44160. onPointerOutObservable: Observable<number>;
  44161. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44162. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44163. private _afterRenderObserver;
  44164. private _sceneDisposeObserver;
  44165. private _originalPointerObserver;
  44166. /**
  44167. * Instantiates a UtilityLayerRenderer
  44168. * @param originalScene the original scene that will be rendered on top of
  44169. * @param handleEvents boolean indicating if the utility layer should handle events
  44170. */
  44171. constructor(
  44172. /** the original scene that will be rendered on top of */
  44173. originalScene: Scene, handleEvents?: boolean);
  44174. private _notifyObservers;
  44175. /**
  44176. * Renders the utility layers scene on top of the original scene
  44177. */
  44178. render(): void;
  44179. /**
  44180. * Disposes of the renderer
  44181. */
  44182. dispose(): void;
  44183. private _updateCamera;
  44184. }
  44185. }
  44186. declare module "babylonjs/Gizmos/gizmo" {
  44187. import { Nullable } from "babylonjs/types";
  44188. import { IDisposable } from "babylonjs/scene";
  44189. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44190. import { Mesh } from "babylonjs/Meshes/mesh";
  44191. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44192. /**
  44193. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44194. */
  44195. export class Gizmo implements IDisposable {
  44196. /** The utility layer the gizmo will be added to */
  44197. gizmoLayer: UtilityLayerRenderer;
  44198. /**
  44199. * The root mesh of the gizmo
  44200. */
  44201. _rootMesh: Mesh;
  44202. private _attachedMesh;
  44203. /**
  44204. * Ratio for the scale of the gizmo (Default: 1)
  44205. */
  44206. scaleRatio: number;
  44207. /**
  44208. * If a custom mesh has been set (Default: false)
  44209. */
  44210. protected _customMeshSet: boolean;
  44211. /**
  44212. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44213. * * When set, interactions will be enabled
  44214. */
  44215. attachedMesh: Nullable<AbstractMesh>;
  44216. /**
  44217. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44218. * @param mesh The mesh to replace the default mesh of the gizmo
  44219. */
  44220. setCustomMesh(mesh: Mesh): void;
  44221. /**
  44222. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44223. */
  44224. updateGizmoRotationToMatchAttachedMesh: boolean;
  44225. /**
  44226. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44227. */
  44228. updateGizmoPositionToMatchAttachedMesh: boolean;
  44229. /**
  44230. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44231. */
  44232. updateScale: boolean;
  44233. protected _interactionsEnabled: boolean;
  44234. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44235. private _beforeRenderObserver;
  44236. private _tempVector;
  44237. /**
  44238. * Creates a gizmo
  44239. * @param gizmoLayer The utility layer the gizmo will be added to
  44240. */
  44241. constructor(
  44242. /** The utility layer the gizmo will be added to */
  44243. gizmoLayer?: UtilityLayerRenderer);
  44244. /**
  44245. * Updates the gizmo to match the attached mesh's position/rotation
  44246. */
  44247. protected _update(): void;
  44248. /**
  44249. * Disposes of the gizmo
  44250. */
  44251. dispose(): void;
  44252. }
  44253. }
  44254. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44255. import { Observable } from "babylonjs/Misc/observable";
  44256. import { Nullable } from "babylonjs/types";
  44257. import { Vector3 } from "babylonjs/Maths/math.vector";
  44258. import { Color3 } from "babylonjs/Maths/math.color";
  44259. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44260. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44261. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44262. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44263. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44264. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44265. import { Scene } from "babylonjs/scene";
  44266. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44267. /**
  44268. * Single plane drag gizmo
  44269. */
  44270. export class PlaneDragGizmo extends Gizmo {
  44271. /**
  44272. * Drag behavior responsible for the gizmos dragging interactions
  44273. */
  44274. dragBehavior: PointerDragBehavior;
  44275. private _pointerObserver;
  44276. /**
  44277. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44278. */
  44279. snapDistance: number;
  44280. /**
  44281. * Event that fires each time the gizmo snaps to a new location.
  44282. * * snapDistance is the the change in distance
  44283. */
  44284. onSnapObservable: Observable<{
  44285. snapDistance: number;
  44286. }>;
  44287. private _plane;
  44288. private _coloredMaterial;
  44289. private _hoverMaterial;
  44290. private _isEnabled;
  44291. private _parent;
  44292. /** @hidden */
  44293. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44294. /** @hidden */
  44295. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44296. /**
  44297. * Creates a PlaneDragGizmo
  44298. * @param gizmoLayer The utility layer the gizmo will be added to
  44299. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44300. * @param color The color of the gizmo
  44301. */
  44302. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44303. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44304. /**
  44305. * If the gizmo is enabled
  44306. */
  44307. isEnabled: boolean;
  44308. /**
  44309. * Disposes of the gizmo
  44310. */
  44311. dispose(): void;
  44312. }
  44313. }
  44314. declare module "babylonjs/Gizmos/positionGizmo" {
  44315. import { Observable } from "babylonjs/Misc/observable";
  44316. import { Nullable } from "babylonjs/types";
  44317. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44318. import { Mesh } from "babylonjs/Meshes/mesh";
  44319. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44320. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  44321. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  44322. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44323. /**
  44324. * Gizmo that enables dragging a mesh along 3 axis
  44325. */
  44326. export class PositionGizmo extends Gizmo {
  44327. /**
  44328. * Internal gizmo used for interactions on the x axis
  44329. */
  44330. xGizmo: AxisDragGizmo;
  44331. /**
  44332. * Internal gizmo used for interactions on the y axis
  44333. */
  44334. yGizmo: AxisDragGizmo;
  44335. /**
  44336. * Internal gizmo used for interactions on the z axis
  44337. */
  44338. zGizmo: AxisDragGizmo;
  44339. /**
  44340. * Internal gizmo used for interactions on the yz plane
  44341. */
  44342. xPlaneGizmo: PlaneDragGizmo;
  44343. /**
  44344. * Internal gizmo used for interactions on the xz plane
  44345. */
  44346. yPlaneGizmo: PlaneDragGizmo;
  44347. /**
  44348. * Internal gizmo used for interactions on the xy plane
  44349. */
  44350. zPlaneGizmo: PlaneDragGizmo;
  44351. /**
  44352. * private variables
  44353. */
  44354. private _meshAttached;
  44355. private _updateGizmoRotationToMatchAttachedMesh;
  44356. private _snapDistance;
  44357. private _scaleRatio;
  44358. /** Fires an event when any of it's sub gizmos are dragged */
  44359. onDragStartObservable: Observable<unknown>;
  44360. /** Fires an event when any of it's sub gizmos are released from dragging */
  44361. onDragEndObservable: Observable<unknown>;
  44362. /**
  44363. * If set to true, planar drag is enabled
  44364. */
  44365. private _planarGizmoEnabled;
  44366. attachedMesh: Nullable<AbstractMesh>;
  44367. /**
  44368. * Creates a PositionGizmo
  44369. * @param gizmoLayer The utility layer the gizmo will be added to
  44370. */
  44371. constructor(gizmoLayer?: UtilityLayerRenderer);
  44372. /**
  44373. * If the planar drag gizmo is enabled
  44374. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  44375. */
  44376. planarGizmoEnabled: boolean;
  44377. updateGizmoRotationToMatchAttachedMesh: boolean;
  44378. /**
  44379. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44380. */
  44381. snapDistance: number;
  44382. /**
  44383. * Ratio for the scale of the gizmo (Default: 1)
  44384. */
  44385. scaleRatio: number;
  44386. /**
  44387. * Disposes of the gizmo
  44388. */
  44389. dispose(): void;
  44390. /**
  44391. * CustomMeshes are not supported by this gizmo
  44392. * @param mesh The mesh to replace the default mesh of the gizmo
  44393. */
  44394. setCustomMesh(mesh: Mesh): void;
  44395. }
  44396. }
  44397. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44398. import { Observable } from "babylonjs/Misc/observable";
  44399. import { Nullable } from "babylonjs/types";
  44400. import { Vector3 } from "babylonjs/Maths/math.vector";
  44401. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44402. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44403. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44404. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44405. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44406. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44407. import { Scene } from "babylonjs/scene";
  44408. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44409. import { Color3 } from "babylonjs/Maths/math.color";
  44410. /**
  44411. * Single axis drag gizmo
  44412. */
  44413. export class AxisDragGizmo extends Gizmo {
  44414. /**
  44415. * Drag behavior responsible for the gizmos dragging interactions
  44416. */
  44417. dragBehavior: PointerDragBehavior;
  44418. private _pointerObserver;
  44419. /**
  44420. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44421. */
  44422. snapDistance: number;
  44423. /**
  44424. * Event that fires each time the gizmo snaps to a new location.
  44425. * * snapDistance is the the change in distance
  44426. */
  44427. onSnapObservable: Observable<{
  44428. snapDistance: number;
  44429. }>;
  44430. private _isEnabled;
  44431. private _parent;
  44432. private _arrow;
  44433. private _coloredMaterial;
  44434. private _hoverMaterial;
  44435. /** @hidden */
  44436. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44437. /** @hidden */
  44438. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44439. /**
  44440. * Creates an AxisDragGizmo
  44441. * @param gizmoLayer The utility layer the gizmo will be added to
  44442. * @param dragAxis The axis which the gizmo will be able to drag on
  44443. * @param color The color of the gizmo
  44444. */
  44445. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44446. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44447. /**
  44448. * If the gizmo is enabled
  44449. */
  44450. isEnabled: boolean;
  44451. /**
  44452. * Disposes of the gizmo
  44453. */
  44454. dispose(): void;
  44455. }
  44456. }
  44457. declare module "babylonjs/Debug/axesViewer" {
  44458. import { Vector3 } from "babylonjs/Maths/math.vector";
  44459. import { Nullable } from "babylonjs/types";
  44460. import { Scene } from "babylonjs/scene";
  44461. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44462. /**
  44463. * The Axes viewer will show 3 axes in a specific point in space
  44464. */
  44465. export class AxesViewer {
  44466. private _xAxis;
  44467. private _yAxis;
  44468. private _zAxis;
  44469. private _scaleLinesFactor;
  44470. private _instanced;
  44471. /**
  44472. * Gets the hosting scene
  44473. */
  44474. scene: Scene;
  44475. /**
  44476. * Gets or sets a number used to scale line length
  44477. */
  44478. scaleLines: number;
  44479. /** Gets the node hierarchy used to render x-axis */
  44480. readonly xAxis: TransformNode;
  44481. /** Gets the node hierarchy used to render y-axis */
  44482. readonly yAxis: TransformNode;
  44483. /** Gets the node hierarchy used to render z-axis */
  44484. readonly zAxis: TransformNode;
  44485. /**
  44486. * Creates a new AxesViewer
  44487. * @param scene defines the hosting scene
  44488. * @param scaleLines defines a number used to scale line length (1 by default)
  44489. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44490. * @param xAxis defines the node hierarchy used to render the x-axis
  44491. * @param yAxis defines the node hierarchy used to render the y-axis
  44492. * @param zAxis defines the node hierarchy used to render the z-axis
  44493. */
  44494. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44495. /**
  44496. * Force the viewer to update
  44497. * @param position defines the position of the viewer
  44498. * @param xaxis defines the x axis of the viewer
  44499. * @param yaxis defines the y axis of the viewer
  44500. * @param zaxis defines the z axis of the viewer
  44501. */
  44502. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44503. /**
  44504. * Creates an instance of this axes viewer.
  44505. * @returns a new axes viewer with instanced meshes
  44506. */
  44507. createInstance(): AxesViewer;
  44508. /** Releases resources */
  44509. dispose(): void;
  44510. private static _SetRenderingGroupId;
  44511. }
  44512. }
  44513. declare module "babylonjs/Debug/boneAxesViewer" {
  44514. import { Nullable } from "babylonjs/types";
  44515. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44516. import { Vector3 } from "babylonjs/Maths/math.vector";
  44517. import { Mesh } from "babylonjs/Meshes/mesh";
  44518. import { Bone } from "babylonjs/Bones/bone";
  44519. import { Scene } from "babylonjs/scene";
  44520. /**
  44521. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44522. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44523. */
  44524. export class BoneAxesViewer extends AxesViewer {
  44525. /**
  44526. * Gets or sets the target mesh where to display the axes viewer
  44527. */
  44528. mesh: Nullable<Mesh>;
  44529. /**
  44530. * Gets or sets the target bone where to display the axes viewer
  44531. */
  44532. bone: Nullable<Bone>;
  44533. /** Gets current position */
  44534. pos: Vector3;
  44535. /** Gets direction of X axis */
  44536. xaxis: Vector3;
  44537. /** Gets direction of Y axis */
  44538. yaxis: Vector3;
  44539. /** Gets direction of Z axis */
  44540. zaxis: Vector3;
  44541. /**
  44542. * Creates a new BoneAxesViewer
  44543. * @param scene defines the hosting scene
  44544. * @param bone defines the target bone
  44545. * @param mesh defines the target mesh
  44546. * @param scaleLines defines a scaling factor for line length (1 by default)
  44547. */
  44548. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44549. /**
  44550. * Force the viewer to update
  44551. */
  44552. update(): void;
  44553. /** Releases resources */
  44554. dispose(): void;
  44555. }
  44556. }
  44557. declare module "babylonjs/Debug/debugLayer" {
  44558. import { Scene } from "babylonjs/scene";
  44559. /**
  44560. * Interface used to define scene explorer extensibility option
  44561. */
  44562. export interface IExplorerExtensibilityOption {
  44563. /**
  44564. * Define the option label
  44565. */
  44566. label: string;
  44567. /**
  44568. * Defines the action to execute on click
  44569. */
  44570. action: (entity: any) => void;
  44571. }
  44572. /**
  44573. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44574. */
  44575. export interface IExplorerExtensibilityGroup {
  44576. /**
  44577. * Defines a predicate to test if a given type mut be extended
  44578. */
  44579. predicate: (entity: any) => boolean;
  44580. /**
  44581. * Gets the list of options added to a type
  44582. */
  44583. entries: IExplorerExtensibilityOption[];
  44584. }
  44585. /**
  44586. * Interface used to define the options to use to create the Inspector
  44587. */
  44588. export interface IInspectorOptions {
  44589. /**
  44590. * Display in overlay mode (default: false)
  44591. */
  44592. overlay?: boolean;
  44593. /**
  44594. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44595. */
  44596. globalRoot?: HTMLElement;
  44597. /**
  44598. * Display the Scene explorer
  44599. */
  44600. showExplorer?: boolean;
  44601. /**
  44602. * Display the property inspector
  44603. */
  44604. showInspector?: boolean;
  44605. /**
  44606. * Display in embed mode (both panes on the right)
  44607. */
  44608. embedMode?: boolean;
  44609. /**
  44610. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44611. */
  44612. handleResize?: boolean;
  44613. /**
  44614. * Allow the panes to popup (default: true)
  44615. */
  44616. enablePopup?: boolean;
  44617. /**
  44618. * Allow the panes to be closed by users (default: true)
  44619. */
  44620. enableClose?: boolean;
  44621. /**
  44622. * Optional list of extensibility entries
  44623. */
  44624. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44625. /**
  44626. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44627. */
  44628. inspectorURL?: string;
  44629. }
  44630. module "babylonjs/scene" {
  44631. interface Scene {
  44632. /**
  44633. * @hidden
  44634. * Backing field
  44635. */
  44636. _debugLayer: DebugLayer;
  44637. /**
  44638. * Gets the debug layer (aka Inspector) associated with the scene
  44639. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44640. */
  44641. debugLayer: DebugLayer;
  44642. }
  44643. }
  44644. /**
  44645. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44646. * what is happening in your scene
  44647. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44648. */
  44649. export class DebugLayer {
  44650. /**
  44651. * Define the url to get the inspector script from.
  44652. * By default it uses the babylonjs CDN.
  44653. * @ignoreNaming
  44654. */
  44655. static InspectorURL: string;
  44656. private _scene;
  44657. private BJSINSPECTOR;
  44658. private _onPropertyChangedObservable?;
  44659. /**
  44660. * Observable triggered when a property is changed through the inspector.
  44661. */
  44662. readonly onPropertyChangedObservable: any;
  44663. /**
  44664. * Instantiates a new debug layer.
  44665. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44666. * what is happening in your scene
  44667. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44668. * @param scene Defines the scene to inspect
  44669. */
  44670. constructor(scene: Scene);
  44671. /** Creates the inspector window. */
  44672. private _createInspector;
  44673. /**
  44674. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44675. * @param entity defines the entity to select
  44676. * @param lineContainerTitle defines the specific block to highlight
  44677. */
  44678. select(entity: any, lineContainerTitle?: string): void;
  44679. /** Get the inspector from bundle or global */
  44680. private _getGlobalInspector;
  44681. /**
  44682. * Get if the inspector is visible or not.
  44683. * @returns true if visible otherwise, false
  44684. */
  44685. isVisible(): boolean;
  44686. /**
  44687. * Hide the inspector and close its window.
  44688. */
  44689. hide(): void;
  44690. /**
  44691. * Launch the debugLayer.
  44692. * @param config Define the configuration of the inspector
  44693. * @return a promise fulfilled when the debug layer is visible
  44694. */
  44695. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44696. }
  44697. }
  44698. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44699. import { Nullable } from "babylonjs/types";
  44700. import { Scene } from "babylonjs/scene";
  44701. import { Vector4 } from "babylonjs/Maths/math.vector";
  44702. import { Color4 } from "babylonjs/Maths/math.color";
  44703. import { Mesh } from "babylonjs/Meshes/mesh";
  44704. /**
  44705. * Class containing static functions to help procedurally build meshes
  44706. */
  44707. export class BoxBuilder {
  44708. /**
  44709. * Creates a box mesh
  44710. * * The parameter `size` sets the size (float) of each box side (default 1)
  44711. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44712. * * 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)
  44713. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44714. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44715. * * If you create a double-sided mesh, you can choose what parts of 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
  44716. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44717. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44718. * @param name defines the name of the mesh
  44719. * @param options defines the options used to create the mesh
  44720. * @param scene defines the hosting scene
  44721. * @returns the box mesh
  44722. */
  44723. static CreateBox(name: string, options: {
  44724. size?: number;
  44725. width?: number;
  44726. height?: number;
  44727. depth?: number;
  44728. faceUV?: Vector4[];
  44729. faceColors?: Color4[];
  44730. sideOrientation?: number;
  44731. frontUVs?: Vector4;
  44732. backUVs?: Vector4;
  44733. wrap?: boolean;
  44734. topBaseAt?: number;
  44735. bottomBaseAt?: number;
  44736. updatable?: boolean;
  44737. }, scene?: Nullable<Scene>): Mesh;
  44738. }
  44739. }
  44740. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44741. import { Vector4 } from "babylonjs/Maths/math.vector";
  44742. import { Mesh } from "babylonjs/Meshes/mesh";
  44743. import { Scene } from "babylonjs/scene";
  44744. import { Nullable } from "babylonjs/types";
  44745. /**
  44746. * Class containing static functions to help procedurally build meshes
  44747. */
  44748. export class SphereBuilder {
  44749. /**
  44750. * Creates a sphere mesh
  44751. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44752. * * 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`)
  44753. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44754. * * 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
  44755. * * 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)
  44756. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44757. * * If you create a double-sided mesh, you can choose what parts of 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
  44758. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44759. * @param name defines the name of the mesh
  44760. * @param options defines the options used to create the mesh
  44761. * @param scene defines the hosting scene
  44762. * @returns the sphere mesh
  44763. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44764. */
  44765. static CreateSphere(name: string, options: {
  44766. segments?: number;
  44767. diameter?: number;
  44768. diameterX?: number;
  44769. diameterY?: number;
  44770. diameterZ?: number;
  44771. arc?: number;
  44772. slice?: number;
  44773. sideOrientation?: number;
  44774. frontUVs?: Vector4;
  44775. backUVs?: Vector4;
  44776. updatable?: boolean;
  44777. }, scene?: Nullable<Scene>): Mesh;
  44778. }
  44779. }
  44780. declare module "babylonjs/Debug/physicsViewer" {
  44781. import { Nullable } from "babylonjs/types";
  44782. import { Scene } from "babylonjs/scene";
  44783. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44784. import { Mesh } from "babylonjs/Meshes/mesh";
  44785. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44786. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44787. /**
  44788. * Used to show the physics impostor around the specific mesh
  44789. */
  44790. export class PhysicsViewer {
  44791. /** @hidden */
  44792. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44793. /** @hidden */
  44794. protected _meshes: Array<Nullable<AbstractMesh>>;
  44795. /** @hidden */
  44796. protected _scene: Nullable<Scene>;
  44797. /** @hidden */
  44798. protected _numMeshes: number;
  44799. /** @hidden */
  44800. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44801. private _renderFunction;
  44802. private _utilityLayer;
  44803. private _debugBoxMesh;
  44804. private _debugSphereMesh;
  44805. private _debugCylinderMesh;
  44806. private _debugMaterial;
  44807. private _debugMeshMeshes;
  44808. /**
  44809. * Creates a new PhysicsViewer
  44810. * @param scene defines the hosting scene
  44811. */
  44812. constructor(scene: Scene);
  44813. /** @hidden */
  44814. protected _updateDebugMeshes(): void;
  44815. /**
  44816. * Renders a specified physic impostor
  44817. * @param impostor defines the impostor to render
  44818. * @param targetMesh defines the mesh represented by the impostor
  44819. * @returns the new debug mesh used to render the impostor
  44820. */
  44821. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44822. /**
  44823. * Hides a specified physic impostor
  44824. * @param impostor defines the impostor to hide
  44825. */
  44826. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44827. private _getDebugMaterial;
  44828. private _getDebugBoxMesh;
  44829. private _getDebugSphereMesh;
  44830. private _getDebugCylinderMesh;
  44831. private _getDebugMeshMesh;
  44832. private _getDebugMesh;
  44833. /** Releases all resources */
  44834. dispose(): void;
  44835. }
  44836. }
  44837. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44838. import { Vector3 } from "babylonjs/Maths/math.vector";
  44839. import { Color4 } from "babylonjs/Maths/math.color";
  44840. import { Nullable } from "babylonjs/types";
  44841. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44842. import { Scene } from "babylonjs/scene";
  44843. /**
  44844. * Class containing static functions to help procedurally build meshes
  44845. */
  44846. export class LinesBuilder {
  44847. /**
  44848. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44849. * * 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
  44850. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44851. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44852. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44853. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44854. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44855. * * 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
  44856. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44857. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44858. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44859. * @param name defines the name of the new line system
  44860. * @param options defines the options used to create the line system
  44861. * @param scene defines the hosting scene
  44862. * @returns a new line system mesh
  44863. */
  44864. static CreateLineSystem(name: string, options: {
  44865. lines: Vector3[][];
  44866. updatable?: boolean;
  44867. instance?: Nullable<LinesMesh>;
  44868. colors?: Nullable<Color4[][]>;
  44869. useVertexAlpha?: boolean;
  44870. }, scene: Nullable<Scene>): LinesMesh;
  44871. /**
  44872. * Creates a line mesh
  44873. * 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
  44874. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44875. * * The parameter `points` is an array successive Vector3
  44876. * * 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
  44877. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44878. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44879. * * When updating an instance, remember that only point positions can change, not the number of points
  44880. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44881. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44882. * @param name defines the name of the new line system
  44883. * @param options defines the options used to create the line system
  44884. * @param scene defines the hosting scene
  44885. * @returns a new line mesh
  44886. */
  44887. static CreateLines(name: string, options: {
  44888. points: Vector3[];
  44889. updatable?: boolean;
  44890. instance?: Nullable<LinesMesh>;
  44891. colors?: Color4[];
  44892. useVertexAlpha?: boolean;
  44893. }, scene?: Nullable<Scene>): LinesMesh;
  44894. /**
  44895. * Creates a dashed line mesh
  44896. * * 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
  44897. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44898. * * The parameter `points` is an array successive Vector3
  44899. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44900. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44901. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44902. * * 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
  44903. * * When updating an instance, remember that only point positions can change, not the number of points
  44904. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44905. * @param name defines the name of the mesh
  44906. * @param options defines the options used to create the mesh
  44907. * @param scene defines the hosting scene
  44908. * @returns the dashed line mesh
  44909. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44910. */
  44911. static CreateDashedLines(name: string, options: {
  44912. points: Vector3[];
  44913. dashSize?: number;
  44914. gapSize?: number;
  44915. dashNb?: number;
  44916. updatable?: boolean;
  44917. instance?: LinesMesh;
  44918. }, scene?: Nullable<Scene>): LinesMesh;
  44919. }
  44920. }
  44921. declare module "babylonjs/Debug/rayHelper" {
  44922. import { Nullable } from "babylonjs/types";
  44923. import { Ray } from "babylonjs/Culling/ray";
  44924. import { Vector3 } from "babylonjs/Maths/math.vector";
  44925. import { Color3 } from "babylonjs/Maths/math.color";
  44926. import { Scene } from "babylonjs/scene";
  44927. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44928. import "babylonjs/Meshes/Builders/linesBuilder";
  44929. /**
  44930. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44931. * in order to better appreciate the issue one might have.
  44932. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44933. */
  44934. export class RayHelper {
  44935. /**
  44936. * Defines the ray we are currently tryin to visualize.
  44937. */
  44938. ray: Nullable<Ray>;
  44939. private _renderPoints;
  44940. private _renderLine;
  44941. private _renderFunction;
  44942. private _scene;
  44943. private _updateToMeshFunction;
  44944. private _attachedToMesh;
  44945. private _meshSpaceDirection;
  44946. private _meshSpaceOrigin;
  44947. /**
  44948. * Helper function to create a colored helper in a scene in one line.
  44949. * @param ray Defines the ray we are currently tryin to visualize
  44950. * @param scene Defines the scene the ray is used in
  44951. * @param color Defines the color we want to see the ray in
  44952. * @returns The newly created ray helper.
  44953. */
  44954. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44955. /**
  44956. * Instantiate a new ray helper.
  44957. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44958. * in order to better appreciate the issue one might have.
  44959. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44960. * @param ray Defines the ray we are currently tryin to visualize
  44961. */
  44962. constructor(ray: Ray);
  44963. /**
  44964. * Shows the ray we are willing to debug.
  44965. * @param scene Defines the scene the ray needs to be rendered in
  44966. * @param color Defines the color the ray needs to be rendered in
  44967. */
  44968. show(scene: Scene, color?: Color3): void;
  44969. /**
  44970. * Hides the ray we are debugging.
  44971. */
  44972. hide(): void;
  44973. private _render;
  44974. /**
  44975. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44976. * @param mesh Defines the mesh we want the helper attached to
  44977. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44978. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44979. * @param length Defines the length of the ray
  44980. */
  44981. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44982. /**
  44983. * Detach the ray helper from the mesh it has previously been attached to.
  44984. */
  44985. detachFromMesh(): void;
  44986. private _updateToMesh;
  44987. /**
  44988. * Dispose the helper and release its associated resources.
  44989. */
  44990. dispose(): void;
  44991. }
  44992. }
  44993. declare module "babylonjs/Debug/skeletonViewer" {
  44994. import { Color3 } from "babylonjs/Maths/math.color";
  44995. import { Scene } from "babylonjs/scene";
  44996. import { Nullable } from "babylonjs/types";
  44997. import { Skeleton } from "babylonjs/Bones/skeleton";
  44998. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44999. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45000. /**
  45001. * Class used to render a debug view of a given skeleton
  45002. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  45003. */
  45004. export class SkeletonViewer {
  45005. /** defines the skeleton to render */
  45006. skeleton: Skeleton;
  45007. /** defines the mesh attached to the skeleton */
  45008. mesh: AbstractMesh;
  45009. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45010. autoUpdateBonesMatrices: boolean;
  45011. /** defines the rendering group id to use with the viewer */
  45012. renderingGroupId: number;
  45013. /** Gets or sets the color used to render the skeleton */
  45014. color: Color3;
  45015. private _scene;
  45016. private _debugLines;
  45017. private _debugMesh;
  45018. private _isEnabled;
  45019. private _renderFunction;
  45020. private _utilityLayer;
  45021. /**
  45022. * Returns the mesh used to render the bones
  45023. */
  45024. readonly debugMesh: Nullable<LinesMesh>;
  45025. /**
  45026. * Creates a new SkeletonViewer
  45027. * @param skeleton defines the skeleton to render
  45028. * @param mesh defines the mesh attached to the skeleton
  45029. * @param scene defines the hosting scene
  45030. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  45031. * @param renderingGroupId defines the rendering group id to use with the viewer
  45032. */
  45033. constructor(
  45034. /** defines the skeleton to render */
  45035. skeleton: Skeleton,
  45036. /** defines the mesh attached to the skeleton */
  45037. mesh: AbstractMesh, scene: Scene,
  45038. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45039. autoUpdateBonesMatrices?: boolean,
  45040. /** defines the rendering group id to use with the viewer */
  45041. renderingGroupId?: number);
  45042. /** Gets or sets a boolean indicating if the viewer is enabled */
  45043. isEnabled: boolean;
  45044. private _getBonePosition;
  45045. private _getLinesForBonesWithLength;
  45046. private _getLinesForBonesNoLength;
  45047. /** Update the viewer to sync with current skeleton state */
  45048. update(): void;
  45049. /** Release associated resources */
  45050. dispose(): void;
  45051. }
  45052. }
  45053. declare module "babylonjs/Debug/index" {
  45054. export * from "babylonjs/Debug/axesViewer";
  45055. export * from "babylonjs/Debug/boneAxesViewer";
  45056. export * from "babylonjs/Debug/debugLayer";
  45057. export * from "babylonjs/Debug/physicsViewer";
  45058. export * from "babylonjs/Debug/rayHelper";
  45059. export * from "babylonjs/Debug/skeletonViewer";
  45060. }
  45061. declare module "babylonjs/Engines/nullEngine" {
  45062. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  45063. import { Scene } from "babylonjs/scene";
  45064. import { Engine } from "babylonjs/Engines/engine";
  45065. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45066. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45067. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45068. import { Effect } from "babylonjs/Materials/effect";
  45069. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45070. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45071. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45072. /**
  45073. * Options to create the null engine
  45074. */
  45075. export class NullEngineOptions {
  45076. /**
  45077. * Render width (Default: 512)
  45078. */
  45079. renderWidth: number;
  45080. /**
  45081. * Render height (Default: 256)
  45082. */
  45083. renderHeight: number;
  45084. /**
  45085. * Texture size (Default: 512)
  45086. */
  45087. textureSize: number;
  45088. /**
  45089. * If delta time between frames should be constant
  45090. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45091. */
  45092. deterministicLockstep: boolean;
  45093. /**
  45094. * Maximum about of steps between frames (Default: 4)
  45095. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45096. */
  45097. lockstepMaxSteps: number;
  45098. }
  45099. /**
  45100. * The null engine class provides support for headless version of babylon.js.
  45101. * This can be used in server side scenario or for testing purposes
  45102. */
  45103. export class NullEngine extends Engine {
  45104. private _options;
  45105. /**
  45106. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45107. */
  45108. isDeterministicLockStep(): boolean;
  45109. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  45110. getLockstepMaxSteps(): number;
  45111. /**
  45112. * Sets hardware scaling, used to save performance if needed
  45113. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  45114. */
  45115. getHardwareScalingLevel(): number;
  45116. constructor(options?: NullEngineOptions);
  45117. createVertexBuffer(vertices: FloatArray): DataBuffer;
  45118. createIndexBuffer(indices: IndicesArray): DataBuffer;
  45119. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45120. getRenderWidth(useScreen?: boolean): number;
  45121. getRenderHeight(useScreen?: boolean): number;
  45122. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  45123. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45124. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45125. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45126. bindSamplers(effect: Effect): void;
  45127. enableEffect(effect: Effect): void;
  45128. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45129. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45130. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45131. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45132. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45133. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45134. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45135. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45136. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45137. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45138. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45139. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45140. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45141. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45142. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45143. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45144. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45145. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45146. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45147. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45148. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45149. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45150. bindBuffers(vertexBuffers: {
  45151. [key: string]: VertexBuffer;
  45152. }, indexBuffer: DataBuffer, effect: Effect): void;
  45153. wipeCaches(bruteForce?: boolean): void;
  45154. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  45155. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45156. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45157. /** @hidden */
  45158. _createTexture(): WebGLTexture;
  45159. /** @hidden */
  45160. _releaseTexture(texture: InternalTexture): void;
  45161. 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;
  45162. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45163. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45164. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45165. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45166. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  45167. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  45168. areAllEffectsReady(): boolean;
  45169. /**
  45170. * @hidden
  45171. * Get the current error code of the webGL context
  45172. * @returns the error code
  45173. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  45174. */
  45175. getError(): number;
  45176. /** @hidden */
  45177. _getUnpackAlignement(): number;
  45178. /** @hidden */
  45179. _unpackFlipY(value: boolean): void;
  45180. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  45181. /**
  45182. * Updates a dynamic vertex buffer.
  45183. * @param vertexBuffer the vertex buffer to update
  45184. * @param data the data used to update the vertex buffer
  45185. * @param byteOffset the byte offset of the data (optional)
  45186. * @param byteLength the byte length of the data (optional)
  45187. */
  45188. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  45189. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  45190. /** @hidden */
  45191. _bindTexture(channel: number, texture: InternalTexture): void;
  45192. protected _deleteBuffer(buffer: WebGLBuffer): void;
  45193. releaseEffects(): void;
  45194. displayLoadingUI(): void;
  45195. hideLoadingUI(): void;
  45196. /** @hidden */
  45197. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45198. /** @hidden */
  45199. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45200. /** @hidden */
  45201. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45202. /** @hidden */
  45203. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45204. }
  45205. }
  45206. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  45207. import { Nullable, int } from "babylonjs/types";
  45208. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  45209. /** @hidden */
  45210. export class _OcclusionDataStorage {
  45211. /** @hidden */
  45212. occlusionInternalRetryCounter: number;
  45213. /** @hidden */
  45214. isOcclusionQueryInProgress: boolean;
  45215. /** @hidden */
  45216. isOccluded: boolean;
  45217. /** @hidden */
  45218. occlusionRetryCount: number;
  45219. /** @hidden */
  45220. occlusionType: number;
  45221. /** @hidden */
  45222. occlusionQueryAlgorithmType: number;
  45223. }
  45224. module "babylonjs/Engines/engine" {
  45225. interface Engine {
  45226. /**
  45227. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  45228. * @return the new query
  45229. */
  45230. createQuery(): WebGLQuery;
  45231. /**
  45232. * Delete and release a webGL query
  45233. * @param query defines the query to delete
  45234. * @return the current engine
  45235. */
  45236. deleteQuery(query: WebGLQuery): Engine;
  45237. /**
  45238. * Check if a given query has resolved and got its value
  45239. * @param query defines the query to check
  45240. * @returns true if the query got its value
  45241. */
  45242. isQueryResultAvailable(query: WebGLQuery): boolean;
  45243. /**
  45244. * Gets the value of a given query
  45245. * @param query defines the query to check
  45246. * @returns the value of the query
  45247. */
  45248. getQueryResult(query: WebGLQuery): number;
  45249. /**
  45250. * Initiates an occlusion query
  45251. * @param algorithmType defines the algorithm to use
  45252. * @param query defines the query to use
  45253. * @returns the current engine
  45254. * @see http://doc.babylonjs.com/features/occlusionquery
  45255. */
  45256. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  45257. /**
  45258. * Ends an occlusion query
  45259. * @see http://doc.babylonjs.com/features/occlusionquery
  45260. * @param algorithmType defines the algorithm to use
  45261. * @returns the current engine
  45262. */
  45263. endOcclusionQuery(algorithmType: number): Engine;
  45264. /**
  45265. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  45266. * Please note that only one query can be issued at a time
  45267. * @returns a time token used to track the time span
  45268. */
  45269. startTimeQuery(): Nullable<_TimeToken>;
  45270. /**
  45271. * Ends a time query
  45272. * @param token defines the token used to measure the time span
  45273. * @returns the time spent (in ns)
  45274. */
  45275. endTimeQuery(token: _TimeToken): int;
  45276. /** @hidden */
  45277. _currentNonTimestampToken: Nullable<_TimeToken>;
  45278. /** @hidden */
  45279. _createTimeQuery(): WebGLQuery;
  45280. /** @hidden */
  45281. _deleteTimeQuery(query: WebGLQuery): void;
  45282. /** @hidden */
  45283. _getGlAlgorithmType(algorithmType: number): number;
  45284. /** @hidden */
  45285. _getTimeQueryResult(query: WebGLQuery): any;
  45286. /** @hidden */
  45287. _getTimeQueryAvailability(query: WebGLQuery): any;
  45288. }
  45289. }
  45290. module "babylonjs/Meshes/abstractMesh" {
  45291. interface AbstractMesh {
  45292. /**
  45293. * Backing filed
  45294. * @hidden
  45295. */
  45296. __occlusionDataStorage: _OcclusionDataStorage;
  45297. /**
  45298. * Access property
  45299. * @hidden
  45300. */
  45301. _occlusionDataStorage: _OcclusionDataStorage;
  45302. /**
  45303. * 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.
  45304. * The default value is -1 which means don't break the query and wait till the result
  45305. * @see http://doc.babylonjs.com/features/occlusionquery
  45306. */
  45307. occlusionRetryCount: number;
  45308. /**
  45309. * 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:
  45310. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  45311. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  45312. * * 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.
  45313. * @see http://doc.babylonjs.com/features/occlusionquery
  45314. */
  45315. occlusionType: number;
  45316. /**
  45317. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  45318. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  45319. * * 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.
  45320. * @see http://doc.babylonjs.com/features/occlusionquery
  45321. */
  45322. occlusionQueryAlgorithmType: number;
  45323. /**
  45324. * 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
  45325. * @see http://doc.babylonjs.com/features/occlusionquery
  45326. */
  45327. isOccluded: boolean;
  45328. /**
  45329. * Flag to check the progress status of the query
  45330. * @see http://doc.babylonjs.com/features/occlusionquery
  45331. */
  45332. isOcclusionQueryInProgress: boolean;
  45333. }
  45334. }
  45335. }
  45336. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  45337. import { Nullable } from "babylonjs/types";
  45338. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45339. /** @hidden */
  45340. export var _forceTransformFeedbackToBundle: boolean;
  45341. module "babylonjs/Engines/engine" {
  45342. interface Engine {
  45343. /**
  45344. * Creates a webGL transform feedback object
  45345. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  45346. * @returns the webGL transform feedback object
  45347. */
  45348. createTransformFeedback(): WebGLTransformFeedback;
  45349. /**
  45350. * Delete a webGL transform feedback object
  45351. * @param value defines the webGL transform feedback object to delete
  45352. */
  45353. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  45354. /**
  45355. * Bind a webGL transform feedback object to the webgl context
  45356. * @param value defines the webGL transform feedback object to bind
  45357. */
  45358. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  45359. /**
  45360. * Begins a transform feedback operation
  45361. * @param usePoints defines if points or triangles must be used
  45362. */
  45363. beginTransformFeedback(usePoints: boolean): void;
  45364. /**
  45365. * Ends a transform feedback operation
  45366. */
  45367. endTransformFeedback(): void;
  45368. /**
  45369. * Specify the varyings to use with transform feedback
  45370. * @param program defines the associated webGL program
  45371. * @param value defines the list of strings representing the varying names
  45372. */
  45373. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  45374. /**
  45375. * Bind a webGL buffer for a transform feedback operation
  45376. * @param value defines the webGL buffer to bind
  45377. */
  45378. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  45379. }
  45380. }
  45381. }
  45382. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  45383. import { Scene } from "babylonjs/scene";
  45384. import { Engine } from "babylonjs/Engines/engine";
  45385. import { Texture } from "babylonjs/Materials/Textures/texture";
  45386. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  45387. import "babylonjs/Engines/Extensions/engine.multiRender";
  45388. /**
  45389. * Creation options of the multi render target texture.
  45390. */
  45391. export interface IMultiRenderTargetOptions {
  45392. /**
  45393. * Define if the texture needs to create mip maps after render.
  45394. */
  45395. generateMipMaps?: boolean;
  45396. /**
  45397. * Define the types of all the draw buffers we want to create
  45398. */
  45399. types?: number[];
  45400. /**
  45401. * Define the sampling modes of all the draw buffers we want to create
  45402. */
  45403. samplingModes?: number[];
  45404. /**
  45405. * Define if a depth buffer is required
  45406. */
  45407. generateDepthBuffer?: boolean;
  45408. /**
  45409. * Define if a stencil buffer is required
  45410. */
  45411. generateStencilBuffer?: boolean;
  45412. /**
  45413. * Define if a depth texture is required instead of a depth buffer
  45414. */
  45415. generateDepthTexture?: boolean;
  45416. /**
  45417. * Define the number of desired draw buffers
  45418. */
  45419. textureCount?: number;
  45420. /**
  45421. * Define if aspect ratio should be adapted to the texture or stay the scene one
  45422. */
  45423. doNotChangeAspectRatio?: boolean;
  45424. /**
  45425. * Define the default type of the buffers we are creating
  45426. */
  45427. defaultType?: number;
  45428. }
  45429. /**
  45430. * A multi render target, like a render target provides the ability to render to a texture.
  45431. * Unlike the render target, it can render to several draw buffers in one draw.
  45432. * This is specially interesting in deferred rendering or for any effects requiring more than
  45433. * just one color from a single pass.
  45434. */
  45435. export class MultiRenderTarget extends RenderTargetTexture {
  45436. private _internalTextures;
  45437. private _textures;
  45438. private _multiRenderTargetOptions;
  45439. /**
  45440. * Get if draw buffers are currently supported by the used hardware and browser.
  45441. */
  45442. readonly isSupported: boolean;
  45443. /**
  45444. * Get the list of textures generated by the multi render target.
  45445. */
  45446. readonly textures: Texture[];
  45447. /**
  45448. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  45449. */
  45450. readonly depthTexture: Texture;
  45451. /**
  45452. * Set the wrapping mode on U of all the textures we are rendering to.
  45453. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45454. */
  45455. wrapU: number;
  45456. /**
  45457. * Set the wrapping mode on V of all the textures we are rendering to.
  45458. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45459. */
  45460. wrapV: number;
  45461. /**
  45462. * Instantiate a new multi render target texture.
  45463. * A multi render target, like a render target provides the ability to render to a texture.
  45464. * Unlike the render target, it can render to several draw buffers in one draw.
  45465. * This is specially interesting in deferred rendering or for any effects requiring more than
  45466. * just one color from a single pass.
  45467. * @param name Define the name of the texture
  45468. * @param size Define the size of the buffers to render to
  45469. * @param count Define the number of target we are rendering into
  45470. * @param scene Define the scene the texture belongs to
  45471. * @param options Define the options used to create the multi render target
  45472. */
  45473. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  45474. /** @hidden */
  45475. _rebuild(): void;
  45476. private _createInternalTextures;
  45477. private _createTextures;
  45478. /**
  45479. * Define the number of samples used if MSAA is enabled.
  45480. */
  45481. samples: number;
  45482. /**
  45483. * Resize all the textures in the multi render target.
  45484. * Be carrefull as it will recreate all the data in the new texture.
  45485. * @param size Define the new size
  45486. */
  45487. resize(size: any): void;
  45488. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  45489. /**
  45490. * Dispose the render targets and their associated resources
  45491. */
  45492. dispose(): void;
  45493. /**
  45494. * Release all the underlying texture used as draw buffers.
  45495. */
  45496. releaseInternalTextures(): void;
  45497. }
  45498. }
  45499. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45500. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45501. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45502. import { Nullable } from "babylonjs/types";
  45503. module "babylonjs/Engines/engine" {
  45504. interface Engine {
  45505. /**
  45506. * Unbind a list of render target textures from the webGL context
  45507. * This is used only when drawBuffer extension or webGL2 are active
  45508. * @param textures defines the render target textures to unbind
  45509. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45510. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45511. */
  45512. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45513. /**
  45514. * Create a multi render target texture
  45515. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45516. * @param size defines the size of the texture
  45517. * @param options defines the creation options
  45518. * @returns the cube texture as an InternalTexture
  45519. */
  45520. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45521. /**
  45522. * Update the sample count for a given multiple render target texture
  45523. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45524. * @param textures defines the textures to update
  45525. * @param samples defines the sample count to set
  45526. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45527. */
  45528. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45529. }
  45530. }
  45531. }
  45532. declare module "babylonjs/Engines/Extensions/index" {
  45533. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45534. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45535. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45536. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45537. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45538. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45539. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45540. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45541. }
  45542. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  45543. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  45544. /** @hidden */
  45545. export var rgbdEncodePixelShader: {
  45546. name: string;
  45547. shader: string;
  45548. };
  45549. }
  45550. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  45551. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  45552. /** @hidden */
  45553. export var rgbdDecodePixelShader: {
  45554. name: string;
  45555. shader: string;
  45556. };
  45557. }
  45558. declare module "babylonjs/Misc/environmentTextureTools" {
  45559. import { Nullable } from "babylonjs/types";
  45560. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  45561. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45562. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  45563. import "babylonjs/Engines/Extensions/engine.renderTarget";
  45564. import "babylonjs/Shaders/rgbdEncode.fragment";
  45565. import "babylonjs/Shaders/rgbdDecode.fragment";
  45566. /**
  45567. * Raw texture data and descriptor sufficient for WebGL texture upload
  45568. */
  45569. export interface EnvironmentTextureInfo {
  45570. /**
  45571. * Version of the environment map
  45572. */
  45573. version: number;
  45574. /**
  45575. * Width of image
  45576. */
  45577. width: number;
  45578. /**
  45579. * Irradiance information stored in the file.
  45580. */
  45581. irradiance: any;
  45582. /**
  45583. * Specular information stored in the file.
  45584. */
  45585. specular: any;
  45586. }
  45587. /**
  45588. * Defines One Image in the file. It requires only the position in the file
  45589. * as well as the length.
  45590. */
  45591. interface BufferImageData {
  45592. /**
  45593. * Length of the image data.
  45594. */
  45595. length: number;
  45596. /**
  45597. * Position of the data from the null terminator delimiting the end of the JSON.
  45598. */
  45599. position: number;
  45600. }
  45601. /**
  45602. * Defines the specular data enclosed in the file.
  45603. * This corresponds to the version 1 of the data.
  45604. */
  45605. export interface EnvironmentTextureSpecularInfoV1 {
  45606. /**
  45607. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  45608. */
  45609. specularDataPosition?: number;
  45610. /**
  45611. * This contains all the images data needed to reconstruct the cubemap.
  45612. */
  45613. mipmaps: Array<BufferImageData>;
  45614. /**
  45615. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  45616. */
  45617. lodGenerationScale: number;
  45618. }
  45619. /**
  45620. * Sets of helpers addressing the serialization and deserialization of environment texture
  45621. * stored in a BabylonJS env file.
  45622. * Those files are usually stored as .env files.
  45623. */
  45624. export class EnvironmentTextureTools {
  45625. /**
  45626. * Magic number identifying the env file.
  45627. */
  45628. private static _MagicBytes;
  45629. /**
  45630. * Gets the environment info from an env file.
  45631. * @param data The array buffer containing the .env bytes.
  45632. * @returns the environment file info (the json header) if successfully parsed.
  45633. */
  45634. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  45635. /**
  45636. * Creates an environment texture from a loaded cube texture.
  45637. * @param texture defines the cube texture to convert in env file
  45638. * @return a promise containing the environment data if succesfull.
  45639. */
  45640. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  45641. /**
  45642. * Creates a JSON representation of the spherical data.
  45643. * @param texture defines the texture containing the polynomials
  45644. * @return the JSON representation of the spherical info
  45645. */
  45646. private static _CreateEnvTextureIrradiance;
  45647. /**
  45648. * Creates the ArrayBufferViews used for initializing environment texture image data.
  45649. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  45650. * @param info parameters that determine what views will be created for accessing the underlying buffer
  45651. * @return the views described by info providing access to the underlying buffer
  45652. */
  45653. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  45654. /**
  45655. * Uploads the texture info contained in the env file to the GPU.
  45656. * @param texture defines the internal texture to upload to
  45657. * @param arrayBuffer defines the buffer cotaining the data to load
  45658. * @param info defines the texture info retrieved through the GetEnvInfo method
  45659. * @returns a promise
  45660. */
  45661. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  45662. /**
  45663. * Uploads the levels of image data to the GPU.
  45664. * @param texture defines the internal texture to upload to
  45665. * @param imageData defines the array buffer views of image data [mipmap][face]
  45666. * @returns a promise
  45667. */
  45668. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  45669. /**
  45670. * Uploads spherical polynomials information to the texture.
  45671. * @param texture defines the texture we are trying to upload the information to
  45672. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  45673. */
  45674. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  45675. /** @hidden */
  45676. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  45677. }
  45678. }
  45679. declare module "babylonjs/Maths/math.vertexFormat" {
  45680. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  45681. /**
  45682. * Contains position and normal vectors for a vertex
  45683. */
  45684. export class PositionNormalVertex {
  45685. /** the position of the vertex (defaut: 0,0,0) */
  45686. position: Vector3;
  45687. /** the normal of the vertex (defaut: 0,1,0) */
  45688. normal: Vector3;
  45689. /**
  45690. * Creates a PositionNormalVertex
  45691. * @param position the position of the vertex (defaut: 0,0,0)
  45692. * @param normal the normal of the vertex (defaut: 0,1,0)
  45693. */
  45694. constructor(
  45695. /** the position of the vertex (defaut: 0,0,0) */
  45696. position?: Vector3,
  45697. /** the normal of the vertex (defaut: 0,1,0) */
  45698. normal?: Vector3);
  45699. /**
  45700. * Clones the PositionNormalVertex
  45701. * @returns the cloned PositionNormalVertex
  45702. */
  45703. clone(): PositionNormalVertex;
  45704. }
  45705. /**
  45706. * Contains position, normal and uv vectors for a vertex
  45707. */
  45708. export class PositionNormalTextureVertex {
  45709. /** the position of the vertex (defaut: 0,0,0) */
  45710. position: Vector3;
  45711. /** the normal of the vertex (defaut: 0,1,0) */
  45712. normal: Vector3;
  45713. /** the uv of the vertex (default: 0,0) */
  45714. uv: Vector2;
  45715. /**
  45716. * Creates a PositionNormalTextureVertex
  45717. * @param position the position of the vertex (defaut: 0,0,0)
  45718. * @param normal the normal of the vertex (defaut: 0,1,0)
  45719. * @param uv the uv of the vertex (default: 0,0)
  45720. */
  45721. constructor(
  45722. /** the position of the vertex (defaut: 0,0,0) */
  45723. position?: Vector3,
  45724. /** the normal of the vertex (defaut: 0,1,0) */
  45725. normal?: Vector3,
  45726. /** the uv of the vertex (default: 0,0) */
  45727. uv?: Vector2);
  45728. /**
  45729. * Clones the PositionNormalTextureVertex
  45730. * @returns the cloned PositionNormalTextureVertex
  45731. */
  45732. clone(): PositionNormalTextureVertex;
  45733. }
  45734. }
  45735. declare module "babylonjs/Maths/math" {
  45736. export * from "babylonjs/Maths/math.axis";
  45737. export * from "babylonjs/Maths/math.color";
  45738. export * from "babylonjs/Maths/math.constants";
  45739. export * from "babylonjs/Maths/math.frustum";
  45740. export * from "babylonjs/Maths/math.path";
  45741. export * from "babylonjs/Maths/math.plane";
  45742. export * from "babylonjs/Maths/math.size";
  45743. export * from "babylonjs/Maths/math.vector";
  45744. export * from "babylonjs/Maths/math.vertexFormat";
  45745. export * from "babylonjs/Maths/math.viewport";
  45746. }
  45747. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  45748. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45749. /** @hidden */
  45750. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  45751. private _genericAttributeLocation;
  45752. private _varyingLocationCount;
  45753. private _varyingLocationMap;
  45754. private _replacements;
  45755. private _textureCount;
  45756. private _uniforms;
  45757. lineProcessor(line: string): string;
  45758. attributeProcessor(attribute: string): string;
  45759. varyingProcessor(varying: string, isFragment: boolean): string;
  45760. uniformProcessor(uniform: string): string;
  45761. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  45762. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  45763. }
  45764. }
  45765. declare module "babylonjs/Engines/nativeEngine" {
  45766. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  45767. import { Engine } from "babylonjs/Engines/engine";
  45768. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45769. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45770. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  45771. import { Effect } from "babylonjs/Materials/effect";
  45772. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45773. import { Color4, Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  45774. import { Scene } from "babylonjs/scene";
  45775. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45776. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45777. /**
  45778. * Container for accessors for natively-stored mesh data buffers.
  45779. */
  45780. class NativeDataBuffer extends DataBuffer {
  45781. /**
  45782. * Accessor value used to identify/retrieve a natively-stored index buffer.
  45783. */
  45784. nativeIndexBuffer?: any;
  45785. /**
  45786. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  45787. */
  45788. nativeVertexBuffer?: any;
  45789. }
  45790. /** @hidden */
  45791. export class NativeEngine extends Engine {
  45792. private readonly _native;
  45793. getHardwareScalingLevel(): number;
  45794. constructor();
  45795. /**
  45796. * Can be used to override the current requestAnimationFrame requester.
  45797. * @hidden
  45798. */
  45799. protected _queueNewFrame(bindedRenderFunction: any, requester: any): number;
  45800. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45801. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  45802. createVertexBuffer(data: DataArray): NativeDataBuffer;
  45803. recordVertexArrayObject(vertexBuffers: {
  45804. [key: string]: VertexBuffer;
  45805. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  45806. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  45807. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  45808. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45809. /**
  45810. * Draw a list of indexed primitives
  45811. * @param fillMode defines the primitive to use
  45812. * @param indexStart defines the starting index
  45813. * @param indexCount defines the number of index to draw
  45814. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45815. */
  45816. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45817. /**
  45818. * Draw a list of unindexed primitives
  45819. * @param fillMode defines the primitive to use
  45820. * @param verticesStart defines the index of first vertex to draw
  45821. * @param verticesCount defines the count of vertices to draw
  45822. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45823. */
  45824. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45825. createPipelineContext(): IPipelineContext;
  45826. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  45827. /** @hidden */
  45828. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  45829. /** @hidden */
  45830. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  45831. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  45832. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  45833. protected _setProgram(program: WebGLProgram): void;
  45834. _releaseEffect(effect: Effect): void;
  45835. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  45836. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  45837. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  45838. bindSamplers(effect: Effect): void;
  45839. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  45840. getRenderWidth(useScreen?: boolean): number;
  45841. getRenderHeight(useScreen?: boolean): number;
  45842. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  45843. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45844. /**
  45845. * Set the z offset to apply to current rendering
  45846. * @param value defines the offset to apply
  45847. */
  45848. setZOffset(value: number): void;
  45849. /**
  45850. * Gets the current value of the zOffset
  45851. * @returns the current zOffset state
  45852. */
  45853. getZOffset(): number;
  45854. /**
  45855. * Enable or disable depth buffering
  45856. * @param enable defines the state to set
  45857. */
  45858. setDepthBuffer(enable: boolean): void;
  45859. /**
  45860. * Gets a boolean indicating if depth writing is enabled
  45861. * @returns the current depth writing state
  45862. */
  45863. getDepthWrite(): boolean;
  45864. /**
  45865. * Enable or disable depth writing
  45866. * @param enable defines the state to set
  45867. */
  45868. setDepthWrite(enable: boolean): void;
  45869. /**
  45870. * Enable or disable color writing
  45871. * @param enable defines the state to set
  45872. */
  45873. setColorWrite(enable: boolean): void;
  45874. /**
  45875. * Gets a boolean indicating if color writing is enabled
  45876. * @returns the current color writing state
  45877. */
  45878. getColorWrite(): boolean;
  45879. /**
  45880. * Sets alpha constants used by some alpha blending modes
  45881. * @param r defines the red component
  45882. * @param g defines the green component
  45883. * @param b defines the blue component
  45884. * @param a defines the alpha component
  45885. */
  45886. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  45887. /**
  45888. * Sets the current alpha mode
  45889. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  45890. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  45891. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  45892. */
  45893. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45894. /**
  45895. * Gets the current alpha mode
  45896. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  45897. * @returns the current alpha mode
  45898. */
  45899. getAlphaMode(): number;
  45900. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45901. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45902. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45903. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45904. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45905. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45906. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45907. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45908. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45909. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45910. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45911. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45912. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45913. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45914. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45915. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45916. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45917. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45918. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45919. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45920. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  45921. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  45922. wipeCaches(bruteForce?: boolean): void;
  45923. _createTexture(): WebGLTexture;
  45924. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  45925. /**
  45926. * Usually called from BABYLON.Texture.ts.
  45927. * Passed information to create a WebGLTexture
  45928. * @param urlArg defines a value which contains one of the following:
  45929. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  45930. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  45931. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  45932. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  45933. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  45934. * @param scene needed for loading to the correct scene
  45935. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  45936. * @param onLoad optional callback to be called upon successful completion
  45937. * @param onError optional callback to be called upon failure
  45938. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  45939. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  45940. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  45941. * @param forcedExtension defines the extension to use to pick the right loader
  45942. * @returns a InternalTexture for assignment back into BABYLON.Texture
  45943. */
  45944. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  45945. /**
  45946. * Creates a cube texture
  45947. * @param rootUrl defines the url where the files to load is located
  45948. * @param scene defines the current scene
  45949. * @param files defines the list of files to load (1 per face)
  45950. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  45951. * @param onLoad defines an optional callback raised when the texture is loaded
  45952. * @param onError defines an optional callback raised if there is an issue to load the texture
  45953. * @param format defines the format of the data
  45954. * @param forcedExtension defines the extension to use to pick the right loader
  45955. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  45956. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  45957. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  45958. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  45959. * @returns the cube texture as an InternalTexture
  45960. */
  45961. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  45962. private _getSamplingFilter;
  45963. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45964. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45965. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45966. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45967. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  45968. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  45969. /**
  45970. * Updates a dynamic vertex buffer.
  45971. * @param vertexBuffer the vertex buffer to update
  45972. * @param data the data used to update the vertex buffer
  45973. * @param byteOffset the byte offset of the data (optional)
  45974. * @param byteLength the byte length of the data (optional)
  45975. */
  45976. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  45977. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  45978. private _updateAnisotropicLevel;
  45979. private _getAddressMode;
  45980. /** @hidden */
  45981. _bindTexture(channel: number, texture: InternalTexture): void;
  45982. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  45983. releaseEffects(): void;
  45984. /** @hidden */
  45985. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45986. /** @hidden */
  45987. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45988. /** @hidden */
  45989. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45990. /** @hidden */
  45991. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45992. }
  45993. }
  45994. declare module "babylonjs/Engines/index" {
  45995. export * from "babylonjs/Engines/constants";
  45996. export * from "babylonjs/Engines/engine";
  45997. export * from "babylonjs/Engines/engineStore";
  45998. export * from "babylonjs/Engines/nullEngine";
  45999. export * from "babylonjs/Engines/Extensions/index";
  46000. export * from "babylonjs/Engines/IPipelineContext";
  46001. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  46002. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  46003. export * from "babylonjs/Engines/nativeEngine";
  46004. }
  46005. declare module "babylonjs/Events/clipboardEvents" {
  46006. /**
  46007. * Gather the list of clipboard event types as constants.
  46008. */
  46009. export class ClipboardEventTypes {
  46010. /**
  46011. * The clipboard event is fired when a copy command is active (pressed).
  46012. */
  46013. static readonly COPY: number;
  46014. /**
  46015. * The clipboard event is fired when a cut command is active (pressed).
  46016. */
  46017. static readonly CUT: number;
  46018. /**
  46019. * The clipboard event is fired when a paste command is active (pressed).
  46020. */
  46021. static readonly PASTE: number;
  46022. }
  46023. /**
  46024. * This class is used to store clipboard related info for the onClipboardObservable event.
  46025. */
  46026. export class ClipboardInfo {
  46027. /**
  46028. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46029. */
  46030. type: number;
  46031. /**
  46032. * Defines the related dom event
  46033. */
  46034. event: ClipboardEvent;
  46035. /**
  46036. *Creates an instance of ClipboardInfo.
  46037. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  46038. * @param event Defines the related dom event
  46039. */
  46040. constructor(
  46041. /**
  46042. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46043. */
  46044. type: number,
  46045. /**
  46046. * Defines the related dom event
  46047. */
  46048. event: ClipboardEvent);
  46049. /**
  46050. * Get the clipboard event's type from the keycode.
  46051. * @param keyCode Defines the keyCode for the current keyboard event.
  46052. * @return {number}
  46053. */
  46054. static GetTypeFromCharacter(keyCode: number): number;
  46055. }
  46056. }
  46057. declare module "babylonjs/Events/index" {
  46058. export * from "babylonjs/Events/keyboardEvents";
  46059. export * from "babylonjs/Events/pointerEvents";
  46060. export * from "babylonjs/Events/clipboardEvents";
  46061. }
  46062. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  46063. import { Scene } from "babylonjs/scene";
  46064. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46065. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  46066. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46067. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46068. /**
  46069. * Google Daydream controller
  46070. */
  46071. export class DaydreamController extends WebVRController {
  46072. /**
  46073. * Base Url for the controller model.
  46074. */
  46075. static MODEL_BASE_URL: string;
  46076. /**
  46077. * File name for the controller model.
  46078. */
  46079. static MODEL_FILENAME: string;
  46080. /**
  46081. * Gamepad Id prefix used to identify Daydream Controller.
  46082. */
  46083. static readonly GAMEPAD_ID_PREFIX: string;
  46084. /**
  46085. * Creates a new DaydreamController from a gamepad
  46086. * @param vrGamepad the gamepad that the controller should be created from
  46087. */
  46088. constructor(vrGamepad: any);
  46089. /**
  46090. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  46091. * @param scene scene in which to add meshes
  46092. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  46093. */
  46094. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  46095. /**
  46096. * Called once for each button that changed state since the last frame
  46097. * @param buttonIdx Which button index changed
  46098. * @param state New state of the button
  46099. * @param changes Which properties on the state changed since last frame
  46100. */
  46101. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  46102. }
  46103. }
  46104. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  46105. import { Scene } from "babylonjs/scene";
  46106. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46107. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  46108. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46109. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46110. /**
  46111. * Gear VR Controller
  46112. */
  46113. export class GearVRController extends WebVRController {
  46114. /**
  46115. * Base Url for the controller model.
  46116. */
  46117. static MODEL_BASE_URL: string;
  46118. /**
  46119. * File name for the controller model.
  46120. */
  46121. static MODEL_FILENAME: string;
  46122. /**
  46123. * Gamepad Id prefix used to identify this controller.
  46124. */
  46125. static readonly GAMEPAD_ID_PREFIX: string;
  46126. private readonly _buttonIndexToObservableNameMap;
  46127. /**
  46128. * Creates a new GearVRController from a gamepad
  46129. * @param vrGamepad the gamepad that the controller should be created from
  46130. */
  46131. constructor(vrGamepad: any);
  46132. /**
  46133. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  46134. * @param scene scene in which to add meshes
  46135. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  46136. */
  46137. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  46138. /**
  46139. * Called once for each button that changed state since the last frame
  46140. * @param buttonIdx Which button index changed
  46141. * @param state New state of the button
  46142. * @param changes Which properties on the state changed since last frame
  46143. */
  46144. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  46145. }
  46146. }
  46147. declare module "babylonjs/Gamepads/Controllers/index" {
  46148. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  46149. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  46150. export * from "babylonjs/Gamepads/Controllers/genericController";
  46151. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  46152. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46153. export * from "babylonjs/Gamepads/Controllers/viveController";
  46154. export * from "babylonjs/Gamepads/Controllers/webVRController";
  46155. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  46156. }
  46157. declare module "babylonjs/Gamepads/index" {
  46158. export * from "babylonjs/Gamepads/Controllers/index";
  46159. export * from "babylonjs/Gamepads/gamepad";
  46160. export * from "babylonjs/Gamepads/gamepadManager";
  46161. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  46162. export * from "babylonjs/Gamepads/xboxGamepad";
  46163. export * from "babylonjs/Gamepads/dualShockGamepad";
  46164. }
  46165. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  46166. import { Scene } from "babylonjs/scene";
  46167. import { Vector4 } from "babylonjs/Maths/math.vector";
  46168. import { Color4 } from "babylonjs/Maths/math.color";
  46169. import { Mesh } from "babylonjs/Meshes/mesh";
  46170. import { Nullable } from "babylonjs/types";
  46171. /**
  46172. * Class containing static functions to help procedurally build meshes
  46173. */
  46174. export class PolyhedronBuilder {
  46175. /**
  46176. * Creates a polyhedron mesh
  46177. * * 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
  46178. * * The parameter `size` (positive float, default 1) sets the polygon size
  46179. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  46180. * * 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`
  46181. * * 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
  46182. * * 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)`)
  46183. * * 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
  46184. * * 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
  46185. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  46186. * * If you create a double-sided mesh, you can choose what parts of 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
  46187. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  46188. * @param name defines the name of the mesh
  46189. * @param options defines the options used to create the mesh
  46190. * @param scene defines the hosting scene
  46191. * @returns the polyhedron mesh
  46192. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  46193. */
  46194. static CreatePolyhedron(name: string, options: {
  46195. type?: number;
  46196. size?: number;
  46197. sizeX?: number;
  46198. sizeY?: number;
  46199. sizeZ?: number;
  46200. custom?: any;
  46201. faceUV?: Vector4[];
  46202. faceColors?: Color4[];
  46203. flat?: boolean;
  46204. updatable?: boolean;
  46205. sideOrientation?: number;
  46206. frontUVs?: Vector4;
  46207. backUVs?: Vector4;
  46208. }, scene?: Nullable<Scene>): Mesh;
  46209. }
  46210. }
  46211. declare module "babylonjs/Gizmos/scaleGizmo" {
  46212. import { Observable } from "babylonjs/Misc/observable";
  46213. import { Nullable } from "babylonjs/types";
  46214. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46215. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46216. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  46217. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46218. /**
  46219. * Gizmo that enables scaling a mesh along 3 axis
  46220. */
  46221. export class ScaleGizmo extends Gizmo {
  46222. /**
  46223. * Internal gizmo used for interactions on the x axis
  46224. */
  46225. xGizmo: AxisScaleGizmo;
  46226. /**
  46227. * Internal gizmo used for interactions on the y axis
  46228. */
  46229. yGizmo: AxisScaleGizmo;
  46230. /**
  46231. * Internal gizmo used for interactions on the z axis
  46232. */
  46233. zGizmo: AxisScaleGizmo;
  46234. /**
  46235. * Internal gizmo used to scale all axis equally
  46236. */
  46237. uniformScaleGizmo: AxisScaleGizmo;
  46238. private _meshAttached;
  46239. private _updateGizmoRotationToMatchAttachedMesh;
  46240. private _snapDistance;
  46241. private _scaleRatio;
  46242. private _uniformScalingMesh;
  46243. private _octahedron;
  46244. /** Fires an event when any of it's sub gizmos are dragged */
  46245. onDragStartObservable: Observable<unknown>;
  46246. /** Fires an event when any of it's sub gizmos are released from dragging */
  46247. onDragEndObservable: Observable<unknown>;
  46248. attachedMesh: Nullable<AbstractMesh>;
  46249. /**
  46250. * Creates a ScaleGizmo
  46251. * @param gizmoLayer The utility layer the gizmo will be added to
  46252. */
  46253. constructor(gizmoLayer?: UtilityLayerRenderer);
  46254. updateGizmoRotationToMatchAttachedMesh: boolean;
  46255. /**
  46256. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46257. */
  46258. snapDistance: number;
  46259. /**
  46260. * Ratio for the scale of the gizmo (Default: 1)
  46261. */
  46262. scaleRatio: number;
  46263. /**
  46264. * Disposes of the gizmo
  46265. */
  46266. dispose(): void;
  46267. }
  46268. }
  46269. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  46270. import { Observable } from "babylonjs/Misc/observable";
  46271. import { Nullable } from "babylonjs/types";
  46272. import { Vector3 } from "babylonjs/Maths/math.vector";
  46273. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46274. import { Mesh } from "babylonjs/Meshes/mesh";
  46275. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  46276. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46277. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46278. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46279. import { Color3 } from "babylonjs/Maths/math.color";
  46280. /**
  46281. * Single axis scale gizmo
  46282. */
  46283. export class AxisScaleGizmo extends Gizmo {
  46284. /**
  46285. * Drag behavior responsible for the gizmos dragging interactions
  46286. */
  46287. dragBehavior: PointerDragBehavior;
  46288. private _pointerObserver;
  46289. /**
  46290. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46291. */
  46292. snapDistance: number;
  46293. /**
  46294. * Event that fires each time the gizmo snaps to a new location.
  46295. * * snapDistance is the the change in distance
  46296. */
  46297. onSnapObservable: Observable<{
  46298. snapDistance: number;
  46299. }>;
  46300. /**
  46301. * If the scaling operation should be done on all axis (default: false)
  46302. */
  46303. uniformScaling: boolean;
  46304. private _isEnabled;
  46305. private _parent;
  46306. private _arrow;
  46307. private _coloredMaterial;
  46308. private _hoverMaterial;
  46309. /**
  46310. * Creates an AxisScaleGizmo
  46311. * @param gizmoLayer The utility layer the gizmo will be added to
  46312. * @param dragAxis The axis which the gizmo will be able to scale on
  46313. * @param color The color of the gizmo
  46314. */
  46315. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  46316. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46317. /**
  46318. * If the gizmo is enabled
  46319. */
  46320. isEnabled: boolean;
  46321. /**
  46322. * Disposes of the gizmo
  46323. */
  46324. dispose(): void;
  46325. /**
  46326. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  46327. * @param mesh The mesh to replace the default mesh of the gizmo
  46328. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  46329. */
  46330. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  46331. }
  46332. }
  46333. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  46334. import { Observable } from "babylonjs/Misc/observable";
  46335. import { Nullable } from "babylonjs/types";
  46336. import { Vector3 } from "babylonjs/Maths/math.vector";
  46337. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46338. import { Mesh } from "babylonjs/Meshes/mesh";
  46339. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46340. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46341. import { Color3 } from "babylonjs/Maths/math.color";
  46342. import "babylonjs/Meshes/Builders/boxBuilder";
  46343. /**
  46344. * Bounding box gizmo
  46345. */
  46346. export class BoundingBoxGizmo extends Gizmo {
  46347. private _lineBoundingBox;
  46348. private _rotateSpheresParent;
  46349. private _scaleBoxesParent;
  46350. private _boundingDimensions;
  46351. private _renderObserver;
  46352. private _pointerObserver;
  46353. private _scaleDragSpeed;
  46354. private _tmpQuaternion;
  46355. private _tmpVector;
  46356. private _tmpRotationMatrix;
  46357. /**
  46358. * 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)
  46359. */
  46360. ignoreChildren: boolean;
  46361. /**
  46362. * 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)
  46363. */
  46364. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  46365. /**
  46366. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  46367. */
  46368. rotationSphereSize: number;
  46369. /**
  46370. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  46371. */
  46372. scaleBoxSize: number;
  46373. /**
  46374. * 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)
  46375. */
  46376. fixedDragMeshScreenSize: boolean;
  46377. /**
  46378. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  46379. */
  46380. fixedDragMeshScreenSizeDistanceFactor: number;
  46381. /**
  46382. * Fired when a rotation sphere or scale box is dragged
  46383. */
  46384. onDragStartObservable: Observable<{}>;
  46385. /**
  46386. * Fired when a scale box is dragged
  46387. */
  46388. onScaleBoxDragObservable: Observable<{}>;
  46389. /**
  46390. * Fired when a scale box drag is ended
  46391. */
  46392. onScaleBoxDragEndObservable: Observable<{}>;
  46393. /**
  46394. * Fired when a rotation sphere is dragged
  46395. */
  46396. onRotationSphereDragObservable: Observable<{}>;
  46397. /**
  46398. * Fired when a rotation sphere drag is ended
  46399. */
  46400. onRotationSphereDragEndObservable: Observable<{}>;
  46401. /**
  46402. * 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)
  46403. */
  46404. scalePivot: Nullable<Vector3>;
  46405. /**
  46406. * Mesh used as a pivot to rotate the attached mesh
  46407. */
  46408. private _anchorMesh;
  46409. private _existingMeshScale;
  46410. private _dragMesh;
  46411. private pointerDragBehavior;
  46412. private coloredMaterial;
  46413. private hoverColoredMaterial;
  46414. /**
  46415. * Sets the color of the bounding box gizmo
  46416. * @param color the color to set
  46417. */
  46418. setColor(color: Color3): void;
  46419. /**
  46420. * Creates an BoundingBoxGizmo
  46421. * @param gizmoLayer The utility layer the gizmo will be added to
  46422. * @param color The color of the gizmo
  46423. */
  46424. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  46425. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46426. private _selectNode;
  46427. /**
  46428. * Updates the bounding box information for the Gizmo
  46429. */
  46430. updateBoundingBox(): void;
  46431. private _updateRotationSpheres;
  46432. private _updateScaleBoxes;
  46433. /**
  46434. * Enables rotation on the specified axis and disables rotation on the others
  46435. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  46436. */
  46437. setEnabledRotationAxis(axis: string): void;
  46438. /**
  46439. * Enables/disables scaling
  46440. * @param enable if scaling should be enabled
  46441. */
  46442. setEnabledScaling(enable: boolean): void;
  46443. private _updateDummy;
  46444. /**
  46445. * Enables a pointer drag behavior on the bounding box of the gizmo
  46446. */
  46447. enableDragBehavior(): void;
  46448. /**
  46449. * Disposes of the gizmo
  46450. */
  46451. dispose(): void;
  46452. /**
  46453. * 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)
  46454. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  46455. * @returns the bounding box mesh with the passed in mesh as a child
  46456. */
  46457. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  46458. /**
  46459. * CustomMeshes are not supported by this gizmo
  46460. * @param mesh The mesh to replace the default mesh of the gizmo
  46461. */
  46462. setCustomMesh(mesh: Mesh): void;
  46463. }
  46464. }
  46465. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  46466. import { Observable } from "babylonjs/Misc/observable";
  46467. import { Nullable } from "babylonjs/types";
  46468. import { Vector3 } from "babylonjs/Maths/math.vector";
  46469. import { Color3 } from "babylonjs/Maths/math.color";
  46470. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46471. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  46472. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46473. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46474. import "babylonjs/Meshes/Builders/linesBuilder";
  46475. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46476. /**
  46477. * Single plane rotation gizmo
  46478. */
  46479. export class PlaneRotationGizmo extends Gizmo {
  46480. /**
  46481. * Drag behavior responsible for the gizmos dragging interactions
  46482. */
  46483. dragBehavior: PointerDragBehavior;
  46484. private _pointerObserver;
  46485. /**
  46486. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  46487. */
  46488. snapDistance: number;
  46489. /**
  46490. * Event that fires each time the gizmo snaps to a new location.
  46491. * * snapDistance is the the change in distance
  46492. */
  46493. onSnapObservable: Observable<{
  46494. snapDistance: number;
  46495. }>;
  46496. private _isEnabled;
  46497. private _parent;
  46498. /**
  46499. * Creates a PlaneRotationGizmo
  46500. * @param gizmoLayer The utility layer the gizmo will be added to
  46501. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  46502. * @param color The color of the gizmo
  46503. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46504. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46505. */
  46506. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  46507. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46508. /**
  46509. * If the gizmo is enabled
  46510. */
  46511. isEnabled: boolean;
  46512. /**
  46513. * Disposes of the gizmo
  46514. */
  46515. dispose(): void;
  46516. }
  46517. }
  46518. declare module "babylonjs/Gizmos/rotationGizmo" {
  46519. import { Observable } from "babylonjs/Misc/observable";
  46520. import { Nullable } from "babylonjs/types";
  46521. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46522. import { Mesh } from "babylonjs/Meshes/mesh";
  46523. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46524. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  46525. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46526. /**
  46527. * Gizmo that enables rotating a mesh along 3 axis
  46528. */
  46529. export class RotationGizmo extends Gizmo {
  46530. /**
  46531. * Internal gizmo used for interactions on the x axis
  46532. */
  46533. xGizmo: PlaneRotationGizmo;
  46534. /**
  46535. * Internal gizmo used for interactions on the y axis
  46536. */
  46537. yGizmo: PlaneRotationGizmo;
  46538. /**
  46539. * Internal gizmo used for interactions on the z axis
  46540. */
  46541. zGizmo: PlaneRotationGizmo;
  46542. /** Fires an event when any of it's sub gizmos are dragged */
  46543. onDragStartObservable: Observable<unknown>;
  46544. /** Fires an event when any of it's sub gizmos are released from dragging */
  46545. onDragEndObservable: Observable<unknown>;
  46546. private _meshAttached;
  46547. attachedMesh: Nullable<AbstractMesh>;
  46548. /**
  46549. * Creates a RotationGizmo
  46550. * @param gizmoLayer The utility layer the gizmo will be added to
  46551. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46552. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46553. */
  46554. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  46555. updateGizmoRotationToMatchAttachedMesh: boolean;
  46556. /**
  46557. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46558. */
  46559. snapDistance: number;
  46560. /**
  46561. * Ratio for the scale of the gizmo (Default: 1)
  46562. */
  46563. scaleRatio: number;
  46564. /**
  46565. * Disposes of the gizmo
  46566. */
  46567. dispose(): void;
  46568. /**
  46569. * CustomMeshes are not supported by this gizmo
  46570. * @param mesh The mesh to replace the default mesh of the gizmo
  46571. */
  46572. setCustomMesh(mesh: Mesh): void;
  46573. }
  46574. }
  46575. declare module "babylonjs/Gizmos/gizmoManager" {
  46576. import { Observable } from "babylonjs/Misc/observable";
  46577. import { Nullable } from "babylonjs/types";
  46578. import { Scene, IDisposable } from "babylonjs/scene";
  46579. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46580. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46581. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  46582. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46583. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  46584. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46585. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  46586. /**
  46587. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  46588. */
  46589. export class GizmoManager implements IDisposable {
  46590. private scene;
  46591. /**
  46592. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  46593. */
  46594. gizmos: {
  46595. positionGizmo: Nullable<PositionGizmo>;
  46596. rotationGizmo: Nullable<RotationGizmo>;
  46597. scaleGizmo: Nullable<ScaleGizmo>;
  46598. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  46599. };
  46600. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  46601. clearGizmoOnEmptyPointerEvent: boolean;
  46602. /** Fires an event when the manager is attached to a mesh */
  46603. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  46604. private _gizmosEnabled;
  46605. private _pointerObserver;
  46606. private _attachedMesh;
  46607. private _boundingBoxColor;
  46608. private _defaultUtilityLayer;
  46609. private _defaultKeepDepthUtilityLayer;
  46610. /**
  46611. * When bounding box gizmo is enabled, this can be used to track drag/end events
  46612. */
  46613. boundingBoxDragBehavior: SixDofDragBehavior;
  46614. /**
  46615. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  46616. */
  46617. attachableMeshes: Nullable<Array<AbstractMesh>>;
  46618. /**
  46619. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  46620. */
  46621. usePointerToAttachGizmos: boolean;
  46622. /**
  46623. * Utility layer that the bounding box gizmo belongs to
  46624. */
  46625. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  46626. /**
  46627. * Utility layer that all gizmos besides bounding box belong to
  46628. */
  46629. readonly utilityLayer: UtilityLayerRenderer;
  46630. /**
  46631. * Instatiates a gizmo manager
  46632. * @param scene the scene to overlay the gizmos on top of
  46633. */
  46634. constructor(scene: Scene);
  46635. /**
  46636. * Attaches a set of gizmos to the specified mesh
  46637. * @param mesh The mesh the gizmo's should be attached to
  46638. */
  46639. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  46640. /**
  46641. * If the position gizmo is enabled
  46642. */
  46643. positionGizmoEnabled: boolean;
  46644. /**
  46645. * If the rotation gizmo is enabled
  46646. */
  46647. rotationGizmoEnabled: boolean;
  46648. /**
  46649. * If the scale gizmo is enabled
  46650. */
  46651. scaleGizmoEnabled: boolean;
  46652. /**
  46653. * If the boundingBox gizmo is enabled
  46654. */
  46655. boundingBoxGizmoEnabled: boolean;
  46656. /**
  46657. * Disposes of the gizmo manager
  46658. */
  46659. dispose(): void;
  46660. }
  46661. }
  46662. declare module "babylonjs/Lights/directionalLight" {
  46663. import { Camera } from "babylonjs/Cameras/camera";
  46664. import { Scene } from "babylonjs/scene";
  46665. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46666. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46667. import { Light } from "babylonjs/Lights/light";
  46668. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46669. import { Effect } from "babylonjs/Materials/effect";
  46670. /**
  46671. * A directional light is defined by a direction (what a surprise!).
  46672. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  46673. * 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.
  46674. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46675. */
  46676. export class DirectionalLight extends ShadowLight {
  46677. private _shadowFrustumSize;
  46678. /**
  46679. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  46680. */
  46681. /**
  46682. * Specifies a fix frustum size for the shadow generation.
  46683. */
  46684. shadowFrustumSize: number;
  46685. private _shadowOrthoScale;
  46686. /**
  46687. * Gets the shadow projection scale against the optimal computed one.
  46688. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46689. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46690. */
  46691. /**
  46692. * Sets the shadow projection scale against the optimal computed one.
  46693. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46694. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46695. */
  46696. shadowOrthoScale: number;
  46697. /**
  46698. * Automatically compute the projection matrix to best fit (including all the casters)
  46699. * on each frame.
  46700. */
  46701. autoUpdateExtends: boolean;
  46702. private _orthoLeft;
  46703. private _orthoRight;
  46704. private _orthoTop;
  46705. private _orthoBottom;
  46706. /**
  46707. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  46708. * The directional light is emitted from everywhere in the given direction.
  46709. * It can cast shadows.
  46710. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46711. * @param name The friendly name of the light
  46712. * @param direction The direction of the light
  46713. * @param scene The scene the light belongs to
  46714. */
  46715. constructor(name: string, direction: Vector3, scene: Scene);
  46716. /**
  46717. * Returns the string "DirectionalLight".
  46718. * @return The class name
  46719. */
  46720. getClassName(): string;
  46721. /**
  46722. * Returns the integer 1.
  46723. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46724. */
  46725. getTypeID(): number;
  46726. /**
  46727. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  46728. * Returns the DirectionalLight Shadow projection matrix.
  46729. */
  46730. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46731. /**
  46732. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  46733. * Returns the DirectionalLight Shadow projection matrix.
  46734. */
  46735. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  46736. /**
  46737. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  46738. * Returns the DirectionalLight Shadow projection matrix.
  46739. */
  46740. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46741. protected _buildUniformLayout(): void;
  46742. /**
  46743. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  46744. * @param effect The effect to update
  46745. * @param lightIndex The index of the light in the effect to update
  46746. * @returns The directional light
  46747. */
  46748. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  46749. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  46750. /**
  46751. * Gets the minZ used for shadow according to both the scene and the light.
  46752. *
  46753. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46754. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46755. * @param activeCamera The camera we are returning the min for
  46756. * @returns the depth min z
  46757. */
  46758. getDepthMinZ(activeCamera: Camera): number;
  46759. /**
  46760. * Gets the maxZ used for shadow according to both the scene and the light.
  46761. *
  46762. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46763. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46764. * @param activeCamera The camera we are returning the max for
  46765. * @returns the depth max z
  46766. */
  46767. getDepthMaxZ(activeCamera: Camera): number;
  46768. /**
  46769. * Prepares the list of defines specific to the light type.
  46770. * @param defines the list of defines
  46771. * @param lightIndex defines the index of the light for the effect
  46772. */
  46773. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46774. }
  46775. }
  46776. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  46777. import { Mesh } from "babylonjs/Meshes/mesh";
  46778. /**
  46779. * Class containing static functions to help procedurally build meshes
  46780. */
  46781. export class HemisphereBuilder {
  46782. /**
  46783. * Creates a hemisphere mesh
  46784. * @param name defines the name of the mesh
  46785. * @param options defines the options used to create the mesh
  46786. * @param scene defines the hosting scene
  46787. * @returns the hemisphere mesh
  46788. */
  46789. static CreateHemisphere(name: string, options: {
  46790. segments?: number;
  46791. diameter?: number;
  46792. sideOrientation?: number;
  46793. }, scene: any): Mesh;
  46794. }
  46795. }
  46796. declare module "babylonjs/Lights/spotLight" {
  46797. import { Nullable } from "babylonjs/types";
  46798. import { Scene } from "babylonjs/scene";
  46799. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46800. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46801. import { Effect } from "babylonjs/Materials/effect";
  46802. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46803. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46804. /**
  46805. * A spot light is defined by a position, a direction, an angle, and an exponent.
  46806. * These values define a cone of light starting from the position, emitting toward the direction.
  46807. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  46808. * and the exponent defines the speed of the decay of the light with distance (reach).
  46809. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46810. */
  46811. export class SpotLight extends ShadowLight {
  46812. private _angle;
  46813. private _innerAngle;
  46814. private _cosHalfAngle;
  46815. private _lightAngleScale;
  46816. private _lightAngleOffset;
  46817. /**
  46818. * Gets the cone angle of the spot light in Radians.
  46819. */
  46820. /**
  46821. * Sets the cone angle of the spot light in Radians.
  46822. */
  46823. angle: number;
  46824. /**
  46825. * Only used in gltf falloff mode, this defines the angle where
  46826. * the directional falloff will start before cutting at angle which could be seen
  46827. * as outer angle.
  46828. */
  46829. /**
  46830. * Only used in gltf falloff mode, this defines the angle where
  46831. * the directional falloff will start before cutting at angle which could be seen
  46832. * as outer angle.
  46833. */
  46834. innerAngle: number;
  46835. private _shadowAngleScale;
  46836. /**
  46837. * Allows scaling the angle of the light for shadow generation only.
  46838. */
  46839. /**
  46840. * Allows scaling the angle of the light for shadow generation only.
  46841. */
  46842. shadowAngleScale: number;
  46843. /**
  46844. * The light decay speed with the distance from the emission spot.
  46845. */
  46846. exponent: number;
  46847. private _projectionTextureMatrix;
  46848. /**
  46849. * Allows reading the projecton texture
  46850. */
  46851. readonly projectionTextureMatrix: Matrix;
  46852. protected _projectionTextureLightNear: number;
  46853. /**
  46854. * Gets the near clip of the Spotlight for texture projection.
  46855. */
  46856. /**
  46857. * Sets the near clip of the Spotlight for texture projection.
  46858. */
  46859. projectionTextureLightNear: number;
  46860. protected _projectionTextureLightFar: number;
  46861. /**
  46862. * Gets the far clip of the Spotlight for texture projection.
  46863. */
  46864. /**
  46865. * Sets the far clip of the Spotlight for texture projection.
  46866. */
  46867. projectionTextureLightFar: number;
  46868. protected _projectionTextureUpDirection: Vector3;
  46869. /**
  46870. * Gets the Up vector of the Spotlight for texture projection.
  46871. */
  46872. /**
  46873. * Sets the Up vector of the Spotlight for texture projection.
  46874. */
  46875. projectionTextureUpDirection: Vector3;
  46876. private _projectionTexture;
  46877. /**
  46878. * Gets the projection texture of the light.
  46879. */
  46880. /**
  46881. * Sets the projection texture of the light.
  46882. */
  46883. projectionTexture: Nullable<BaseTexture>;
  46884. private _projectionTextureViewLightDirty;
  46885. private _projectionTextureProjectionLightDirty;
  46886. private _projectionTextureDirty;
  46887. private _projectionTextureViewTargetVector;
  46888. private _projectionTextureViewLightMatrix;
  46889. private _projectionTextureProjectionLightMatrix;
  46890. private _projectionTextureScalingMatrix;
  46891. /**
  46892. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  46893. * It can cast shadows.
  46894. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46895. * @param name The light friendly name
  46896. * @param position The position of the spot light in the scene
  46897. * @param direction The direction of the light in the scene
  46898. * @param angle The cone angle of the light in Radians
  46899. * @param exponent The light decay speed with the distance from the emission spot
  46900. * @param scene The scene the lights belongs to
  46901. */
  46902. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  46903. /**
  46904. * Returns the string "SpotLight".
  46905. * @returns the class name
  46906. */
  46907. getClassName(): string;
  46908. /**
  46909. * Returns the integer 2.
  46910. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46911. */
  46912. getTypeID(): number;
  46913. /**
  46914. * Overrides the direction setter to recompute the projection texture view light Matrix.
  46915. */
  46916. protected _setDirection(value: Vector3): void;
  46917. /**
  46918. * Overrides the position setter to recompute the projection texture view light Matrix.
  46919. */
  46920. protected _setPosition(value: Vector3): void;
  46921. /**
  46922. * 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.
  46923. * Returns the SpotLight.
  46924. */
  46925. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46926. protected _computeProjectionTextureViewLightMatrix(): void;
  46927. protected _computeProjectionTextureProjectionLightMatrix(): void;
  46928. /**
  46929. * Main function for light texture projection matrix computing.
  46930. */
  46931. protected _computeProjectionTextureMatrix(): void;
  46932. protected _buildUniformLayout(): void;
  46933. private _computeAngleValues;
  46934. /**
  46935. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  46936. * @param effect The effect to update
  46937. * @param lightIndex The index of the light in the effect to update
  46938. * @returns The spot light
  46939. */
  46940. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  46941. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  46942. /**
  46943. * Disposes the light and the associated resources.
  46944. */
  46945. dispose(): void;
  46946. /**
  46947. * Prepares the list of defines specific to the light type.
  46948. * @param defines the list of defines
  46949. * @param lightIndex defines the index of the light for the effect
  46950. */
  46951. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46952. }
  46953. }
  46954. declare module "babylonjs/Gizmos/lightGizmo" {
  46955. import { Nullable } from "babylonjs/types";
  46956. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46957. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46958. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  46959. import { Light } from "babylonjs/Lights/light";
  46960. /**
  46961. * Gizmo that enables viewing a light
  46962. */
  46963. export class LightGizmo extends Gizmo {
  46964. private _lightMesh;
  46965. private _material;
  46966. private cachedPosition;
  46967. private cachedForward;
  46968. /**
  46969. * Creates a LightGizmo
  46970. * @param gizmoLayer The utility layer the gizmo will be added to
  46971. */
  46972. constructor(gizmoLayer?: UtilityLayerRenderer);
  46973. private _light;
  46974. /**
  46975. * The light that the gizmo is attached to
  46976. */
  46977. light: Nullable<Light>;
  46978. /**
  46979. * Gets the material used to render the light gizmo
  46980. */
  46981. readonly material: StandardMaterial;
  46982. /**
  46983. * @hidden
  46984. * Updates the gizmo to match the attached mesh's position/rotation
  46985. */
  46986. protected _update(): void;
  46987. private static _Scale;
  46988. /**
  46989. * Creates the lines for a light mesh
  46990. */
  46991. private static _createLightLines;
  46992. /**
  46993. * Disposes of the light gizmo
  46994. */
  46995. dispose(): void;
  46996. private static _CreateHemisphericLightMesh;
  46997. private static _CreatePointLightMesh;
  46998. private static _CreateSpotLightMesh;
  46999. private static _CreateDirectionalLightMesh;
  47000. }
  47001. }
  47002. declare module "babylonjs/Gizmos/index" {
  47003. export * from "babylonjs/Gizmos/axisDragGizmo";
  47004. export * from "babylonjs/Gizmos/axisScaleGizmo";
  47005. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  47006. export * from "babylonjs/Gizmos/gizmo";
  47007. export * from "babylonjs/Gizmos/gizmoManager";
  47008. export * from "babylonjs/Gizmos/planeRotationGizmo";
  47009. export * from "babylonjs/Gizmos/positionGizmo";
  47010. export * from "babylonjs/Gizmos/rotationGizmo";
  47011. export * from "babylonjs/Gizmos/scaleGizmo";
  47012. export * from "babylonjs/Gizmos/lightGizmo";
  47013. export * from "babylonjs/Gizmos/planeDragGizmo";
  47014. }
  47015. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  47016. /** @hidden */
  47017. export var backgroundFragmentDeclaration: {
  47018. name: string;
  47019. shader: string;
  47020. };
  47021. }
  47022. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  47023. /** @hidden */
  47024. export var backgroundUboDeclaration: {
  47025. name: string;
  47026. shader: string;
  47027. };
  47028. }
  47029. declare module "babylonjs/Shaders/background.fragment" {
  47030. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  47031. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47032. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  47033. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  47034. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47035. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47036. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47037. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  47038. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  47039. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  47040. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  47041. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  47042. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  47043. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  47044. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  47045. /** @hidden */
  47046. export var backgroundPixelShader: {
  47047. name: string;
  47048. shader: string;
  47049. };
  47050. }
  47051. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  47052. /** @hidden */
  47053. export var backgroundVertexDeclaration: {
  47054. name: string;
  47055. shader: string;
  47056. };
  47057. }
  47058. declare module "babylonjs/Shaders/background.vertex" {
  47059. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  47060. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47061. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47062. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  47063. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  47064. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  47065. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  47066. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47067. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47068. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  47069. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  47070. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  47071. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  47072. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  47073. /** @hidden */
  47074. export var backgroundVertexShader: {
  47075. name: string;
  47076. shader: string;
  47077. };
  47078. }
  47079. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  47080. import { Nullable, int, float } from "babylonjs/types";
  47081. import { Scene } from "babylonjs/scene";
  47082. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47083. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47084. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47085. import { Mesh } from "babylonjs/Meshes/mesh";
  47086. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  47087. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  47088. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  47089. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47090. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  47091. import { Color3 } from "babylonjs/Maths/math.color";
  47092. import "babylonjs/Shaders/background.fragment";
  47093. import "babylonjs/Shaders/background.vertex";
  47094. /**
  47095. * Background material used to create an efficient environement around your scene.
  47096. */
  47097. export class BackgroundMaterial extends PushMaterial {
  47098. /**
  47099. * Standard reflectance value at parallel view angle.
  47100. */
  47101. static StandardReflectance0: number;
  47102. /**
  47103. * Standard reflectance value at grazing angle.
  47104. */
  47105. static StandardReflectance90: number;
  47106. protected _primaryColor: Color3;
  47107. /**
  47108. * Key light Color (multiply against the environement texture)
  47109. */
  47110. primaryColor: Color3;
  47111. protected __perceptualColor: Nullable<Color3>;
  47112. /**
  47113. * Experimental Internal Use Only.
  47114. *
  47115. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  47116. * This acts as a helper to set the primary color to a more "human friendly" value.
  47117. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  47118. * output color as close as possible from the chosen value.
  47119. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  47120. * part of lighting setup.)
  47121. */
  47122. _perceptualColor: Nullable<Color3>;
  47123. protected _primaryColorShadowLevel: float;
  47124. /**
  47125. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  47126. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  47127. */
  47128. primaryColorShadowLevel: float;
  47129. protected _primaryColorHighlightLevel: float;
  47130. /**
  47131. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  47132. * The primary color is used at the level chosen to define what the white area would look.
  47133. */
  47134. primaryColorHighlightLevel: float;
  47135. protected _reflectionTexture: Nullable<BaseTexture>;
  47136. /**
  47137. * Reflection Texture used in the material.
  47138. * Should be author in a specific way for the best result (refer to the documentation).
  47139. */
  47140. reflectionTexture: Nullable<BaseTexture>;
  47141. protected _reflectionBlur: float;
  47142. /**
  47143. * Reflection Texture level of blur.
  47144. *
  47145. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  47146. * texture twice.
  47147. */
  47148. reflectionBlur: float;
  47149. protected _diffuseTexture: Nullable<BaseTexture>;
  47150. /**
  47151. * Diffuse Texture used in the material.
  47152. * Should be author in a specific way for the best result (refer to the documentation).
  47153. */
  47154. diffuseTexture: Nullable<BaseTexture>;
  47155. protected _shadowLights: Nullable<IShadowLight[]>;
  47156. /**
  47157. * Specify the list of lights casting shadow on the material.
  47158. * All scene shadow lights will be included if null.
  47159. */
  47160. shadowLights: Nullable<IShadowLight[]>;
  47161. protected _shadowLevel: float;
  47162. /**
  47163. * Helps adjusting the shadow to a softer level if required.
  47164. * 0 means black shadows and 1 means no shadows.
  47165. */
  47166. shadowLevel: float;
  47167. protected _sceneCenter: Vector3;
  47168. /**
  47169. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  47170. * It is usually zero but might be interesting to modify according to your setup.
  47171. */
  47172. sceneCenter: Vector3;
  47173. protected _opacityFresnel: boolean;
  47174. /**
  47175. * This helps specifying that the material is falling off to the sky box at grazing angle.
  47176. * This helps ensuring a nice transition when the camera goes under the ground.
  47177. */
  47178. opacityFresnel: boolean;
  47179. protected _reflectionFresnel: boolean;
  47180. /**
  47181. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  47182. * This helps adding a mirror texture on the ground.
  47183. */
  47184. reflectionFresnel: boolean;
  47185. protected _reflectionFalloffDistance: number;
  47186. /**
  47187. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  47188. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  47189. */
  47190. reflectionFalloffDistance: number;
  47191. protected _reflectionAmount: number;
  47192. /**
  47193. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  47194. */
  47195. reflectionAmount: number;
  47196. protected _reflectionReflectance0: number;
  47197. /**
  47198. * This specifies the weight of the reflection at grazing angle.
  47199. */
  47200. reflectionReflectance0: number;
  47201. protected _reflectionReflectance90: number;
  47202. /**
  47203. * This specifies the weight of the reflection at a perpendicular point of view.
  47204. */
  47205. reflectionReflectance90: number;
  47206. /**
  47207. * Sets the reflection reflectance fresnel values according to the default standard
  47208. * empirically know to work well :-)
  47209. */
  47210. reflectionStandardFresnelWeight: number;
  47211. protected _useRGBColor: boolean;
  47212. /**
  47213. * Helps to directly use the maps channels instead of their level.
  47214. */
  47215. useRGBColor: boolean;
  47216. protected _enableNoise: boolean;
  47217. /**
  47218. * This helps reducing the banding effect that could occur on the background.
  47219. */
  47220. enableNoise: boolean;
  47221. /**
  47222. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47223. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  47224. * Recommended to be keep at 1.0 except for special cases.
  47225. */
  47226. fovMultiplier: number;
  47227. private _fovMultiplier;
  47228. /**
  47229. * Enable the FOV adjustment feature controlled by fovMultiplier.
  47230. */
  47231. useEquirectangularFOV: boolean;
  47232. private _maxSimultaneousLights;
  47233. /**
  47234. * Number of Simultaneous lights allowed on the material.
  47235. */
  47236. maxSimultaneousLights: int;
  47237. /**
  47238. * Default configuration related to image processing available in the Background Material.
  47239. */
  47240. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  47241. /**
  47242. * Keep track of the image processing observer to allow dispose and replace.
  47243. */
  47244. private _imageProcessingObserver;
  47245. /**
  47246. * Attaches a new image processing configuration to the PBR Material.
  47247. * @param configuration (if null the scene configuration will be use)
  47248. */
  47249. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  47250. /**
  47251. * Gets the image processing configuration used either in this material.
  47252. */
  47253. /**
  47254. * Sets the Default image processing configuration used either in the this material.
  47255. *
  47256. * If sets to null, the scene one is in use.
  47257. */
  47258. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  47259. /**
  47260. * Gets wether the color curves effect is enabled.
  47261. */
  47262. /**
  47263. * Sets wether the color curves effect is enabled.
  47264. */
  47265. cameraColorCurvesEnabled: boolean;
  47266. /**
  47267. * Gets wether the color grading effect is enabled.
  47268. */
  47269. /**
  47270. * Gets wether the color grading effect is enabled.
  47271. */
  47272. cameraColorGradingEnabled: boolean;
  47273. /**
  47274. * Gets wether tonemapping is enabled or not.
  47275. */
  47276. /**
  47277. * Sets wether tonemapping is enabled or not
  47278. */
  47279. cameraToneMappingEnabled: boolean;
  47280. /**
  47281. * The camera exposure used on this material.
  47282. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47283. * This corresponds to a photographic exposure.
  47284. */
  47285. /**
  47286. * The camera exposure used on this material.
  47287. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47288. * This corresponds to a photographic exposure.
  47289. */
  47290. cameraExposure: float;
  47291. /**
  47292. * Gets The camera contrast used on this material.
  47293. */
  47294. /**
  47295. * Sets The camera contrast used on this material.
  47296. */
  47297. cameraContrast: float;
  47298. /**
  47299. * Gets the Color Grading 2D Lookup Texture.
  47300. */
  47301. /**
  47302. * Sets the Color Grading 2D Lookup Texture.
  47303. */
  47304. cameraColorGradingTexture: Nullable<BaseTexture>;
  47305. /**
  47306. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47307. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47308. * 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;
  47309. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47310. */
  47311. /**
  47312. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47313. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47314. * 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;
  47315. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47316. */
  47317. cameraColorCurves: Nullable<ColorCurves>;
  47318. /**
  47319. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  47320. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  47321. */
  47322. switchToBGR: boolean;
  47323. private _renderTargets;
  47324. private _reflectionControls;
  47325. private _white;
  47326. private _primaryShadowColor;
  47327. private _primaryHighlightColor;
  47328. /**
  47329. * Instantiates a Background Material in the given scene
  47330. * @param name The friendly name of the material
  47331. * @param scene The scene to add the material to
  47332. */
  47333. constructor(name: string, scene: Scene);
  47334. /**
  47335. * Gets a boolean indicating that current material needs to register RTT
  47336. */
  47337. readonly hasRenderTargetTextures: boolean;
  47338. /**
  47339. * The entire material has been created in order to prevent overdraw.
  47340. * @returns false
  47341. */
  47342. needAlphaTesting(): boolean;
  47343. /**
  47344. * The entire material has been created in order to prevent overdraw.
  47345. * @returns true if blending is enable
  47346. */
  47347. needAlphaBlending(): boolean;
  47348. /**
  47349. * Checks wether the material is ready to be rendered for a given mesh.
  47350. * @param mesh The mesh to render
  47351. * @param subMesh The submesh to check against
  47352. * @param useInstances Specify wether or not the material is used with instances
  47353. * @returns true if all the dependencies are ready (Textures, Effects...)
  47354. */
  47355. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  47356. /**
  47357. * Compute the primary color according to the chosen perceptual color.
  47358. */
  47359. private _computePrimaryColorFromPerceptualColor;
  47360. /**
  47361. * Compute the highlights and shadow colors according to their chosen levels.
  47362. */
  47363. private _computePrimaryColors;
  47364. /**
  47365. * Build the uniform buffer used in the material.
  47366. */
  47367. buildUniformLayout(): void;
  47368. /**
  47369. * Unbind the material.
  47370. */
  47371. unbind(): void;
  47372. /**
  47373. * Bind only the world matrix to the material.
  47374. * @param world The world matrix to bind.
  47375. */
  47376. bindOnlyWorldMatrix(world: Matrix): void;
  47377. /**
  47378. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  47379. * @param world The world matrix to bind.
  47380. * @param subMesh The submesh to bind for.
  47381. */
  47382. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  47383. /**
  47384. * Checks to see if a texture is used in the material.
  47385. * @param texture - Base texture to use.
  47386. * @returns - Boolean specifying if a texture is used in the material.
  47387. */
  47388. hasTexture(texture: BaseTexture): boolean;
  47389. /**
  47390. * Dispose the material.
  47391. * @param forceDisposeEffect Force disposal of the associated effect.
  47392. * @param forceDisposeTextures Force disposal of the associated textures.
  47393. */
  47394. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  47395. /**
  47396. * Clones the material.
  47397. * @param name The cloned name.
  47398. * @returns The cloned material.
  47399. */
  47400. clone(name: string): BackgroundMaterial;
  47401. /**
  47402. * Serializes the current material to its JSON representation.
  47403. * @returns The JSON representation.
  47404. */
  47405. serialize(): any;
  47406. /**
  47407. * Gets the class name of the material
  47408. * @returns "BackgroundMaterial"
  47409. */
  47410. getClassName(): string;
  47411. /**
  47412. * Parse a JSON input to create back a background material.
  47413. * @param source The JSON data to parse
  47414. * @param scene The scene to create the parsed material in
  47415. * @param rootUrl The root url of the assets the material depends upon
  47416. * @returns the instantiated BackgroundMaterial.
  47417. */
  47418. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  47419. }
  47420. }
  47421. declare module "babylonjs/Helpers/environmentHelper" {
  47422. import { Observable } from "babylonjs/Misc/observable";
  47423. import { Nullable } from "babylonjs/types";
  47424. import { Scene } from "babylonjs/scene";
  47425. import { Vector3 } from "babylonjs/Maths/math.vector";
  47426. import { Color3 } from "babylonjs/Maths/math.color";
  47427. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47428. import { Mesh } from "babylonjs/Meshes/mesh";
  47429. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47430. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  47431. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47432. import "babylonjs/Meshes/Builders/planeBuilder";
  47433. import "babylonjs/Meshes/Builders/boxBuilder";
  47434. /**
  47435. * Represents the different options available during the creation of
  47436. * a Environment helper.
  47437. *
  47438. * This can control the default ground, skybox and image processing setup of your scene.
  47439. */
  47440. export interface IEnvironmentHelperOptions {
  47441. /**
  47442. * Specifies wether or not to create a ground.
  47443. * True by default.
  47444. */
  47445. createGround: boolean;
  47446. /**
  47447. * Specifies the ground size.
  47448. * 15 by default.
  47449. */
  47450. groundSize: number;
  47451. /**
  47452. * The texture used on the ground for the main color.
  47453. * Comes from the BabylonJS CDN by default.
  47454. *
  47455. * Remarks: Can be either a texture or a url.
  47456. */
  47457. groundTexture: string | BaseTexture;
  47458. /**
  47459. * The color mixed in the ground texture by default.
  47460. * BabylonJS clearColor by default.
  47461. */
  47462. groundColor: Color3;
  47463. /**
  47464. * Specifies the ground opacity.
  47465. * 1 by default.
  47466. */
  47467. groundOpacity: number;
  47468. /**
  47469. * Enables the ground to receive shadows.
  47470. * True by default.
  47471. */
  47472. enableGroundShadow: boolean;
  47473. /**
  47474. * Helps preventing the shadow to be fully black on the ground.
  47475. * 0.5 by default.
  47476. */
  47477. groundShadowLevel: number;
  47478. /**
  47479. * Creates a mirror texture attach to the ground.
  47480. * false by default.
  47481. */
  47482. enableGroundMirror: boolean;
  47483. /**
  47484. * Specifies the ground mirror size ratio.
  47485. * 0.3 by default as the default kernel is 64.
  47486. */
  47487. groundMirrorSizeRatio: number;
  47488. /**
  47489. * Specifies the ground mirror blur kernel size.
  47490. * 64 by default.
  47491. */
  47492. groundMirrorBlurKernel: number;
  47493. /**
  47494. * Specifies the ground mirror visibility amount.
  47495. * 1 by default
  47496. */
  47497. groundMirrorAmount: number;
  47498. /**
  47499. * Specifies the ground mirror reflectance weight.
  47500. * This uses the standard weight of the background material to setup the fresnel effect
  47501. * of the mirror.
  47502. * 1 by default.
  47503. */
  47504. groundMirrorFresnelWeight: number;
  47505. /**
  47506. * Specifies the ground mirror Falloff distance.
  47507. * This can helps reducing the size of the reflection.
  47508. * 0 by Default.
  47509. */
  47510. groundMirrorFallOffDistance: number;
  47511. /**
  47512. * Specifies the ground mirror texture type.
  47513. * Unsigned Int by Default.
  47514. */
  47515. groundMirrorTextureType: number;
  47516. /**
  47517. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  47518. * the shown objects.
  47519. */
  47520. groundYBias: number;
  47521. /**
  47522. * Specifies wether or not to create a skybox.
  47523. * True by default.
  47524. */
  47525. createSkybox: boolean;
  47526. /**
  47527. * Specifies the skybox size.
  47528. * 20 by default.
  47529. */
  47530. skyboxSize: number;
  47531. /**
  47532. * The texture used on the skybox for the main color.
  47533. * Comes from the BabylonJS CDN by default.
  47534. *
  47535. * Remarks: Can be either a texture or a url.
  47536. */
  47537. skyboxTexture: string | BaseTexture;
  47538. /**
  47539. * The color mixed in the skybox texture by default.
  47540. * BabylonJS clearColor by default.
  47541. */
  47542. skyboxColor: Color3;
  47543. /**
  47544. * The background rotation around the Y axis of the scene.
  47545. * This helps aligning the key lights of your scene with the background.
  47546. * 0 by default.
  47547. */
  47548. backgroundYRotation: number;
  47549. /**
  47550. * Compute automatically the size of the elements to best fit with the scene.
  47551. */
  47552. sizeAuto: boolean;
  47553. /**
  47554. * Default position of the rootMesh if autoSize is not true.
  47555. */
  47556. rootPosition: Vector3;
  47557. /**
  47558. * Sets up the image processing in the scene.
  47559. * true by default.
  47560. */
  47561. setupImageProcessing: boolean;
  47562. /**
  47563. * The texture used as your environment texture in the scene.
  47564. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  47565. *
  47566. * Remarks: Can be either a texture or a url.
  47567. */
  47568. environmentTexture: string | BaseTexture;
  47569. /**
  47570. * The value of the exposure to apply to the scene.
  47571. * 0.6 by default if setupImageProcessing is true.
  47572. */
  47573. cameraExposure: number;
  47574. /**
  47575. * The value of the contrast to apply to the scene.
  47576. * 1.6 by default if setupImageProcessing is true.
  47577. */
  47578. cameraContrast: number;
  47579. /**
  47580. * Specifies wether or not tonemapping should be enabled in the scene.
  47581. * true by default if setupImageProcessing is true.
  47582. */
  47583. toneMappingEnabled: boolean;
  47584. }
  47585. /**
  47586. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  47587. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  47588. * It also helps with the default setup of your imageProcessing configuration.
  47589. */
  47590. export class EnvironmentHelper {
  47591. /**
  47592. * Default ground texture URL.
  47593. */
  47594. private static _groundTextureCDNUrl;
  47595. /**
  47596. * Default skybox texture URL.
  47597. */
  47598. private static _skyboxTextureCDNUrl;
  47599. /**
  47600. * Default environment texture URL.
  47601. */
  47602. private static _environmentTextureCDNUrl;
  47603. /**
  47604. * Creates the default options for the helper.
  47605. */
  47606. private static _getDefaultOptions;
  47607. private _rootMesh;
  47608. /**
  47609. * Gets the root mesh created by the helper.
  47610. */
  47611. readonly rootMesh: Mesh;
  47612. private _skybox;
  47613. /**
  47614. * Gets the skybox created by the helper.
  47615. */
  47616. readonly skybox: Nullable<Mesh>;
  47617. private _skyboxTexture;
  47618. /**
  47619. * Gets the skybox texture created by the helper.
  47620. */
  47621. readonly skyboxTexture: Nullable<BaseTexture>;
  47622. private _skyboxMaterial;
  47623. /**
  47624. * Gets the skybox material created by the helper.
  47625. */
  47626. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  47627. private _ground;
  47628. /**
  47629. * Gets the ground mesh created by the helper.
  47630. */
  47631. readonly ground: Nullable<Mesh>;
  47632. private _groundTexture;
  47633. /**
  47634. * Gets the ground texture created by the helper.
  47635. */
  47636. readonly groundTexture: Nullable<BaseTexture>;
  47637. private _groundMirror;
  47638. /**
  47639. * Gets the ground mirror created by the helper.
  47640. */
  47641. readonly groundMirror: Nullable<MirrorTexture>;
  47642. /**
  47643. * Gets the ground mirror render list to helps pushing the meshes
  47644. * you wish in the ground reflection.
  47645. */
  47646. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  47647. private _groundMaterial;
  47648. /**
  47649. * Gets the ground material created by the helper.
  47650. */
  47651. readonly groundMaterial: Nullable<BackgroundMaterial>;
  47652. /**
  47653. * Stores the creation options.
  47654. */
  47655. private readonly _scene;
  47656. private _options;
  47657. /**
  47658. * This observable will be notified with any error during the creation of the environment,
  47659. * mainly texture creation errors.
  47660. */
  47661. onErrorObservable: Observable<{
  47662. message?: string;
  47663. exception?: any;
  47664. }>;
  47665. /**
  47666. * constructor
  47667. * @param options Defines the options we want to customize the helper
  47668. * @param scene The scene to add the material to
  47669. */
  47670. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  47671. /**
  47672. * Updates the background according to the new options
  47673. * @param options
  47674. */
  47675. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  47676. /**
  47677. * Sets the primary color of all the available elements.
  47678. * @param color the main color to affect to the ground and the background
  47679. */
  47680. setMainColor(color: Color3): void;
  47681. /**
  47682. * Setup the image processing according to the specified options.
  47683. */
  47684. private _setupImageProcessing;
  47685. /**
  47686. * Setup the environment texture according to the specified options.
  47687. */
  47688. private _setupEnvironmentTexture;
  47689. /**
  47690. * Setup the background according to the specified options.
  47691. */
  47692. private _setupBackground;
  47693. /**
  47694. * Get the scene sizes according to the setup.
  47695. */
  47696. private _getSceneSize;
  47697. /**
  47698. * Setup the ground according to the specified options.
  47699. */
  47700. private _setupGround;
  47701. /**
  47702. * Setup the ground material according to the specified options.
  47703. */
  47704. private _setupGroundMaterial;
  47705. /**
  47706. * Setup the ground diffuse texture according to the specified options.
  47707. */
  47708. private _setupGroundDiffuseTexture;
  47709. /**
  47710. * Setup the ground mirror texture according to the specified options.
  47711. */
  47712. private _setupGroundMirrorTexture;
  47713. /**
  47714. * Setup the ground to receive the mirror texture.
  47715. */
  47716. private _setupMirrorInGroundMaterial;
  47717. /**
  47718. * Setup the skybox according to the specified options.
  47719. */
  47720. private _setupSkybox;
  47721. /**
  47722. * Setup the skybox material according to the specified options.
  47723. */
  47724. private _setupSkyboxMaterial;
  47725. /**
  47726. * Setup the skybox reflection texture according to the specified options.
  47727. */
  47728. private _setupSkyboxReflectionTexture;
  47729. private _errorHandler;
  47730. /**
  47731. * Dispose all the elements created by the Helper.
  47732. */
  47733. dispose(): void;
  47734. }
  47735. }
  47736. declare module "babylonjs/Helpers/photoDome" {
  47737. import { Observable } from "babylonjs/Misc/observable";
  47738. import { Nullable } from "babylonjs/types";
  47739. import { Scene } from "babylonjs/scene";
  47740. import { TransformNode } from "babylonjs/Meshes/transformNode";
  47741. import { Mesh } from "babylonjs/Meshes/mesh";
  47742. import { Texture } from "babylonjs/Materials/Textures/texture";
  47743. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47744. import "babylonjs/Meshes/Builders/sphereBuilder";
  47745. /**
  47746. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  47747. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  47748. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  47749. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  47750. */
  47751. export class PhotoDome extends TransformNode {
  47752. /**
  47753. * Define the image as a Monoscopic panoramic 360 image.
  47754. */
  47755. static readonly MODE_MONOSCOPIC: number;
  47756. /**
  47757. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47758. */
  47759. static readonly MODE_TOPBOTTOM: number;
  47760. /**
  47761. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47762. */
  47763. static readonly MODE_SIDEBYSIDE: number;
  47764. private _useDirectMapping;
  47765. /**
  47766. * The texture being displayed on the sphere
  47767. */
  47768. protected _photoTexture: Texture;
  47769. /**
  47770. * Gets or sets the texture being displayed on the sphere
  47771. */
  47772. photoTexture: Texture;
  47773. /**
  47774. * Observable raised when an error occured while loading the 360 image
  47775. */
  47776. onLoadErrorObservable: Observable<string>;
  47777. /**
  47778. * The skybox material
  47779. */
  47780. protected _material: BackgroundMaterial;
  47781. /**
  47782. * The surface used for the skybox
  47783. */
  47784. protected _mesh: Mesh;
  47785. /**
  47786. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47787. * Also see the options.resolution property.
  47788. */
  47789. fovMultiplier: number;
  47790. private _imageMode;
  47791. /**
  47792. * Gets or set the current video mode for the video. It can be:
  47793. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  47794. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47795. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47796. */
  47797. imageMode: number;
  47798. /**
  47799. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  47800. * @param name Element's name, child elements will append suffixes for their own names.
  47801. * @param urlsOfPhoto defines the url of the photo to display
  47802. * @param options defines an object containing optional or exposed sub element properties
  47803. * @param onError defines a callback called when an error occured while loading the texture
  47804. */
  47805. constructor(name: string, urlOfPhoto: string, options: {
  47806. resolution?: number;
  47807. size?: number;
  47808. useDirectMapping?: boolean;
  47809. faceForward?: boolean;
  47810. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  47811. private _onBeforeCameraRenderObserver;
  47812. private _changeImageMode;
  47813. /**
  47814. * Releases resources associated with this node.
  47815. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  47816. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  47817. */
  47818. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  47819. }
  47820. }
  47821. declare module "babylonjs/Misc/rgbdTextureTools" {
  47822. import "babylonjs/Shaders/rgbdDecode.fragment";
  47823. import { Texture } from "babylonjs/Materials/Textures/texture";
  47824. /**
  47825. * Class used to host RGBD texture specific utilities
  47826. */
  47827. export class RGBDTextureTools {
  47828. /**
  47829. * Expand the RGBD Texture from RGBD to Half Float if possible.
  47830. * @param texture the texture to expand.
  47831. */
  47832. static ExpandRGBDTexture(texture: Texture): void;
  47833. }
  47834. }
  47835. declare module "babylonjs/Misc/brdfTextureTools" {
  47836. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47837. import { Scene } from "babylonjs/scene";
  47838. /**
  47839. * Class used to host texture specific utilities
  47840. */
  47841. export class BRDFTextureTools {
  47842. /**
  47843. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  47844. * @param scene defines the hosting scene
  47845. * @returns the environment BRDF texture
  47846. */
  47847. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  47848. private static _environmentBRDFBase64Texture;
  47849. }
  47850. }
  47851. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  47852. import { Nullable } from "babylonjs/types";
  47853. import { Color3 } from "babylonjs/Maths/math.color";
  47854. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47855. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47856. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47857. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47858. import { Engine } from "babylonjs/Engines/engine";
  47859. import { Scene } from "babylonjs/scene";
  47860. /**
  47861. * @hidden
  47862. */
  47863. export interface IMaterialClearCoatDefines {
  47864. CLEARCOAT: boolean;
  47865. CLEARCOAT_DEFAULTIOR: boolean;
  47866. CLEARCOAT_TEXTURE: boolean;
  47867. CLEARCOAT_TEXTUREDIRECTUV: number;
  47868. CLEARCOAT_BUMP: boolean;
  47869. CLEARCOAT_BUMPDIRECTUV: number;
  47870. CLEARCOAT_TINT: boolean;
  47871. CLEARCOAT_TINT_TEXTURE: boolean;
  47872. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  47873. /** @hidden */
  47874. _areTexturesDirty: boolean;
  47875. }
  47876. /**
  47877. * Define the code related to the clear coat parameters of the pbr material.
  47878. */
  47879. export class PBRClearCoatConfiguration {
  47880. /**
  47881. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47882. * The default fits with a polyurethane material.
  47883. */
  47884. private static readonly _DefaultIndexOfRefraction;
  47885. private _isEnabled;
  47886. /**
  47887. * Defines if the clear coat is enabled in the material.
  47888. */
  47889. isEnabled: boolean;
  47890. /**
  47891. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  47892. */
  47893. intensity: number;
  47894. /**
  47895. * Defines the clear coat layer roughness.
  47896. */
  47897. roughness: number;
  47898. private _indexOfRefraction;
  47899. /**
  47900. * Defines the index of refraction of the clear coat.
  47901. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47902. * The default fits with a polyurethane material.
  47903. * Changing the default value is more performance intensive.
  47904. */
  47905. indexOfRefraction: number;
  47906. private _texture;
  47907. /**
  47908. * Stores the clear coat values in a texture.
  47909. */
  47910. texture: Nullable<BaseTexture>;
  47911. private _bumpTexture;
  47912. /**
  47913. * Define the clear coat specific bump texture.
  47914. */
  47915. bumpTexture: Nullable<BaseTexture>;
  47916. private _isTintEnabled;
  47917. /**
  47918. * Defines if the clear coat tint is enabled in the material.
  47919. */
  47920. isTintEnabled: boolean;
  47921. /**
  47922. * Defines the clear coat tint of the material.
  47923. * This is only use if tint is enabled
  47924. */
  47925. tintColor: Color3;
  47926. /**
  47927. * Defines the distance at which the tint color should be found in the
  47928. * clear coat media.
  47929. * This is only use if tint is enabled
  47930. */
  47931. tintColorAtDistance: number;
  47932. /**
  47933. * Defines the clear coat layer thickness.
  47934. * This is only use if tint is enabled
  47935. */
  47936. tintThickness: number;
  47937. private _tintTexture;
  47938. /**
  47939. * Stores the clear tint values in a texture.
  47940. * rgb is tint
  47941. * a is a thickness factor
  47942. */
  47943. tintTexture: Nullable<BaseTexture>;
  47944. /** @hidden */
  47945. private _internalMarkAllSubMeshesAsTexturesDirty;
  47946. /** @hidden */
  47947. _markAllSubMeshesAsTexturesDirty(): void;
  47948. /**
  47949. * Instantiate a new istance of clear coat configuration.
  47950. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47951. */
  47952. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47953. /**
  47954. * Gets wehter the submesh is ready to be used or not.
  47955. * @param defines the list of "defines" to update.
  47956. * @param scene defines the scene the material belongs to.
  47957. * @param engine defines the engine the material belongs to.
  47958. * @param disableBumpMap defines wether the material disables bump or not.
  47959. * @returns - boolean indicating that the submesh is ready or not.
  47960. */
  47961. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47962. /**
  47963. * Checks to see if a texture is used in the material.
  47964. * @param defines the list of "defines" to update.
  47965. * @param scene defines the scene to the material belongs to.
  47966. */
  47967. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47968. /**
  47969. * Binds the material data.
  47970. * @param uniformBuffer defines the Uniform buffer to fill in.
  47971. * @param scene defines the scene the material belongs to.
  47972. * @param engine defines the engine the material belongs to.
  47973. * @param disableBumpMap defines wether the material disables bump or not.
  47974. * @param isFrozen defines wether the material is frozen or not.
  47975. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47976. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47977. */
  47978. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47979. /**
  47980. * Checks to see if a texture is used in the material.
  47981. * @param texture - Base texture to use.
  47982. * @returns - Boolean specifying if a texture is used in the material.
  47983. */
  47984. hasTexture(texture: BaseTexture): boolean;
  47985. /**
  47986. * Returns an array of the actively used textures.
  47987. * @param activeTextures Array of BaseTextures
  47988. */
  47989. getActiveTextures(activeTextures: BaseTexture[]): void;
  47990. /**
  47991. * Returns the animatable textures.
  47992. * @param animatables Array of animatable textures.
  47993. */
  47994. getAnimatables(animatables: IAnimatable[]): void;
  47995. /**
  47996. * Disposes the resources of the material.
  47997. * @param forceDisposeTextures - Forces the disposal of all textures.
  47998. */
  47999. dispose(forceDisposeTextures?: boolean): void;
  48000. /**
  48001. * Get the current class name of the texture useful for serialization or dynamic coding.
  48002. * @returns "PBRClearCoatConfiguration"
  48003. */
  48004. getClassName(): string;
  48005. /**
  48006. * Add fallbacks to the effect fallbacks list.
  48007. * @param defines defines the Base texture to use.
  48008. * @param fallbacks defines the current fallback list.
  48009. * @param currentRank defines the current fallback rank.
  48010. * @returns the new fallback rank.
  48011. */
  48012. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48013. /**
  48014. * Add the required uniforms to the current list.
  48015. * @param uniforms defines the current uniform list.
  48016. */
  48017. static AddUniforms(uniforms: string[]): void;
  48018. /**
  48019. * Add the required samplers to the current list.
  48020. * @param samplers defines the current sampler list.
  48021. */
  48022. static AddSamplers(samplers: string[]): void;
  48023. /**
  48024. * Add the required uniforms to the current buffer.
  48025. * @param uniformBuffer defines the current uniform buffer.
  48026. */
  48027. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48028. /**
  48029. * Makes a duplicate of the current configuration into another one.
  48030. * @param clearCoatConfiguration define the config where to copy the info
  48031. */
  48032. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  48033. /**
  48034. * Serializes this clear coat configuration.
  48035. * @returns - An object with the serialized config.
  48036. */
  48037. serialize(): any;
  48038. /**
  48039. * Parses a anisotropy Configuration from a serialized object.
  48040. * @param source - Serialized object.
  48041. * @param scene Defines the scene we are parsing for
  48042. * @param rootUrl Defines the rootUrl to load from
  48043. */
  48044. parse(source: any, scene: Scene, rootUrl: string): void;
  48045. }
  48046. }
  48047. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  48048. import { EffectFallbacks } from "babylonjs/Materials/effect";
  48049. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48050. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48051. import { Vector2 } from "babylonjs/Maths/math.vector";
  48052. import { Scene } from "babylonjs/scene";
  48053. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48054. import { Nullable } from "babylonjs/types";
  48055. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48056. /**
  48057. * @hidden
  48058. */
  48059. export interface IMaterialAnisotropicDefines {
  48060. ANISOTROPIC: boolean;
  48061. ANISOTROPIC_TEXTURE: boolean;
  48062. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48063. MAINUV1: boolean;
  48064. _areTexturesDirty: boolean;
  48065. _needUVs: boolean;
  48066. }
  48067. /**
  48068. * Define the code related to the anisotropic parameters of the pbr material.
  48069. */
  48070. export class PBRAnisotropicConfiguration {
  48071. private _isEnabled;
  48072. /**
  48073. * Defines if the anisotropy is enabled in the material.
  48074. */
  48075. isEnabled: boolean;
  48076. /**
  48077. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  48078. */
  48079. intensity: number;
  48080. /**
  48081. * Defines if the effect is along the tangents, bitangents or in between.
  48082. * By default, the effect is "strectching" the highlights along the tangents.
  48083. */
  48084. direction: Vector2;
  48085. private _texture;
  48086. /**
  48087. * Stores the anisotropy values in a texture.
  48088. * rg is direction (like normal from -1 to 1)
  48089. * b is a intensity
  48090. */
  48091. texture: Nullable<BaseTexture>;
  48092. /** @hidden */
  48093. private _internalMarkAllSubMeshesAsTexturesDirty;
  48094. /** @hidden */
  48095. _markAllSubMeshesAsTexturesDirty(): void;
  48096. /**
  48097. * Instantiate a new istance of anisotropy configuration.
  48098. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48099. */
  48100. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48101. /**
  48102. * Specifies that the submesh is ready to be used.
  48103. * @param defines the list of "defines" to update.
  48104. * @param scene defines the scene the material belongs to.
  48105. * @returns - boolean indicating that the submesh is ready or not.
  48106. */
  48107. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  48108. /**
  48109. * Checks to see if a texture is used in the material.
  48110. * @param defines the list of "defines" to update.
  48111. * @param mesh the mesh we are preparing the defines for.
  48112. * @param scene defines the scene the material belongs to.
  48113. */
  48114. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  48115. /**
  48116. * Binds the material data.
  48117. * @param uniformBuffer defines the Uniform buffer to fill in.
  48118. * @param scene defines the scene the material belongs to.
  48119. * @param isFrozen defines wether the material is frozen or not.
  48120. */
  48121. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  48122. /**
  48123. * Checks to see if a texture is used in the material.
  48124. * @param texture - Base texture to use.
  48125. * @returns - Boolean specifying if a texture is used in the material.
  48126. */
  48127. hasTexture(texture: BaseTexture): boolean;
  48128. /**
  48129. * Returns an array of the actively used textures.
  48130. * @param activeTextures Array of BaseTextures
  48131. */
  48132. getActiveTextures(activeTextures: BaseTexture[]): void;
  48133. /**
  48134. * Returns the animatable textures.
  48135. * @param animatables Array of animatable textures.
  48136. */
  48137. getAnimatables(animatables: IAnimatable[]): void;
  48138. /**
  48139. * Disposes the resources of the material.
  48140. * @param forceDisposeTextures - Forces the disposal of all textures.
  48141. */
  48142. dispose(forceDisposeTextures?: boolean): void;
  48143. /**
  48144. * Get the current class name of the texture useful for serialization or dynamic coding.
  48145. * @returns "PBRAnisotropicConfiguration"
  48146. */
  48147. getClassName(): string;
  48148. /**
  48149. * Add fallbacks to the effect fallbacks list.
  48150. * @param defines defines the Base texture to use.
  48151. * @param fallbacks defines the current fallback list.
  48152. * @param currentRank defines the current fallback rank.
  48153. * @returns the new fallback rank.
  48154. */
  48155. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48156. /**
  48157. * Add the required uniforms to the current list.
  48158. * @param uniforms defines the current uniform list.
  48159. */
  48160. static AddUniforms(uniforms: string[]): void;
  48161. /**
  48162. * Add the required uniforms to the current buffer.
  48163. * @param uniformBuffer defines the current uniform buffer.
  48164. */
  48165. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48166. /**
  48167. * Add the required samplers to the current list.
  48168. * @param samplers defines the current sampler list.
  48169. */
  48170. static AddSamplers(samplers: string[]): void;
  48171. /**
  48172. * Makes a duplicate of the current configuration into another one.
  48173. * @param anisotropicConfiguration define the config where to copy the info
  48174. */
  48175. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  48176. /**
  48177. * Serializes this anisotropy configuration.
  48178. * @returns - An object with the serialized config.
  48179. */
  48180. serialize(): any;
  48181. /**
  48182. * Parses a anisotropy Configuration from a serialized object.
  48183. * @param source - Serialized object.
  48184. * @param scene Defines the scene we are parsing for
  48185. * @param rootUrl Defines the rootUrl to load from
  48186. */
  48187. parse(source: any, scene: Scene, rootUrl: string): void;
  48188. }
  48189. }
  48190. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  48191. import { Scene } from "babylonjs/scene";
  48192. /**
  48193. * @hidden
  48194. */
  48195. export interface IMaterialBRDFDefines {
  48196. BRDF_V_HEIGHT_CORRELATED: boolean;
  48197. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48198. SPHERICAL_HARMONICS: boolean;
  48199. /** @hidden */
  48200. _areMiscDirty: boolean;
  48201. }
  48202. /**
  48203. * Define the code related to the BRDF parameters of the pbr material.
  48204. */
  48205. export class PBRBRDFConfiguration {
  48206. /**
  48207. * Default value used for the energy conservation.
  48208. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  48209. */
  48210. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  48211. /**
  48212. * Default value used for the Smith Visibility Height Correlated mode.
  48213. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  48214. */
  48215. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  48216. /**
  48217. * Default value used for the IBL diffuse part.
  48218. * This can help switching back to the polynomials mode globally which is a tiny bit
  48219. * less GPU intensive at the drawback of a lower quality.
  48220. */
  48221. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  48222. private _useEnergyConservation;
  48223. /**
  48224. * Defines if the material uses energy conservation.
  48225. */
  48226. useEnergyConservation: boolean;
  48227. private _useSmithVisibilityHeightCorrelated;
  48228. /**
  48229. * LEGACY Mode set to false
  48230. * Defines if the material uses height smith correlated visibility term.
  48231. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  48232. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  48233. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  48234. * Not relying on height correlated will also disable energy conservation.
  48235. */
  48236. useSmithVisibilityHeightCorrelated: boolean;
  48237. private _useSphericalHarmonics;
  48238. /**
  48239. * LEGACY Mode set to false
  48240. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  48241. * diffuse part of the IBL.
  48242. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  48243. * to the ground truth.
  48244. */
  48245. useSphericalHarmonics: boolean;
  48246. /** @hidden */
  48247. private _internalMarkAllSubMeshesAsMiscDirty;
  48248. /** @hidden */
  48249. _markAllSubMeshesAsMiscDirty(): void;
  48250. /**
  48251. * Instantiate a new istance of clear coat configuration.
  48252. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  48253. */
  48254. constructor(markAllSubMeshesAsMiscDirty: () => void);
  48255. /**
  48256. * Checks to see if a texture is used in the material.
  48257. * @param defines the list of "defines" to update.
  48258. */
  48259. prepareDefines(defines: IMaterialBRDFDefines): void;
  48260. /**
  48261. * Get the current class name of the texture useful for serialization or dynamic coding.
  48262. * @returns "PBRClearCoatConfiguration"
  48263. */
  48264. getClassName(): string;
  48265. /**
  48266. * Makes a duplicate of the current configuration into another one.
  48267. * @param brdfConfiguration define the config where to copy the info
  48268. */
  48269. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  48270. /**
  48271. * Serializes this BRDF configuration.
  48272. * @returns - An object with the serialized config.
  48273. */
  48274. serialize(): any;
  48275. /**
  48276. * Parses a anisotropy Configuration from a serialized object.
  48277. * @param source - Serialized object.
  48278. * @param scene Defines the scene we are parsing for
  48279. * @param rootUrl Defines the rootUrl to load from
  48280. */
  48281. parse(source: any, scene: Scene, rootUrl: string): void;
  48282. }
  48283. }
  48284. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  48285. import { EffectFallbacks } from "babylonjs/Materials/effect";
  48286. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48287. import { Color3 } from "babylonjs/Maths/math.color";
  48288. import { Scene } from "babylonjs/scene";
  48289. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48290. import { Nullable } from "babylonjs/types";
  48291. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48292. /**
  48293. * @hidden
  48294. */
  48295. export interface IMaterialSheenDefines {
  48296. SHEEN: boolean;
  48297. SHEEN_TEXTURE: boolean;
  48298. SHEEN_TEXTUREDIRECTUV: number;
  48299. SHEEN_LINKWITHALBEDO: boolean;
  48300. /** @hidden */
  48301. _areTexturesDirty: boolean;
  48302. }
  48303. /**
  48304. * Define the code related to the Sheen parameters of the pbr material.
  48305. */
  48306. export class PBRSheenConfiguration {
  48307. private _isEnabled;
  48308. /**
  48309. * Defines if the material uses sheen.
  48310. */
  48311. isEnabled: boolean;
  48312. private _linkSheenWithAlbedo;
  48313. /**
  48314. * Defines if the sheen is linked to the sheen color.
  48315. */
  48316. linkSheenWithAlbedo: boolean;
  48317. /**
  48318. * Defines the sheen intensity.
  48319. */
  48320. intensity: number;
  48321. /**
  48322. * Defines the sheen color.
  48323. */
  48324. color: Color3;
  48325. private _texture;
  48326. /**
  48327. * Stores the sheen tint values in a texture.
  48328. * rgb is tint
  48329. * a is a intensity
  48330. */
  48331. texture: Nullable<BaseTexture>;
  48332. /** @hidden */
  48333. private _internalMarkAllSubMeshesAsTexturesDirty;
  48334. /** @hidden */
  48335. _markAllSubMeshesAsTexturesDirty(): void;
  48336. /**
  48337. * Instantiate a new istance of clear coat configuration.
  48338. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48339. */
  48340. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48341. /**
  48342. * Specifies that the submesh is ready to be used.
  48343. * @param defines the list of "defines" to update.
  48344. * @param scene defines the scene the material belongs to.
  48345. * @returns - boolean indicating that the submesh is ready or not.
  48346. */
  48347. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  48348. /**
  48349. * Checks to see if a texture is used in the material.
  48350. * @param defines the list of "defines" to update.
  48351. * @param scene defines the scene the material belongs to.
  48352. */
  48353. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  48354. /**
  48355. * Binds the material data.
  48356. * @param uniformBuffer defines the Uniform buffer to fill in.
  48357. * @param scene defines the scene the material belongs to.
  48358. * @param isFrozen defines wether the material is frozen or not.
  48359. */
  48360. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  48361. /**
  48362. * Checks to see if a texture is used in the material.
  48363. * @param texture - Base texture to use.
  48364. * @returns - Boolean specifying if a texture is used in the material.
  48365. */
  48366. hasTexture(texture: BaseTexture): boolean;
  48367. /**
  48368. * Returns an array of the actively used textures.
  48369. * @param activeTextures Array of BaseTextures
  48370. */
  48371. getActiveTextures(activeTextures: BaseTexture[]): void;
  48372. /**
  48373. * Returns the animatable textures.
  48374. * @param animatables Array of animatable textures.
  48375. */
  48376. getAnimatables(animatables: IAnimatable[]): void;
  48377. /**
  48378. * Disposes the resources of the material.
  48379. * @param forceDisposeTextures - Forces the disposal of all textures.
  48380. */
  48381. dispose(forceDisposeTextures?: boolean): void;
  48382. /**
  48383. * Get the current class name of the texture useful for serialization or dynamic coding.
  48384. * @returns "PBRSheenConfiguration"
  48385. */
  48386. getClassName(): string;
  48387. /**
  48388. * Add fallbacks to the effect fallbacks list.
  48389. * @param defines defines the Base texture to use.
  48390. * @param fallbacks defines the current fallback list.
  48391. * @param currentRank defines the current fallback rank.
  48392. * @returns the new fallback rank.
  48393. */
  48394. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48395. /**
  48396. * Add the required uniforms to the current list.
  48397. * @param uniforms defines the current uniform list.
  48398. */
  48399. static AddUniforms(uniforms: string[]): void;
  48400. /**
  48401. * Add the required uniforms to the current buffer.
  48402. * @param uniformBuffer defines the current uniform buffer.
  48403. */
  48404. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48405. /**
  48406. * Add the required samplers to the current list.
  48407. * @param samplers defines the current sampler list.
  48408. */
  48409. static AddSamplers(samplers: string[]): void;
  48410. /**
  48411. * Makes a duplicate of the current configuration into another one.
  48412. * @param sheenConfiguration define the config where to copy the info
  48413. */
  48414. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  48415. /**
  48416. * Serializes this BRDF configuration.
  48417. * @returns - An object with the serialized config.
  48418. */
  48419. serialize(): any;
  48420. /**
  48421. * Parses a anisotropy Configuration from a serialized object.
  48422. * @param source - Serialized object.
  48423. * @param scene Defines the scene we are parsing for
  48424. * @param rootUrl Defines the rootUrl to load from
  48425. */
  48426. parse(source: any, scene: Scene, rootUrl: string): void;
  48427. }
  48428. }
  48429. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  48430. import { Nullable } from "babylonjs/types";
  48431. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48432. import { Color3 } from "babylonjs/Maths/math.color";
  48433. import { SmartArray } from "babylonjs/Misc/smartArray";
  48434. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48435. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  48436. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  48437. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48438. import { Engine } from "babylonjs/Engines/engine";
  48439. import { Scene } from "babylonjs/scene";
  48440. /**
  48441. * @hidden
  48442. */
  48443. export interface IMaterialSubSurfaceDefines {
  48444. SUBSURFACE: boolean;
  48445. SS_REFRACTION: boolean;
  48446. SS_TRANSLUCENCY: boolean;
  48447. SS_SCATERRING: boolean;
  48448. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48449. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48450. SS_REFRACTIONMAP_3D: boolean;
  48451. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48452. SS_LODINREFRACTIONALPHA: boolean;
  48453. SS_GAMMAREFRACTION: boolean;
  48454. SS_RGBDREFRACTION: boolean;
  48455. SS_LINEARSPECULARREFRACTION: boolean;
  48456. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48457. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48458. /** @hidden */
  48459. _areTexturesDirty: boolean;
  48460. }
  48461. /**
  48462. * Define the code related to the sub surface parameters of the pbr material.
  48463. */
  48464. export class PBRSubSurfaceConfiguration {
  48465. private _isRefractionEnabled;
  48466. /**
  48467. * Defines if the refraction is enabled in the material.
  48468. */
  48469. isRefractionEnabled: boolean;
  48470. private _isTranslucencyEnabled;
  48471. /**
  48472. * Defines if the translucency is enabled in the material.
  48473. */
  48474. isTranslucencyEnabled: boolean;
  48475. private _isScatteringEnabled;
  48476. /**
  48477. * Defines the refraction intensity of the material.
  48478. * The refraction when enabled replaces the Diffuse part of the material.
  48479. * The intensity helps transitionning between diffuse and refraction.
  48480. */
  48481. refractionIntensity: number;
  48482. /**
  48483. * Defines the translucency intensity of the material.
  48484. * When translucency has been enabled, this defines how much of the "translucency"
  48485. * is addded to the diffuse part of the material.
  48486. */
  48487. translucencyIntensity: number;
  48488. /**
  48489. * Defines the scattering intensity of the material.
  48490. * When scattering has been enabled, this defines how much of the "scattered light"
  48491. * is addded to the diffuse part of the material.
  48492. */
  48493. scatteringIntensity: number;
  48494. private _thicknessTexture;
  48495. /**
  48496. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  48497. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  48498. * 0 would mean minimumThickness
  48499. * 1 would mean maximumThickness
  48500. * The other channels might be use as a mask to vary the different effects intensity.
  48501. */
  48502. thicknessTexture: Nullable<BaseTexture>;
  48503. private _refractionTexture;
  48504. /**
  48505. * Defines the texture to use for refraction.
  48506. */
  48507. refractionTexture: Nullable<BaseTexture>;
  48508. private _indexOfRefraction;
  48509. /**
  48510. * Defines the index of refraction used in the material.
  48511. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  48512. */
  48513. indexOfRefraction: number;
  48514. private _invertRefractionY;
  48515. /**
  48516. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  48517. */
  48518. invertRefractionY: boolean;
  48519. private _linkRefractionWithTransparency;
  48520. /**
  48521. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  48522. * Materials half opaque for instance using refraction could benefit from this control.
  48523. */
  48524. linkRefractionWithTransparency: boolean;
  48525. /**
  48526. * Defines the minimum thickness stored in the thickness map.
  48527. * If no thickness map is defined, this value will be used to simulate thickness.
  48528. */
  48529. minimumThickness: number;
  48530. /**
  48531. * Defines the maximum thickness stored in the thickness map.
  48532. */
  48533. maximumThickness: number;
  48534. /**
  48535. * Defines the volume tint of the material.
  48536. * This is used for both translucency and scattering.
  48537. */
  48538. tintColor: Color3;
  48539. /**
  48540. * Defines the distance at which the tint color should be found in the media.
  48541. * This is used for refraction only.
  48542. */
  48543. tintColorAtDistance: number;
  48544. /**
  48545. * Defines how far each channel transmit through the media.
  48546. * It is defined as a color to simplify it selection.
  48547. */
  48548. diffusionDistance: Color3;
  48549. private _useMaskFromThicknessTexture;
  48550. /**
  48551. * Stores the intensity of the different subsurface effects in the thickness texture.
  48552. * * the green channel is the translucency intensity.
  48553. * * the blue channel is the scattering intensity.
  48554. * * the alpha channel is the refraction intensity.
  48555. */
  48556. useMaskFromThicknessTexture: boolean;
  48557. /** @hidden */
  48558. private _internalMarkAllSubMeshesAsTexturesDirty;
  48559. /** @hidden */
  48560. _markAllSubMeshesAsTexturesDirty(): void;
  48561. /**
  48562. * Instantiate a new istance of sub surface configuration.
  48563. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48564. */
  48565. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48566. /**
  48567. * Gets wehter the submesh is ready to be used or not.
  48568. * @param defines the list of "defines" to update.
  48569. * @param scene defines the scene the material belongs to.
  48570. * @returns - boolean indicating that the submesh is ready or not.
  48571. */
  48572. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  48573. /**
  48574. * Checks to see if a texture is used in the material.
  48575. * @param defines the list of "defines" to update.
  48576. * @param scene defines the scene to the material belongs to.
  48577. */
  48578. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  48579. /**
  48580. * Binds the material data.
  48581. * @param uniformBuffer defines the Uniform buffer to fill in.
  48582. * @param scene defines the scene the material belongs to.
  48583. * @param engine defines the engine the material belongs to.
  48584. * @param isFrozen defines wether the material is frozen or not.
  48585. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  48586. */
  48587. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  48588. /**
  48589. * Unbinds the material from the mesh.
  48590. * @param activeEffect defines the effect that should be unbound from.
  48591. * @returns true if unbound, otherwise false
  48592. */
  48593. unbind(activeEffect: Effect): boolean;
  48594. /**
  48595. * Returns the texture used for refraction or null if none is used.
  48596. * @param scene defines the scene the material belongs to.
  48597. * @returns - Refraction texture if present. If no refraction texture and refraction
  48598. * is linked with transparency, returns environment texture. Otherwise, returns null.
  48599. */
  48600. private _getRefractionTexture;
  48601. /**
  48602. * Returns true if alpha blending should be disabled.
  48603. */
  48604. readonly disableAlphaBlending: boolean;
  48605. /**
  48606. * Fills the list of render target textures.
  48607. * @param renderTargets the list of render targets to update
  48608. */
  48609. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  48610. /**
  48611. * Checks to see if a texture is used in the material.
  48612. * @param texture - Base texture to use.
  48613. * @returns - Boolean specifying if a texture is used in the material.
  48614. */
  48615. hasTexture(texture: BaseTexture): boolean;
  48616. /**
  48617. * Gets a boolean indicating that current material needs to register RTT
  48618. * @returns true if this uses a render target otherwise false.
  48619. */
  48620. hasRenderTargetTextures(): boolean;
  48621. /**
  48622. * Returns an array of the actively used textures.
  48623. * @param activeTextures Array of BaseTextures
  48624. */
  48625. getActiveTextures(activeTextures: BaseTexture[]): void;
  48626. /**
  48627. * Returns the animatable textures.
  48628. * @param animatables Array of animatable textures.
  48629. */
  48630. getAnimatables(animatables: IAnimatable[]): void;
  48631. /**
  48632. * Disposes the resources of the material.
  48633. * @param forceDisposeTextures - Forces the disposal of all textures.
  48634. */
  48635. dispose(forceDisposeTextures?: boolean): void;
  48636. /**
  48637. * Get the current class name of the texture useful for serialization or dynamic coding.
  48638. * @returns "PBRSubSurfaceConfiguration"
  48639. */
  48640. getClassName(): string;
  48641. /**
  48642. * Add fallbacks to the effect fallbacks list.
  48643. * @param defines defines the Base texture to use.
  48644. * @param fallbacks defines the current fallback list.
  48645. * @param currentRank defines the current fallback rank.
  48646. * @returns the new fallback rank.
  48647. */
  48648. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48649. /**
  48650. * Add the required uniforms to the current list.
  48651. * @param uniforms defines the current uniform list.
  48652. */
  48653. static AddUniforms(uniforms: string[]): void;
  48654. /**
  48655. * Add the required samplers to the current list.
  48656. * @param samplers defines the current sampler list.
  48657. */
  48658. static AddSamplers(samplers: string[]): void;
  48659. /**
  48660. * Add the required uniforms to the current buffer.
  48661. * @param uniformBuffer defines the current uniform buffer.
  48662. */
  48663. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48664. /**
  48665. * Makes a duplicate of the current configuration into another one.
  48666. * @param configuration define the config where to copy the info
  48667. */
  48668. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  48669. /**
  48670. * Serializes this Sub Surface configuration.
  48671. * @returns - An object with the serialized config.
  48672. */
  48673. serialize(): any;
  48674. /**
  48675. * Parses a anisotropy Configuration from a serialized object.
  48676. * @param source - Serialized object.
  48677. * @param scene Defines the scene we are parsing for
  48678. * @param rootUrl Defines the rootUrl to load from
  48679. */
  48680. parse(source: any, scene: Scene, rootUrl: string): void;
  48681. }
  48682. }
  48683. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  48684. /** @hidden */
  48685. export var pbrFragmentDeclaration: {
  48686. name: string;
  48687. shader: string;
  48688. };
  48689. }
  48690. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  48691. /** @hidden */
  48692. export var pbrUboDeclaration: {
  48693. name: string;
  48694. shader: string;
  48695. };
  48696. }
  48697. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  48698. /** @hidden */
  48699. export var pbrFragmentExtraDeclaration: {
  48700. name: string;
  48701. shader: string;
  48702. };
  48703. }
  48704. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  48705. /** @hidden */
  48706. export var pbrFragmentSamplersDeclaration: {
  48707. name: string;
  48708. shader: string;
  48709. };
  48710. }
  48711. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  48712. /** @hidden */
  48713. export var pbrHelperFunctions: {
  48714. name: string;
  48715. shader: string;
  48716. };
  48717. }
  48718. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  48719. /** @hidden */
  48720. export var harmonicsFunctions: {
  48721. name: string;
  48722. shader: string;
  48723. };
  48724. }
  48725. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  48726. /** @hidden */
  48727. export var pbrDirectLightingSetupFunctions: {
  48728. name: string;
  48729. shader: string;
  48730. };
  48731. }
  48732. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  48733. /** @hidden */
  48734. export var pbrDirectLightingFalloffFunctions: {
  48735. name: string;
  48736. shader: string;
  48737. };
  48738. }
  48739. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  48740. /** @hidden */
  48741. export var pbrBRDFFunctions: {
  48742. name: string;
  48743. shader: string;
  48744. };
  48745. }
  48746. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  48747. /** @hidden */
  48748. export var pbrDirectLightingFunctions: {
  48749. name: string;
  48750. shader: string;
  48751. };
  48752. }
  48753. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  48754. /** @hidden */
  48755. export var pbrIBLFunctions: {
  48756. name: string;
  48757. shader: string;
  48758. };
  48759. }
  48760. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  48761. /** @hidden */
  48762. export var pbrDebug: {
  48763. name: string;
  48764. shader: string;
  48765. };
  48766. }
  48767. declare module "babylonjs/Shaders/pbr.fragment" {
  48768. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  48769. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48770. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  48771. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48772. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48773. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  48774. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48775. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48776. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48777. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48778. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48779. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  48780. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48781. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48782. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48783. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  48784. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  48785. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  48786. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  48787. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  48788. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  48789. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48790. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48791. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  48792. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  48793. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48794. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  48795. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48796. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  48797. /** @hidden */
  48798. export var pbrPixelShader: {
  48799. name: string;
  48800. shader: string;
  48801. };
  48802. }
  48803. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  48804. /** @hidden */
  48805. export var pbrVertexDeclaration: {
  48806. name: string;
  48807. shader: string;
  48808. };
  48809. }
  48810. declare module "babylonjs/Shaders/pbr.vertex" {
  48811. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  48812. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48813. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48814. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48815. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48816. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48817. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  48818. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48819. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48820. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48821. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48822. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  48823. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  48824. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48825. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  48826. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48827. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48828. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  48829. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48830. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48831. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48832. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  48833. /** @hidden */
  48834. export var pbrVertexShader: {
  48835. name: string;
  48836. shader: string;
  48837. };
  48838. }
  48839. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  48840. import { Nullable } from "babylonjs/types";
  48841. import { Scene } from "babylonjs/scene";
  48842. import { Matrix } from "babylonjs/Maths/math.vector";
  48843. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48844. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48845. import { Mesh } from "babylonjs/Meshes/mesh";
  48846. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  48847. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  48848. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  48849. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  48850. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  48851. import { Color3 } from "babylonjs/Maths/math.color";
  48852. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  48853. import { Material } from "babylonjs/Materials/material";
  48854. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  48855. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48856. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48857. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48858. import "babylonjs/Shaders/pbr.fragment";
  48859. import "babylonjs/Shaders/pbr.vertex";
  48860. /**
  48861. * Manages the defines for the PBR Material.
  48862. * @hidden
  48863. */
  48864. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  48865. PBR: boolean;
  48866. MAINUV1: boolean;
  48867. MAINUV2: boolean;
  48868. UV1: boolean;
  48869. UV2: boolean;
  48870. ALBEDO: boolean;
  48871. ALBEDODIRECTUV: number;
  48872. VERTEXCOLOR: boolean;
  48873. AMBIENT: boolean;
  48874. AMBIENTDIRECTUV: number;
  48875. AMBIENTINGRAYSCALE: boolean;
  48876. OPACITY: boolean;
  48877. VERTEXALPHA: boolean;
  48878. OPACITYDIRECTUV: number;
  48879. OPACITYRGB: boolean;
  48880. ALPHATEST: boolean;
  48881. DEPTHPREPASS: boolean;
  48882. ALPHABLEND: boolean;
  48883. ALPHAFROMALBEDO: boolean;
  48884. ALPHATESTVALUE: string;
  48885. SPECULAROVERALPHA: boolean;
  48886. RADIANCEOVERALPHA: boolean;
  48887. ALPHAFRESNEL: boolean;
  48888. LINEARALPHAFRESNEL: boolean;
  48889. PREMULTIPLYALPHA: boolean;
  48890. EMISSIVE: boolean;
  48891. EMISSIVEDIRECTUV: number;
  48892. REFLECTIVITY: boolean;
  48893. REFLECTIVITYDIRECTUV: number;
  48894. SPECULARTERM: boolean;
  48895. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  48896. MICROSURFACEAUTOMATIC: boolean;
  48897. LODBASEDMICROSFURACE: boolean;
  48898. MICROSURFACEMAP: boolean;
  48899. MICROSURFACEMAPDIRECTUV: number;
  48900. METALLICWORKFLOW: boolean;
  48901. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  48902. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  48903. METALLNESSSTOREINMETALMAPBLUE: boolean;
  48904. AOSTOREINMETALMAPRED: boolean;
  48905. ENVIRONMENTBRDF: boolean;
  48906. ENVIRONMENTBRDF_RGBD: boolean;
  48907. NORMAL: boolean;
  48908. TANGENT: boolean;
  48909. BUMP: boolean;
  48910. BUMPDIRECTUV: number;
  48911. OBJECTSPACE_NORMALMAP: boolean;
  48912. PARALLAX: boolean;
  48913. PARALLAXOCCLUSION: boolean;
  48914. NORMALXYSCALE: boolean;
  48915. LIGHTMAP: boolean;
  48916. LIGHTMAPDIRECTUV: number;
  48917. USELIGHTMAPASSHADOWMAP: boolean;
  48918. GAMMALIGHTMAP: boolean;
  48919. RGBDLIGHTMAP: boolean;
  48920. REFLECTION: boolean;
  48921. REFLECTIONMAP_3D: boolean;
  48922. REFLECTIONMAP_SPHERICAL: boolean;
  48923. REFLECTIONMAP_PLANAR: boolean;
  48924. REFLECTIONMAP_CUBIC: boolean;
  48925. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  48926. REFLECTIONMAP_PROJECTION: boolean;
  48927. REFLECTIONMAP_SKYBOX: boolean;
  48928. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  48929. REFLECTIONMAP_EXPLICIT: boolean;
  48930. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  48931. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  48932. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  48933. INVERTCUBICMAP: boolean;
  48934. USESPHERICALFROMREFLECTIONMAP: boolean;
  48935. USEIRRADIANCEMAP: boolean;
  48936. SPHERICAL_HARMONICS: boolean;
  48937. USESPHERICALINVERTEX: boolean;
  48938. REFLECTIONMAP_OPPOSITEZ: boolean;
  48939. LODINREFLECTIONALPHA: boolean;
  48940. GAMMAREFLECTION: boolean;
  48941. RGBDREFLECTION: boolean;
  48942. LINEARSPECULARREFLECTION: boolean;
  48943. RADIANCEOCCLUSION: boolean;
  48944. HORIZONOCCLUSION: boolean;
  48945. INSTANCES: boolean;
  48946. NUM_BONE_INFLUENCERS: number;
  48947. BonesPerMesh: number;
  48948. BONETEXTURE: boolean;
  48949. NONUNIFORMSCALING: boolean;
  48950. MORPHTARGETS: boolean;
  48951. MORPHTARGETS_NORMAL: boolean;
  48952. MORPHTARGETS_TANGENT: boolean;
  48953. MORPHTARGETS_UV: boolean;
  48954. NUM_MORPH_INFLUENCERS: number;
  48955. IMAGEPROCESSING: boolean;
  48956. VIGNETTE: boolean;
  48957. VIGNETTEBLENDMODEMULTIPLY: boolean;
  48958. VIGNETTEBLENDMODEOPAQUE: boolean;
  48959. TONEMAPPING: boolean;
  48960. TONEMAPPING_ACES: boolean;
  48961. CONTRAST: boolean;
  48962. COLORCURVES: boolean;
  48963. COLORGRADING: boolean;
  48964. COLORGRADING3D: boolean;
  48965. SAMPLER3DGREENDEPTH: boolean;
  48966. SAMPLER3DBGRMAP: boolean;
  48967. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48968. EXPOSURE: boolean;
  48969. MULTIVIEW: boolean;
  48970. USEPHYSICALLIGHTFALLOFF: boolean;
  48971. USEGLTFLIGHTFALLOFF: boolean;
  48972. TWOSIDEDLIGHTING: boolean;
  48973. SHADOWFLOAT: boolean;
  48974. CLIPPLANE: boolean;
  48975. CLIPPLANE2: boolean;
  48976. CLIPPLANE3: boolean;
  48977. CLIPPLANE4: boolean;
  48978. POINTSIZE: boolean;
  48979. FOG: boolean;
  48980. LOGARITHMICDEPTH: boolean;
  48981. FORCENORMALFORWARD: boolean;
  48982. SPECULARAA: boolean;
  48983. CLEARCOAT: boolean;
  48984. CLEARCOAT_DEFAULTIOR: boolean;
  48985. CLEARCOAT_TEXTURE: boolean;
  48986. CLEARCOAT_TEXTUREDIRECTUV: number;
  48987. CLEARCOAT_BUMP: boolean;
  48988. CLEARCOAT_BUMPDIRECTUV: number;
  48989. CLEARCOAT_TINT: boolean;
  48990. CLEARCOAT_TINT_TEXTURE: boolean;
  48991. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48992. ANISOTROPIC: boolean;
  48993. ANISOTROPIC_TEXTURE: boolean;
  48994. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48995. BRDF_V_HEIGHT_CORRELATED: boolean;
  48996. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48997. SHEEN: boolean;
  48998. SHEEN_TEXTURE: boolean;
  48999. SHEEN_TEXTUREDIRECTUV: number;
  49000. SHEEN_LINKWITHALBEDO: boolean;
  49001. SUBSURFACE: boolean;
  49002. SS_REFRACTION: boolean;
  49003. SS_TRANSLUCENCY: boolean;
  49004. SS_SCATERRING: boolean;
  49005. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49006. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49007. SS_REFRACTIONMAP_3D: boolean;
  49008. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49009. SS_LODINREFRACTIONALPHA: boolean;
  49010. SS_GAMMAREFRACTION: boolean;
  49011. SS_RGBDREFRACTION: boolean;
  49012. SS_LINEARSPECULARREFRACTION: boolean;
  49013. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49014. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49015. UNLIT: boolean;
  49016. DEBUGMODE: number;
  49017. /**
  49018. * Initializes the PBR Material defines.
  49019. */
  49020. constructor();
  49021. /**
  49022. * Resets the PBR Material defines.
  49023. */
  49024. reset(): void;
  49025. }
  49026. /**
  49027. * The Physically based material base class of BJS.
  49028. *
  49029. * This offers the main features of a standard PBR material.
  49030. * For more information, please refer to the documentation :
  49031. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49032. */
  49033. export abstract class PBRBaseMaterial extends PushMaterial {
  49034. /**
  49035. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49036. */
  49037. static readonly PBRMATERIAL_OPAQUE: number;
  49038. /**
  49039. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49040. */
  49041. static readonly PBRMATERIAL_ALPHATEST: number;
  49042. /**
  49043. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49044. */
  49045. static readonly PBRMATERIAL_ALPHABLEND: number;
  49046. /**
  49047. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49048. * They are also discarded below the alpha cutoff threshold to improve performances.
  49049. */
  49050. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49051. /**
  49052. * Defines the default value of how much AO map is occluding the analytical lights
  49053. * (point spot...).
  49054. */
  49055. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49056. /**
  49057. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  49058. */
  49059. static readonly LIGHTFALLOFF_PHYSICAL: number;
  49060. /**
  49061. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  49062. * to enhance interoperability with other engines.
  49063. */
  49064. static readonly LIGHTFALLOFF_GLTF: number;
  49065. /**
  49066. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  49067. * to enhance interoperability with other materials.
  49068. */
  49069. static readonly LIGHTFALLOFF_STANDARD: number;
  49070. /**
  49071. * Intensity of the direct lights e.g. the four lights available in your scene.
  49072. * This impacts both the direct diffuse and specular highlights.
  49073. */
  49074. protected _directIntensity: number;
  49075. /**
  49076. * Intensity of the emissive part of the material.
  49077. * This helps controlling the emissive effect without modifying the emissive color.
  49078. */
  49079. protected _emissiveIntensity: number;
  49080. /**
  49081. * Intensity of the environment e.g. how much the environment will light the object
  49082. * either through harmonics for rough material or through the refelction for shiny ones.
  49083. */
  49084. protected _environmentIntensity: number;
  49085. /**
  49086. * This is a special control allowing the reduction of the specular highlights coming from the
  49087. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49088. */
  49089. protected _specularIntensity: number;
  49090. /**
  49091. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  49092. */
  49093. private _lightingInfos;
  49094. /**
  49095. * Debug Control allowing disabling the bump map on this material.
  49096. */
  49097. protected _disableBumpMap: boolean;
  49098. /**
  49099. * AKA Diffuse Texture in standard nomenclature.
  49100. */
  49101. protected _albedoTexture: Nullable<BaseTexture>;
  49102. /**
  49103. * AKA Occlusion Texture in other nomenclature.
  49104. */
  49105. protected _ambientTexture: Nullable<BaseTexture>;
  49106. /**
  49107. * AKA Occlusion Texture Intensity in other nomenclature.
  49108. */
  49109. protected _ambientTextureStrength: number;
  49110. /**
  49111. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49112. * 1 means it completely occludes it
  49113. * 0 mean it has no impact
  49114. */
  49115. protected _ambientTextureImpactOnAnalyticalLights: number;
  49116. /**
  49117. * Stores the alpha values in a texture.
  49118. */
  49119. protected _opacityTexture: Nullable<BaseTexture>;
  49120. /**
  49121. * Stores the reflection values in a texture.
  49122. */
  49123. protected _reflectionTexture: Nullable<BaseTexture>;
  49124. /**
  49125. * Stores the emissive values in a texture.
  49126. */
  49127. protected _emissiveTexture: Nullable<BaseTexture>;
  49128. /**
  49129. * AKA Specular texture in other nomenclature.
  49130. */
  49131. protected _reflectivityTexture: Nullable<BaseTexture>;
  49132. /**
  49133. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49134. */
  49135. protected _metallicTexture: Nullable<BaseTexture>;
  49136. /**
  49137. * Specifies the metallic scalar of the metallic/roughness workflow.
  49138. * Can also be used to scale the metalness values of the metallic texture.
  49139. */
  49140. protected _metallic: Nullable<number>;
  49141. /**
  49142. * Specifies the roughness scalar of the metallic/roughness workflow.
  49143. * Can also be used to scale the roughness values of the metallic texture.
  49144. */
  49145. protected _roughness: Nullable<number>;
  49146. /**
  49147. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49148. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49149. */
  49150. protected _microSurfaceTexture: Nullable<BaseTexture>;
  49151. /**
  49152. * Stores surface normal data used to displace a mesh in a texture.
  49153. */
  49154. protected _bumpTexture: Nullable<BaseTexture>;
  49155. /**
  49156. * Stores the pre-calculated light information of a mesh in a texture.
  49157. */
  49158. protected _lightmapTexture: Nullable<BaseTexture>;
  49159. /**
  49160. * The color of a material in ambient lighting.
  49161. */
  49162. protected _ambientColor: Color3;
  49163. /**
  49164. * AKA Diffuse Color in other nomenclature.
  49165. */
  49166. protected _albedoColor: Color3;
  49167. /**
  49168. * AKA Specular Color in other nomenclature.
  49169. */
  49170. protected _reflectivityColor: Color3;
  49171. /**
  49172. * The color applied when light is reflected from a material.
  49173. */
  49174. protected _reflectionColor: Color3;
  49175. /**
  49176. * The color applied when light is emitted from a material.
  49177. */
  49178. protected _emissiveColor: Color3;
  49179. /**
  49180. * AKA Glossiness in other nomenclature.
  49181. */
  49182. protected _microSurface: number;
  49183. /**
  49184. * Specifies that the material will use the light map as a show map.
  49185. */
  49186. protected _useLightmapAsShadowmap: boolean;
  49187. /**
  49188. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49189. * makes the reflect vector face the model (under horizon).
  49190. */
  49191. protected _useHorizonOcclusion: boolean;
  49192. /**
  49193. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49194. * too much the area relying on ambient texture to define their ambient occlusion.
  49195. */
  49196. protected _useRadianceOcclusion: boolean;
  49197. /**
  49198. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49199. */
  49200. protected _useAlphaFromAlbedoTexture: boolean;
  49201. /**
  49202. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  49203. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49204. */
  49205. protected _useSpecularOverAlpha: boolean;
  49206. /**
  49207. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49208. */
  49209. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49210. /**
  49211. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49212. */
  49213. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  49214. /**
  49215. * Specifies if the metallic texture contains the roughness information in its green channel.
  49216. */
  49217. protected _useRoughnessFromMetallicTextureGreen: boolean;
  49218. /**
  49219. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49220. */
  49221. protected _useMetallnessFromMetallicTextureBlue: boolean;
  49222. /**
  49223. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49224. */
  49225. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  49226. /**
  49227. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49228. */
  49229. protected _useAmbientInGrayScale: boolean;
  49230. /**
  49231. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49232. * The material will try to infer what glossiness each pixel should be.
  49233. */
  49234. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  49235. /**
  49236. * Defines the falloff type used in this material.
  49237. * It by default is Physical.
  49238. */
  49239. protected _lightFalloff: number;
  49240. /**
  49241. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49242. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49243. */
  49244. protected _useRadianceOverAlpha: boolean;
  49245. /**
  49246. * Allows using an object space normal map (instead of tangent space).
  49247. */
  49248. protected _useObjectSpaceNormalMap: boolean;
  49249. /**
  49250. * Allows using the bump map in parallax mode.
  49251. */
  49252. protected _useParallax: boolean;
  49253. /**
  49254. * Allows using the bump map in parallax occlusion mode.
  49255. */
  49256. protected _useParallaxOcclusion: boolean;
  49257. /**
  49258. * Controls the scale bias of the parallax mode.
  49259. */
  49260. protected _parallaxScaleBias: number;
  49261. /**
  49262. * If sets to true, disables all the lights affecting the material.
  49263. */
  49264. protected _disableLighting: boolean;
  49265. /**
  49266. * Number of Simultaneous lights allowed on the material.
  49267. */
  49268. protected _maxSimultaneousLights: number;
  49269. /**
  49270. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  49271. */
  49272. protected _invertNormalMapX: boolean;
  49273. /**
  49274. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  49275. */
  49276. protected _invertNormalMapY: boolean;
  49277. /**
  49278. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49279. */
  49280. protected _twoSidedLighting: boolean;
  49281. /**
  49282. * Defines the alpha limits in alpha test mode.
  49283. */
  49284. protected _alphaCutOff: number;
  49285. /**
  49286. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49287. */
  49288. protected _forceAlphaTest: boolean;
  49289. /**
  49290. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49291. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49292. */
  49293. protected _useAlphaFresnel: boolean;
  49294. /**
  49295. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49296. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49297. */
  49298. protected _useLinearAlphaFresnel: boolean;
  49299. /**
  49300. * The transparency mode of the material.
  49301. */
  49302. protected _transparencyMode: Nullable<number>;
  49303. /**
  49304. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  49305. * from cos thetav and roughness:
  49306. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  49307. */
  49308. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  49309. /**
  49310. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49311. */
  49312. protected _forceIrradianceInFragment: boolean;
  49313. /**
  49314. * Force normal to face away from face.
  49315. */
  49316. protected _forceNormalForward: boolean;
  49317. /**
  49318. * Enables specular anti aliasing in the PBR shader.
  49319. * It will both interacts on the Geometry for analytical and IBL lighting.
  49320. * It also prefilter the roughness map based on the bump values.
  49321. */
  49322. protected _enableSpecularAntiAliasing: boolean;
  49323. /**
  49324. * Default configuration related to image processing available in the PBR Material.
  49325. */
  49326. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  49327. /**
  49328. * Keep track of the image processing observer to allow dispose and replace.
  49329. */
  49330. private _imageProcessingObserver;
  49331. /**
  49332. * Attaches a new image processing configuration to the PBR Material.
  49333. * @param configuration
  49334. */
  49335. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  49336. /**
  49337. * Stores the available render targets.
  49338. */
  49339. private _renderTargets;
  49340. /**
  49341. * Sets the global ambient color for the material used in lighting calculations.
  49342. */
  49343. private _globalAmbientColor;
  49344. /**
  49345. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  49346. */
  49347. private _useLogarithmicDepth;
  49348. /**
  49349. * If set to true, no lighting calculations will be applied.
  49350. */
  49351. private _unlit;
  49352. private _debugMode;
  49353. /**
  49354. * @hidden
  49355. * This is reserved for the inspector.
  49356. * Defines the material debug mode.
  49357. * It helps seeing only some components of the material while troubleshooting.
  49358. */
  49359. debugMode: number;
  49360. /**
  49361. * @hidden
  49362. * This is reserved for the inspector.
  49363. * Specify from where on screen the debug mode should start.
  49364. * The value goes from -1 (full screen) to 1 (not visible)
  49365. * It helps with side by side comparison against the final render
  49366. * This defaults to -1
  49367. */
  49368. private debugLimit;
  49369. /**
  49370. * @hidden
  49371. * This is reserved for the inspector.
  49372. * As the default viewing range might not be enough (if the ambient is really small for instance)
  49373. * You can use the factor to better multiply the final value.
  49374. */
  49375. private debugFactor;
  49376. /**
  49377. * Defines the clear coat layer parameters for the material.
  49378. */
  49379. readonly clearCoat: PBRClearCoatConfiguration;
  49380. /**
  49381. * Defines the anisotropic parameters for the material.
  49382. */
  49383. readonly anisotropy: PBRAnisotropicConfiguration;
  49384. /**
  49385. * Defines the BRDF parameters for the material.
  49386. */
  49387. readonly brdf: PBRBRDFConfiguration;
  49388. /**
  49389. * Defines the Sheen parameters for the material.
  49390. */
  49391. readonly sheen: PBRSheenConfiguration;
  49392. /**
  49393. * Defines the SubSurface parameters for the material.
  49394. */
  49395. readonly subSurface: PBRSubSurfaceConfiguration;
  49396. /**
  49397. * Custom callback helping to override the default shader used in the material.
  49398. */
  49399. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  49400. protected _rebuildInParallel: boolean;
  49401. /**
  49402. * Instantiates a new PBRMaterial instance.
  49403. *
  49404. * @param name The material name
  49405. * @param scene The scene the material will be use in.
  49406. */
  49407. constructor(name: string, scene: Scene);
  49408. /**
  49409. * Gets a boolean indicating that current material needs to register RTT
  49410. */
  49411. readonly hasRenderTargetTextures: boolean;
  49412. /**
  49413. * Gets the name of the material class.
  49414. */
  49415. getClassName(): string;
  49416. /**
  49417. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  49418. */
  49419. /**
  49420. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  49421. */
  49422. useLogarithmicDepth: boolean;
  49423. /**
  49424. * Gets the current transparency mode.
  49425. */
  49426. /**
  49427. * Sets the transparency mode of the material.
  49428. *
  49429. * | Value | Type | Description |
  49430. * | ----- | ----------------------------------- | ----------- |
  49431. * | 0 | OPAQUE | |
  49432. * | 1 | ALPHATEST | |
  49433. * | 2 | ALPHABLEND | |
  49434. * | 3 | ALPHATESTANDBLEND | |
  49435. *
  49436. */
  49437. transparencyMode: Nullable<number>;
  49438. /**
  49439. * Returns true if alpha blending should be disabled.
  49440. */
  49441. private readonly _disableAlphaBlending;
  49442. /**
  49443. * Specifies whether or not this material should be rendered in alpha blend mode.
  49444. */
  49445. needAlphaBlending(): boolean;
  49446. /**
  49447. * Specifies if the mesh will require alpha blending.
  49448. * @param mesh - BJS mesh.
  49449. */
  49450. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  49451. /**
  49452. * Specifies whether or not this material should be rendered in alpha test mode.
  49453. */
  49454. needAlphaTesting(): boolean;
  49455. /**
  49456. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  49457. */
  49458. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  49459. /**
  49460. * Gets the texture used for the alpha test.
  49461. */
  49462. getAlphaTestTexture(): Nullable<BaseTexture>;
  49463. /**
  49464. * Specifies that the submesh is ready to be used.
  49465. * @param mesh - BJS mesh.
  49466. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  49467. * @param useInstances - Specifies that instances should be used.
  49468. * @returns - boolean indicating that the submesh is ready or not.
  49469. */
  49470. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  49471. /**
  49472. * Specifies if the material uses metallic roughness workflow.
  49473. * @returns boolean specifiying if the material uses metallic roughness workflow.
  49474. */
  49475. isMetallicWorkflow(): boolean;
  49476. private _prepareEffect;
  49477. private _prepareDefines;
  49478. /**
  49479. * Force shader compilation
  49480. */
  49481. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  49482. clipPlane: boolean;
  49483. }>): void;
  49484. /**
  49485. * Initializes the uniform buffer layout for the shader.
  49486. */
  49487. buildUniformLayout(): void;
  49488. /**
  49489. * Unbinds the material from the mesh
  49490. */
  49491. unbind(): void;
  49492. /**
  49493. * Binds the submesh data.
  49494. * @param world - The world matrix.
  49495. * @param mesh - The BJS mesh.
  49496. * @param subMesh - A submesh of the BJS mesh.
  49497. */
  49498. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  49499. /**
  49500. * Returns the animatable textures.
  49501. * @returns - Array of animatable textures.
  49502. */
  49503. getAnimatables(): IAnimatable[];
  49504. /**
  49505. * Returns the texture used for reflections.
  49506. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  49507. */
  49508. private _getReflectionTexture;
  49509. /**
  49510. * Returns an array of the actively used textures.
  49511. * @returns - Array of BaseTextures
  49512. */
  49513. getActiveTextures(): BaseTexture[];
  49514. /**
  49515. * Checks to see if a texture is used in the material.
  49516. * @param texture - Base texture to use.
  49517. * @returns - Boolean specifying if a texture is used in the material.
  49518. */
  49519. hasTexture(texture: BaseTexture): boolean;
  49520. /**
  49521. * Disposes the resources of the material.
  49522. * @param forceDisposeEffect - Forces the disposal of effects.
  49523. * @param forceDisposeTextures - Forces the disposal of all textures.
  49524. */
  49525. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  49526. }
  49527. }
  49528. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  49529. import { Nullable } from "babylonjs/types";
  49530. import { Scene } from "babylonjs/scene";
  49531. import { Color3 } from "babylonjs/Maths/math.color";
  49532. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  49533. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  49534. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49535. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  49536. /**
  49537. * The Physically based material of BJS.
  49538. *
  49539. * This offers the main features of a standard PBR material.
  49540. * For more information, please refer to the documentation :
  49541. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49542. */
  49543. export class PBRMaterial extends PBRBaseMaterial {
  49544. /**
  49545. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49546. */
  49547. static readonly PBRMATERIAL_OPAQUE: number;
  49548. /**
  49549. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49550. */
  49551. static readonly PBRMATERIAL_ALPHATEST: number;
  49552. /**
  49553. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49554. */
  49555. static readonly PBRMATERIAL_ALPHABLEND: number;
  49556. /**
  49557. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49558. * They are also discarded below the alpha cutoff threshold to improve performances.
  49559. */
  49560. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49561. /**
  49562. * Defines the default value of how much AO map is occluding the analytical lights
  49563. * (point spot...).
  49564. */
  49565. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49566. /**
  49567. * Intensity of the direct lights e.g. the four lights available in your scene.
  49568. * This impacts both the direct diffuse and specular highlights.
  49569. */
  49570. directIntensity: number;
  49571. /**
  49572. * Intensity of the emissive part of the material.
  49573. * This helps controlling the emissive effect without modifying the emissive color.
  49574. */
  49575. emissiveIntensity: number;
  49576. /**
  49577. * Intensity of the environment e.g. how much the environment will light the object
  49578. * either through harmonics for rough material or through the refelction for shiny ones.
  49579. */
  49580. environmentIntensity: number;
  49581. /**
  49582. * This is a special control allowing the reduction of the specular highlights coming from the
  49583. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49584. */
  49585. specularIntensity: number;
  49586. /**
  49587. * Debug Control allowing disabling the bump map on this material.
  49588. */
  49589. disableBumpMap: boolean;
  49590. /**
  49591. * AKA Diffuse Texture in standard nomenclature.
  49592. */
  49593. albedoTexture: BaseTexture;
  49594. /**
  49595. * AKA Occlusion Texture in other nomenclature.
  49596. */
  49597. ambientTexture: BaseTexture;
  49598. /**
  49599. * AKA Occlusion Texture Intensity in other nomenclature.
  49600. */
  49601. ambientTextureStrength: number;
  49602. /**
  49603. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49604. * 1 means it completely occludes it
  49605. * 0 mean it has no impact
  49606. */
  49607. ambientTextureImpactOnAnalyticalLights: number;
  49608. /**
  49609. * Stores the alpha values in a texture.
  49610. */
  49611. opacityTexture: BaseTexture;
  49612. /**
  49613. * Stores the reflection values in a texture.
  49614. */
  49615. reflectionTexture: Nullable<BaseTexture>;
  49616. /**
  49617. * Stores the emissive values in a texture.
  49618. */
  49619. emissiveTexture: BaseTexture;
  49620. /**
  49621. * AKA Specular texture in other nomenclature.
  49622. */
  49623. reflectivityTexture: BaseTexture;
  49624. /**
  49625. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49626. */
  49627. metallicTexture: BaseTexture;
  49628. /**
  49629. * Specifies the metallic scalar of the metallic/roughness workflow.
  49630. * Can also be used to scale the metalness values of the metallic texture.
  49631. */
  49632. metallic: Nullable<number>;
  49633. /**
  49634. * Specifies the roughness scalar of the metallic/roughness workflow.
  49635. * Can also be used to scale the roughness values of the metallic texture.
  49636. */
  49637. roughness: Nullable<number>;
  49638. /**
  49639. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49640. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49641. */
  49642. microSurfaceTexture: BaseTexture;
  49643. /**
  49644. * Stores surface normal data used to displace a mesh in a texture.
  49645. */
  49646. bumpTexture: BaseTexture;
  49647. /**
  49648. * Stores the pre-calculated light information of a mesh in a texture.
  49649. */
  49650. lightmapTexture: BaseTexture;
  49651. /**
  49652. * Stores the refracted light information in a texture.
  49653. */
  49654. refractionTexture: Nullable<BaseTexture>;
  49655. /**
  49656. * The color of a material in ambient lighting.
  49657. */
  49658. ambientColor: Color3;
  49659. /**
  49660. * AKA Diffuse Color in other nomenclature.
  49661. */
  49662. albedoColor: Color3;
  49663. /**
  49664. * AKA Specular Color in other nomenclature.
  49665. */
  49666. reflectivityColor: Color3;
  49667. /**
  49668. * The color reflected from the material.
  49669. */
  49670. reflectionColor: Color3;
  49671. /**
  49672. * The color emitted from the material.
  49673. */
  49674. emissiveColor: Color3;
  49675. /**
  49676. * AKA Glossiness in other nomenclature.
  49677. */
  49678. microSurface: number;
  49679. /**
  49680. * source material index of refraction (IOR)' / 'destination material IOR.
  49681. */
  49682. indexOfRefraction: number;
  49683. /**
  49684. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49685. */
  49686. invertRefractionY: boolean;
  49687. /**
  49688. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49689. * Materials half opaque for instance using refraction could benefit from this control.
  49690. */
  49691. linkRefractionWithTransparency: boolean;
  49692. /**
  49693. * If true, the light map contains occlusion information instead of lighting info.
  49694. */
  49695. useLightmapAsShadowmap: boolean;
  49696. /**
  49697. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49698. */
  49699. useAlphaFromAlbedoTexture: boolean;
  49700. /**
  49701. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49702. */
  49703. forceAlphaTest: boolean;
  49704. /**
  49705. * Defines the alpha limits in alpha test mode.
  49706. */
  49707. alphaCutOff: number;
  49708. /**
  49709. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  49710. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49711. */
  49712. useSpecularOverAlpha: boolean;
  49713. /**
  49714. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49715. */
  49716. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49717. /**
  49718. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49719. */
  49720. useRoughnessFromMetallicTextureAlpha: boolean;
  49721. /**
  49722. * Specifies if the metallic texture contains the roughness information in its green channel.
  49723. */
  49724. useRoughnessFromMetallicTextureGreen: boolean;
  49725. /**
  49726. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49727. */
  49728. useMetallnessFromMetallicTextureBlue: boolean;
  49729. /**
  49730. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49731. */
  49732. useAmbientOcclusionFromMetallicTextureRed: boolean;
  49733. /**
  49734. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49735. */
  49736. useAmbientInGrayScale: boolean;
  49737. /**
  49738. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49739. * The material will try to infer what glossiness each pixel should be.
  49740. */
  49741. useAutoMicroSurfaceFromReflectivityMap: boolean;
  49742. /**
  49743. * BJS is using an harcoded light falloff based on a manually sets up range.
  49744. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49745. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49746. */
  49747. /**
  49748. * BJS is using an harcoded light falloff based on a manually sets up range.
  49749. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49750. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49751. */
  49752. usePhysicalLightFalloff: boolean;
  49753. /**
  49754. * In order to support the falloff compatibility with gltf, a special mode has been added
  49755. * to reproduce the gltf light falloff.
  49756. */
  49757. /**
  49758. * In order to support the falloff compatibility with gltf, a special mode has been added
  49759. * to reproduce the gltf light falloff.
  49760. */
  49761. useGLTFLightFalloff: boolean;
  49762. /**
  49763. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49764. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49765. */
  49766. useRadianceOverAlpha: boolean;
  49767. /**
  49768. * Allows using an object space normal map (instead of tangent space).
  49769. */
  49770. useObjectSpaceNormalMap: boolean;
  49771. /**
  49772. * Allows using the bump map in parallax mode.
  49773. */
  49774. useParallax: boolean;
  49775. /**
  49776. * Allows using the bump map in parallax occlusion mode.
  49777. */
  49778. useParallaxOcclusion: boolean;
  49779. /**
  49780. * Controls the scale bias of the parallax mode.
  49781. */
  49782. parallaxScaleBias: number;
  49783. /**
  49784. * If sets to true, disables all the lights affecting the material.
  49785. */
  49786. disableLighting: boolean;
  49787. /**
  49788. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49789. */
  49790. forceIrradianceInFragment: boolean;
  49791. /**
  49792. * Number of Simultaneous lights allowed on the material.
  49793. */
  49794. maxSimultaneousLights: number;
  49795. /**
  49796. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  49797. */
  49798. invertNormalMapX: boolean;
  49799. /**
  49800. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  49801. */
  49802. invertNormalMapY: boolean;
  49803. /**
  49804. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49805. */
  49806. twoSidedLighting: boolean;
  49807. /**
  49808. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49809. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49810. */
  49811. useAlphaFresnel: boolean;
  49812. /**
  49813. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49814. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49815. */
  49816. useLinearAlphaFresnel: boolean;
  49817. /**
  49818. * Let user defines the brdf lookup texture used for IBL.
  49819. * A default 8bit version is embedded but you could point at :
  49820. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  49821. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  49822. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  49823. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  49824. */
  49825. environmentBRDFTexture: Nullable<BaseTexture>;
  49826. /**
  49827. * Force normal to face away from face.
  49828. */
  49829. forceNormalForward: boolean;
  49830. /**
  49831. * Enables specular anti aliasing in the PBR shader.
  49832. * It will both interacts on the Geometry for analytical and IBL lighting.
  49833. * It also prefilter the roughness map based on the bump values.
  49834. */
  49835. enableSpecularAntiAliasing: boolean;
  49836. /**
  49837. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49838. * makes the reflect vector face the model (under horizon).
  49839. */
  49840. useHorizonOcclusion: boolean;
  49841. /**
  49842. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49843. * too much the area relying on ambient texture to define their ambient occlusion.
  49844. */
  49845. useRadianceOcclusion: boolean;
  49846. /**
  49847. * If set to true, no lighting calculations will be applied.
  49848. */
  49849. unlit: boolean;
  49850. /**
  49851. * Gets the image processing configuration used either in this material.
  49852. */
  49853. /**
  49854. * Sets the Default image processing configuration used either in the this material.
  49855. *
  49856. * If sets to null, the scene one is in use.
  49857. */
  49858. imageProcessingConfiguration: ImageProcessingConfiguration;
  49859. /**
  49860. * Gets wether the color curves effect is enabled.
  49861. */
  49862. /**
  49863. * Sets wether the color curves effect is enabled.
  49864. */
  49865. cameraColorCurvesEnabled: boolean;
  49866. /**
  49867. * Gets wether the color grading effect is enabled.
  49868. */
  49869. /**
  49870. * Gets wether the color grading effect is enabled.
  49871. */
  49872. cameraColorGradingEnabled: boolean;
  49873. /**
  49874. * Gets wether tonemapping is enabled or not.
  49875. */
  49876. /**
  49877. * Sets wether tonemapping is enabled or not
  49878. */
  49879. cameraToneMappingEnabled: boolean;
  49880. /**
  49881. * The camera exposure used on this material.
  49882. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49883. * This corresponds to a photographic exposure.
  49884. */
  49885. /**
  49886. * The camera exposure used on this material.
  49887. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49888. * This corresponds to a photographic exposure.
  49889. */
  49890. cameraExposure: number;
  49891. /**
  49892. * Gets The camera contrast used on this material.
  49893. */
  49894. /**
  49895. * Sets The camera contrast used on this material.
  49896. */
  49897. cameraContrast: number;
  49898. /**
  49899. * Gets the Color Grading 2D Lookup Texture.
  49900. */
  49901. /**
  49902. * Sets the Color Grading 2D Lookup Texture.
  49903. */
  49904. cameraColorGradingTexture: Nullable<BaseTexture>;
  49905. /**
  49906. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49907. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49908. * 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;
  49909. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49910. */
  49911. /**
  49912. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49913. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49914. * 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;
  49915. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49916. */
  49917. cameraColorCurves: Nullable<ColorCurves>;
  49918. /**
  49919. * Instantiates a new PBRMaterial instance.
  49920. *
  49921. * @param name The material name
  49922. * @param scene The scene the material will be use in.
  49923. */
  49924. constructor(name: string, scene: Scene);
  49925. /**
  49926. * Returns the name of this material class.
  49927. */
  49928. getClassName(): string;
  49929. /**
  49930. * Makes a duplicate of the current material.
  49931. * @param name - name to use for the new material.
  49932. */
  49933. clone(name: string): PBRMaterial;
  49934. /**
  49935. * Serializes this PBR Material.
  49936. * @returns - An object with the serialized material.
  49937. */
  49938. serialize(): any;
  49939. /**
  49940. * Parses a PBR Material from a serialized object.
  49941. * @param source - Serialized object.
  49942. * @param scene - BJS scene instance.
  49943. * @param rootUrl - url for the scene object
  49944. * @returns - PBRMaterial
  49945. */
  49946. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  49947. }
  49948. }
  49949. declare module "babylonjs/Misc/dds" {
  49950. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49951. import { Engine } from "babylonjs/Engines/engine";
  49952. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49953. import { Nullable } from "babylonjs/types";
  49954. import { Scene } from "babylonjs/scene";
  49955. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  49956. /**
  49957. * Direct draw surface info
  49958. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  49959. */
  49960. export interface DDSInfo {
  49961. /**
  49962. * Width of the texture
  49963. */
  49964. width: number;
  49965. /**
  49966. * Width of the texture
  49967. */
  49968. height: number;
  49969. /**
  49970. * Number of Mipmaps for the texture
  49971. * @see https://en.wikipedia.org/wiki/Mipmap
  49972. */
  49973. mipmapCount: number;
  49974. /**
  49975. * If the textures format is a known fourCC format
  49976. * @see https://www.fourcc.org/
  49977. */
  49978. isFourCC: boolean;
  49979. /**
  49980. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49981. */
  49982. isRGB: boolean;
  49983. /**
  49984. * If the texture is a lumincance format
  49985. */
  49986. isLuminance: boolean;
  49987. /**
  49988. * If this is a cube texture
  49989. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  49990. */
  49991. isCube: boolean;
  49992. /**
  49993. * If the texture is a compressed format eg. FOURCC_DXT1
  49994. */
  49995. isCompressed: boolean;
  49996. /**
  49997. * The dxgiFormat of the texture
  49998. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  49999. */
  50000. dxgiFormat: number;
  50001. /**
  50002. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  50003. */
  50004. textureType: number;
  50005. /**
  50006. * Sphericle polynomial created for the dds texture
  50007. */
  50008. sphericalPolynomial?: SphericalPolynomial;
  50009. }
  50010. /**
  50011. * Class used to provide DDS decompression tools
  50012. */
  50013. export class DDSTools {
  50014. /**
  50015. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  50016. */
  50017. static StoreLODInAlphaChannel: boolean;
  50018. /**
  50019. * Gets DDS information from an array buffer
  50020. * @param arrayBuffer defines the array buffer to read data from
  50021. * @returns the DDS information
  50022. */
  50023. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  50024. private static _FloatView;
  50025. private static _Int32View;
  50026. private static _ToHalfFloat;
  50027. private static _FromHalfFloat;
  50028. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  50029. private static _GetHalfFloatRGBAArrayBuffer;
  50030. private static _GetFloatRGBAArrayBuffer;
  50031. private static _GetFloatAsUIntRGBAArrayBuffer;
  50032. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  50033. private static _GetRGBAArrayBuffer;
  50034. private static _ExtractLongWordOrder;
  50035. private static _GetRGBArrayBuffer;
  50036. private static _GetLuminanceArrayBuffer;
  50037. /**
  50038. * Uploads DDS Levels to a Babylon Texture
  50039. * @hidden
  50040. */
  50041. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  50042. }
  50043. module "babylonjs/Engines/engine" {
  50044. interface Engine {
  50045. /**
  50046. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  50047. * @param rootUrl defines the url where the file to load is located
  50048. * @param scene defines the current scene
  50049. * @param lodScale defines scale to apply to the mip map selection
  50050. * @param lodOffset defines offset to apply to the mip map selection
  50051. * @param onLoad defines an optional callback raised when the texture is loaded
  50052. * @param onError defines an optional callback raised if there is an issue to load the texture
  50053. * @param format defines the format of the data
  50054. * @param forcedExtension defines the extension to use to pick the right loader
  50055. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  50056. * @returns the cube texture as an InternalTexture
  50057. */
  50058. 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;
  50059. }
  50060. }
  50061. }
  50062. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  50063. import { Nullable } from "babylonjs/types";
  50064. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50065. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50066. /**
  50067. * Implementation of the DDS Texture Loader.
  50068. * @hidden
  50069. */
  50070. export class _DDSTextureLoader implements IInternalTextureLoader {
  50071. /**
  50072. * Defines wether the loader supports cascade loading the different faces.
  50073. */
  50074. readonly supportCascades: boolean;
  50075. /**
  50076. * This returns if the loader support the current file information.
  50077. * @param extension defines the file extension of the file being loaded
  50078. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50079. * @param fallback defines the fallback internal texture if any
  50080. * @param isBase64 defines whether the texture is encoded as a base64
  50081. * @param isBuffer defines whether the texture data are stored as a buffer
  50082. * @returns true if the loader can load the specified file
  50083. */
  50084. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50085. /**
  50086. * Transform the url before loading if required.
  50087. * @param rootUrl the url of the texture
  50088. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50089. * @returns the transformed texture
  50090. */
  50091. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50092. /**
  50093. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50094. * @param rootUrl the url of the texture
  50095. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50096. * @returns the fallback texture
  50097. */
  50098. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50099. /**
  50100. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50101. * @param data contains the texture data
  50102. * @param texture defines the BabylonJS internal texture
  50103. * @param createPolynomials will be true if polynomials have been requested
  50104. * @param onLoad defines the callback to trigger once the texture is ready
  50105. * @param onError defines the callback to trigger in case of error
  50106. */
  50107. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50108. /**
  50109. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50110. * @param data contains the texture data
  50111. * @param texture defines the BabylonJS internal texture
  50112. * @param callback defines the method to call once ready to upload
  50113. */
  50114. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  50115. }
  50116. }
  50117. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  50118. import { Nullable } from "babylonjs/types";
  50119. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50120. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50121. /**
  50122. * Implementation of the ENV Texture Loader.
  50123. * @hidden
  50124. */
  50125. export class _ENVTextureLoader implements IInternalTextureLoader {
  50126. /**
  50127. * Defines wether the loader supports cascade loading the different faces.
  50128. */
  50129. readonly supportCascades: boolean;
  50130. /**
  50131. * This returns if the loader support the current file information.
  50132. * @param extension defines the file extension of the file being loaded
  50133. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50134. * @param fallback defines the fallback internal texture if any
  50135. * @param isBase64 defines whether the texture is encoded as a base64
  50136. * @param isBuffer defines whether the texture data are stored as a buffer
  50137. * @returns true if the loader can load the specified file
  50138. */
  50139. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50140. /**
  50141. * Transform the url before loading if required.
  50142. * @param rootUrl the url of the texture
  50143. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50144. * @returns the transformed texture
  50145. */
  50146. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50147. /**
  50148. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50149. * @param rootUrl the url of the texture
  50150. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50151. * @returns the fallback texture
  50152. */
  50153. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50154. /**
  50155. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50156. * @param data contains the texture data
  50157. * @param texture defines the BabylonJS internal texture
  50158. * @param createPolynomials will be true if polynomials have been requested
  50159. * @param onLoad defines the callback to trigger once the texture is ready
  50160. * @param onError defines the callback to trigger in case of error
  50161. */
  50162. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50163. /**
  50164. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50165. * @param data contains the texture data
  50166. * @param texture defines the BabylonJS internal texture
  50167. * @param callback defines the method to call once ready to upload
  50168. */
  50169. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  50170. }
  50171. }
  50172. declare module "babylonjs/Misc/khronosTextureContainer" {
  50173. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50174. /**
  50175. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  50176. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  50177. */
  50178. export class KhronosTextureContainer {
  50179. /** contents of the KTX container file */
  50180. arrayBuffer: any;
  50181. private static HEADER_LEN;
  50182. private static COMPRESSED_2D;
  50183. private static COMPRESSED_3D;
  50184. private static TEX_2D;
  50185. private static TEX_3D;
  50186. /**
  50187. * Gets the openGL type
  50188. */
  50189. glType: number;
  50190. /**
  50191. * Gets the openGL type size
  50192. */
  50193. glTypeSize: number;
  50194. /**
  50195. * Gets the openGL format
  50196. */
  50197. glFormat: number;
  50198. /**
  50199. * Gets the openGL internal format
  50200. */
  50201. glInternalFormat: number;
  50202. /**
  50203. * Gets the base internal format
  50204. */
  50205. glBaseInternalFormat: number;
  50206. /**
  50207. * Gets image width in pixel
  50208. */
  50209. pixelWidth: number;
  50210. /**
  50211. * Gets image height in pixel
  50212. */
  50213. pixelHeight: number;
  50214. /**
  50215. * Gets image depth in pixels
  50216. */
  50217. pixelDepth: number;
  50218. /**
  50219. * Gets the number of array elements
  50220. */
  50221. numberOfArrayElements: number;
  50222. /**
  50223. * Gets the number of faces
  50224. */
  50225. numberOfFaces: number;
  50226. /**
  50227. * Gets the number of mipmap levels
  50228. */
  50229. numberOfMipmapLevels: number;
  50230. /**
  50231. * Gets the bytes of key value data
  50232. */
  50233. bytesOfKeyValueData: number;
  50234. /**
  50235. * Gets the load type
  50236. */
  50237. loadType: number;
  50238. /**
  50239. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  50240. */
  50241. isInvalid: boolean;
  50242. /**
  50243. * Creates a new KhronosTextureContainer
  50244. * @param arrayBuffer contents of the KTX container file
  50245. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  50246. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  50247. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  50248. */
  50249. constructor(
  50250. /** contents of the KTX container file */
  50251. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  50252. /**
  50253. * Uploads KTX content to a Babylon Texture.
  50254. * It is assumed that the texture has already been created & is currently bound
  50255. * @hidden
  50256. */
  50257. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  50258. private _upload2DCompressedLevels;
  50259. }
  50260. }
  50261. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  50262. import { Nullable } from "babylonjs/types";
  50263. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50264. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50265. /**
  50266. * Implementation of the KTX Texture Loader.
  50267. * @hidden
  50268. */
  50269. export class _KTXTextureLoader implements IInternalTextureLoader {
  50270. /**
  50271. * Defines wether the loader supports cascade loading the different faces.
  50272. */
  50273. readonly supportCascades: boolean;
  50274. /**
  50275. * This returns if the loader support the current file information.
  50276. * @param extension defines the file extension of the file being loaded
  50277. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50278. * @param fallback defines the fallback internal texture if any
  50279. * @param isBase64 defines whether the texture is encoded as a base64
  50280. * @param isBuffer defines whether the texture data are stored as a buffer
  50281. * @returns true if the loader can load the specified file
  50282. */
  50283. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50284. /**
  50285. * Transform the url before loading if required.
  50286. * @param rootUrl the url of the texture
  50287. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50288. * @returns the transformed texture
  50289. */
  50290. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50291. /**
  50292. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50293. * @param rootUrl the url of the texture
  50294. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50295. * @returns the fallback texture
  50296. */
  50297. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50298. /**
  50299. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50300. * @param data contains the texture data
  50301. * @param texture defines the BabylonJS internal texture
  50302. * @param createPolynomials will be true if polynomials have been requested
  50303. * @param onLoad defines the callback to trigger once the texture is ready
  50304. * @param onError defines the callback to trigger in case of error
  50305. */
  50306. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50307. /**
  50308. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50309. * @param data contains the texture data
  50310. * @param texture defines the BabylonJS internal texture
  50311. * @param callback defines the method to call once ready to upload
  50312. */
  50313. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  50314. }
  50315. }
  50316. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  50317. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  50318. import { Scene } from "babylonjs/scene";
  50319. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  50320. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  50321. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  50322. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  50323. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  50324. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  50325. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50326. /**
  50327. * Options for the default xr helper
  50328. */
  50329. export class WebXRDefaultExperienceOptions {
  50330. /**
  50331. * Floor meshes that should be used for teleporting
  50332. */
  50333. floorMeshes: Array<AbstractMesh>;
  50334. }
  50335. /**
  50336. * Default experience which provides a similar setup to the previous webVRExperience
  50337. */
  50338. export class WebXRDefaultExperience {
  50339. /**
  50340. * Base experience
  50341. */
  50342. baseExperience: WebXRExperienceHelper;
  50343. /**
  50344. * Input experience extension
  50345. */
  50346. input: WebXRInput;
  50347. /**
  50348. * Loads the controller models
  50349. */
  50350. controllerModelLoader: WebXRControllerModelLoader;
  50351. /**
  50352. * Enables laser pointer and selection
  50353. */
  50354. pointerSelection: WebXRControllerPointerSelection;
  50355. /**
  50356. * Enables teleportation
  50357. */
  50358. teleportation: WebXRControllerTeleportation;
  50359. /**
  50360. * Enables ui for enetering/exiting xr
  50361. */
  50362. enterExitUI: WebXREnterExitUI;
  50363. /**
  50364. * Default output canvas xr should render to
  50365. */
  50366. outputCanvas: WebXRManagedOutputCanvas;
  50367. /**
  50368. * Creates the default xr experience
  50369. * @param scene scene
  50370. * @param options options for basic configuration
  50371. * @returns resulting WebXRDefaultExperience
  50372. */
  50373. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  50374. private constructor();
  50375. /**
  50376. * DIsposes of the experience helper
  50377. */
  50378. dispose(): void;
  50379. }
  50380. }
  50381. declare module "babylonjs/Helpers/sceneHelpers" {
  50382. import { Nullable } from "babylonjs/types";
  50383. import { Mesh } from "babylonjs/Meshes/mesh";
  50384. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50385. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  50386. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  50387. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  50388. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  50389. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  50390. import "babylonjs/Meshes/Builders/boxBuilder";
  50391. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  50392. /** @hidden */
  50393. export var _forceSceneHelpersToBundle: boolean;
  50394. module "babylonjs/scene" {
  50395. interface Scene {
  50396. /**
  50397. * Creates a default light for the scene.
  50398. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  50399. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  50400. */
  50401. createDefaultLight(replace?: boolean): void;
  50402. /**
  50403. * Creates a default camera for the scene.
  50404. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  50405. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  50406. * @param replace has default false, when true replaces the active camera in the scene
  50407. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  50408. */
  50409. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50410. /**
  50411. * Creates a default camera and a default light.
  50412. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  50413. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  50414. * @param replace has the default false, when true replaces the active camera/light in the scene
  50415. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  50416. */
  50417. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50418. /**
  50419. * Creates a new sky box
  50420. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  50421. * @param environmentTexture defines the texture to use as environment texture
  50422. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  50423. * @param scale defines the overall scale of the skybox
  50424. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  50425. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  50426. * @returns a new mesh holding the sky box
  50427. */
  50428. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  50429. /**
  50430. * Creates a new environment
  50431. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  50432. * @param options defines the options you can use to configure the environment
  50433. * @returns the new EnvironmentHelper
  50434. */
  50435. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  50436. /**
  50437. * Creates a new VREXperienceHelper
  50438. * @see http://doc.babylonjs.com/how_to/webvr_helper
  50439. * @param webVROptions defines the options used to create the new VREXperienceHelper
  50440. * @returns a new VREXperienceHelper
  50441. */
  50442. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  50443. /**
  50444. * Creates a new WebXRDefaultExperience
  50445. * @see http://doc.babylonjs.com/how_to/webxr
  50446. * @param options experience options
  50447. * @returns a promise for a new WebXRDefaultExperience
  50448. */
  50449. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  50450. }
  50451. }
  50452. }
  50453. declare module "babylonjs/Helpers/videoDome" {
  50454. import { Scene } from "babylonjs/scene";
  50455. import { TransformNode } from "babylonjs/Meshes/transformNode";
  50456. import { Mesh } from "babylonjs/Meshes/mesh";
  50457. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  50458. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  50459. import "babylonjs/Meshes/Builders/sphereBuilder";
  50460. /**
  50461. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  50462. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  50463. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  50464. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  50465. */
  50466. export class VideoDome extends TransformNode {
  50467. /**
  50468. * Define the video source as a Monoscopic panoramic 360 video.
  50469. */
  50470. static readonly MODE_MONOSCOPIC: number;
  50471. /**
  50472. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50473. */
  50474. static readonly MODE_TOPBOTTOM: number;
  50475. /**
  50476. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50477. */
  50478. static readonly MODE_SIDEBYSIDE: number;
  50479. private _halfDome;
  50480. private _useDirectMapping;
  50481. /**
  50482. * The video texture being displayed on the sphere
  50483. */
  50484. protected _videoTexture: VideoTexture;
  50485. /**
  50486. * Gets the video texture being displayed on the sphere
  50487. */
  50488. readonly videoTexture: VideoTexture;
  50489. /**
  50490. * The skybox material
  50491. */
  50492. protected _material: BackgroundMaterial;
  50493. /**
  50494. * The surface used for the skybox
  50495. */
  50496. protected _mesh: Mesh;
  50497. /**
  50498. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  50499. */
  50500. private _halfDomeMask;
  50501. /**
  50502. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  50503. * Also see the options.resolution property.
  50504. */
  50505. fovMultiplier: number;
  50506. private _videoMode;
  50507. /**
  50508. * Gets or set the current video mode for the video. It can be:
  50509. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  50510. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50511. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50512. */
  50513. videoMode: number;
  50514. /**
  50515. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  50516. *
  50517. */
  50518. /**
  50519. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  50520. */
  50521. halfDome: boolean;
  50522. /**
  50523. * Oberserver used in Stereoscopic VR Mode.
  50524. */
  50525. private _onBeforeCameraRenderObserver;
  50526. /**
  50527. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  50528. * @param name Element's name, child elements will append suffixes for their own names.
  50529. * @param urlsOrVideo defines the url(s) or the video element to use
  50530. * @param options An object containing optional or exposed sub element properties
  50531. */
  50532. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  50533. resolution?: number;
  50534. clickToPlay?: boolean;
  50535. autoPlay?: boolean;
  50536. loop?: boolean;
  50537. size?: number;
  50538. poster?: string;
  50539. faceForward?: boolean;
  50540. useDirectMapping?: boolean;
  50541. halfDomeMode?: boolean;
  50542. }, scene: Scene);
  50543. private _changeVideoMode;
  50544. /**
  50545. * Releases resources associated with this node.
  50546. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  50547. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  50548. */
  50549. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  50550. }
  50551. }
  50552. declare module "babylonjs/Helpers/index" {
  50553. export * from "babylonjs/Helpers/environmentHelper";
  50554. export * from "babylonjs/Helpers/photoDome";
  50555. export * from "babylonjs/Helpers/sceneHelpers";
  50556. export * from "babylonjs/Helpers/videoDome";
  50557. }
  50558. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  50559. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50560. import { IDisposable } from "babylonjs/scene";
  50561. import { Engine } from "babylonjs/Engines/engine";
  50562. /**
  50563. * This class can be used to get instrumentation data from a Babylon engine
  50564. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50565. */
  50566. export class EngineInstrumentation implements IDisposable {
  50567. /**
  50568. * Define the instrumented engine.
  50569. */
  50570. engine: Engine;
  50571. private _captureGPUFrameTime;
  50572. private _gpuFrameTimeToken;
  50573. private _gpuFrameTime;
  50574. private _captureShaderCompilationTime;
  50575. private _shaderCompilationTime;
  50576. private _onBeginFrameObserver;
  50577. private _onEndFrameObserver;
  50578. private _onBeforeShaderCompilationObserver;
  50579. private _onAfterShaderCompilationObserver;
  50580. /**
  50581. * Gets the perf counter used for GPU frame time
  50582. */
  50583. readonly gpuFrameTimeCounter: PerfCounter;
  50584. /**
  50585. * Gets the GPU frame time capture status
  50586. */
  50587. /**
  50588. * Enable or disable the GPU frame time capture
  50589. */
  50590. captureGPUFrameTime: boolean;
  50591. /**
  50592. * Gets the perf counter used for shader compilation time
  50593. */
  50594. readonly shaderCompilationTimeCounter: PerfCounter;
  50595. /**
  50596. * Gets the shader compilation time capture status
  50597. */
  50598. /**
  50599. * Enable or disable the shader compilation time capture
  50600. */
  50601. captureShaderCompilationTime: boolean;
  50602. /**
  50603. * Instantiates a new engine instrumentation.
  50604. * This class can be used to get instrumentation data from a Babylon engine
  50605. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50606. * @param engine Defines the engine to instrument
  50607. */
  50608. constructor(
  50609. /**
  50610. * Define the instrumented engine.
  50611. */
  50612. engine: Engine);
  50613. /**
  50614. * Dispose and release associated resources.
  50615. */
  50616. dispose(): void;
  50617. }
  50618. }
  50619. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  50620. import { Scene, IDisposable } from "babylonjs/scene";
  50621. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50622. /**
  50623. * This class can be used to get instrumentation data from a Babylon engine
  50624. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50625. */
  50626. export class SceneInstrumentation implements IDisposable {
  50627. /**
  50628. * Defines the scene to instrument
  50629. */
  50630. scene: Scene;
  50631. private _captureActiveMeshesEvaluationTime;
  50632. private _activeMeshesEvaluationTime;
  50633. private _captureRenderTargetsRenderTime;
  50634. private _renderTargetsRenderTime;
  50635. private _captureFrameTime;
  50636. private _frameTime;
  50637. private _captureRenderTime;
  50638. private _renderTime;
  50639. private _captureInterFrameTime;
  50640. private _interFrameTime;
  50641. private _captureParticlesRenderTime;
  50642. private _particlesRenderTime;
  50643. private _captureSpritesRenderTime;
  50644. private _spritesRenderTime;
  50645. private _capturePhysicsTime;
  50646. private _physicsTime;
  50647. private _captureAnimationsTime;
  50648. private _animationsTime;
  50649. private _captureCameraRenderTime;
  50650. private _cameraRenderTime;
  50651. private _onBeforeActiveMeshesEvaluationObserver;
  50652. private _onAfterActiveMeshesEvaluationObserver;
  50653. private _onBeforeRenderTargetsRenderObserver;
  50654. private _onAfterRenderTargetsRenderObserver;
  50655. private _onAfterRenderObserver;
  50656. private _onBeforeDrawPhaseObserver;
  50657. private _onAfterDrawPhaseObserver;
  50658. private _onBeforeAnimationsObserver;
  50659. private _onBeforeParticlesRenderingObserver;
  50660. private _onAfterParticlesRenderingObserver;
  50661. private _onBeforeSpritesRenderingObserver;
  50662. private _onAfterSpritesRenderingObserver;
  50663. private _onBeforePhysicsObserver;
  50664. private _onAfterPhysicsObserver;
  50665. private _onAfterAnimationsObserver;
  50666. private _onBeforeCameraRenderObserver;
  50667. private _onAfterCameraRenderObserver;
  50668. /**
  50669. * Gets the perf counter used for active meshes evaluation time
  50670. */
  50671. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  50672. /**
  50673. * Gets the active meshes evaluation time capture status
  50674. */
  50675. /**
  50676. * Enable or disable the active meshes evaluation time capture
  50677. */
  50678. captureActiveMeshesEvaluationTime: boolean;
  50679. /**
  50680. * Gets the perf counter used for render targets render time
  50681. */
  50682. readonly renderTargetsRenderTimeCounter: PerfCounter;
  50683. /**
  50684. * Gets the render targets render time capture status
  50685. */
  50686. /**
  50687. * Enable or disable the render targets render time capture
  50688. */
  50689. captureRenderTargetsRenderTime: boolean;
  50690. /**
  50691. * Gets the perf counter used for particles render time
  50692. */
  50693. readonly particlesRenderTimeCounter: PerfCounter;
  50694. /**
  50695. * Gets the particles render time capture status
  50696. */
  50697. /**
  50698. * Enable or disable the particles render time capture
  50699. */
  50700. captureParticlesRenderTime: boolean;
  50701. /**
  50702. * Gets the perf counter used for sprites render time
  50703. */
  50704. readonly spritesRenderTimeCounter: PerfCounter;
  50705. /**
  50706. * Gets the sprites render time capture status
  50707. */
  50708. /**
  50709. * Enable or disable the sprites render time capture
  50710. */
  50711. captureSpritesRenderTime: boolean;
  50712. /**
  50713. * Gets the perf counter used for physics time
  50714. */
  50715. readonly physicsTimeCounter: PerfCounter;
  50716. /**
  50717. * Gets the physics time capture status
  50718. */
  50719. /**
  50720. * Enable or disable the physics time capture
  50721. */
  50722. capturePhysicsTime: boolean;
  50723. /**
  50724. * Gets the perf counter used for animations time
  50725. */
  50726. readonly animationsTimeCounter: PerfCounter;
  50727. /**
  50728. * Gets the animations time capture status
  50729. */
  50730. /**
  50731. * Enable or disable the animations time capture
  50732. */
  50733. captureAnimationsTime: boolean;
  50734. /**
  50735. * Gets the perf counter used for frame time capture
  50736. */
  50737. readonly frameTimeCounter: PerfCounter;
  50738. /**
  50739. * Gets the frame time capture status
  50740. */
  50741. /**
  50742. * Enable or disable the frame time capture
  50743. */
  50744. captureFrameTime: boolean;
  50745. /**
  50746. * Gets the perf counter used for inter-frames time capture
  50747. */
  50748. readonly interFrameTimeCounter: PerfCounter;
  50749. /**
  50750. * Gets the inter-frames time capture status
  50751. */
  50752. /**
  50753. * Enable or disable the inter-frames time capture
  50754. */
  50755. captureInterFrameTime: boolean;
  50756. /**
  50757. * Gets the perf counter used for render time capture
  50758. */
  50759. readonly renderTimeCounter: PerfCounter;
  50760. /**
  50761. * Gets the render time capture status
  50762. */
  50763. /**
  50764. * Enable or disable the render time capture
  50765. */
  50766. captureRenderTime: boolean;
  50767. /**
  50768. * Gets the perf counter used for camera render time capture
  50769. */
  50770. readonly cameraRenderTimeCounter: PerfCounter;
  50771. /**
  50772. * Gets the camera render time capture status
  50773. */
  50774. /**
  50775. * Enable or disable the camera render time capture
  50776. */
  50777. captureCameraRenderTime: boolean;
  50778. /**
  50779. * Gets the perf counter used for draw calls
  50780. */
  50781. readonly drawCallsCounter: PerfCounter;
  50782. /**
  50783. * Instantiates a new scene instrumentation.
  50784. * This class can be used to get instrumentation data from a Babylon engine
  50785. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50786. * @param scene Defines the scene to instrument
  50787. */
  50788. constructor(
  50789. /**
  50790. * Defines the scene to instrument
  50791. */
  50792. scene: Scene);
  50793. /**
  50794. * Dispose and release associated resources.
  50795. */
  50796. dispose(): void;
  50797. }
  50798. }
  50799. declare module "babylonjs/Instrumentation/index" {
  50800. export * from "babylonjs/Instrumentation/engineInstrumentation";
  50801. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  50802. export * from "babylonjs/Instrumentation/timeToken";
  50803. }
  50804. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  50805. /** @hidden */
  50806. export var glowMapGenerationPixelShader: {
  50807. name: string;
  50808. shader: string;
  50809. };
  50810. }
  50811. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  50812. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50813. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50814. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50815. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50816. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50817. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50818. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50819. /** @hidden */
  50820. export var glowMapGenerationVertexShader: {
  50821. name: string;
  50822. shader: string;
  50823. };
  50824. }
  50825. declare module "babylonjs/Layers/effectLayer" {
  50826. import { Observable } from "babylonjs/Misc/observable";
  50827. import { Nullable } from "babylonjs/types";
  50828. import { Camera } from "babylonjs/Cameras/camera";
  50829. import { Scene } from "babylonjs/scene";
  50830. import { ISize } from "babylonjs/Maths/math.size";
  50831. import { Color4 } from "babylonjs/Maths/math.color";
  50832. import { Engine } from "babylonjs/Engines/engine";
  50833. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50834. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50835. import { Mesh } from "babylonjs/Meshes/mesh";
  50836. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  50837. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50838. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50839. import { Effect } from "babylonjs/Materials/effect";
  50840. import { Material } from "babylonjs/Materials/material";
  50841. import "babylonjs/Shaders/glowMapGeneration.fragment";
  50842. import "babylonjs/Shaders/glowMapGeneration.vertex";
  50843. /**
  50844. * Effect layer options. This helps customizing the behaviour
  50845. * of the effect layer.
  50846. */
  50847. export interface IEffectLayerOptions {
  50848. /**
  50849. * Multiplication factor apply to the canvas size to compute the render target size
  50850. * used to generated the objects (the smaller the faster).
  50851. */
  50852. mainTextureRatio: number;
  50853. /**
  50854. * Enforces a fixed size texture to ensure effect stability across devices.
  50855. */
  50856. mainTextureFixedSize?: number;
  50857. /**
  50858. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  50859. */
  50860. alphaBlendingMode: number;
  50861. /**
  50862. * The camera attached to the layer.
  50863. */
  50864. camera: Nullable<Camera>;
  50865. /**
  50866. * The rendering group to draw the layer in.
  50867. */
  50868. renderingGroupId: number;
  50869. }
  50870. /**
  50871. * The effect layer Helps adding post process effect blended with the main pass.
  50872. *
  50873. * This can be for instance use to generate glow or higlight effects on the scene.
  50874. *
  50875. * The effect layer class can not be used directly and is intented to inherited from to be
  50876. * customized per effects.
  50877. */
  50878. export abstract class EffectLayer {
  50879. private _vertexBuffers;
  50880. private _indexBuffer;
  50881. private _cachedDefines;
  50882. private _effectLayerMapGenerationEffect;
  50883. private _effectLayerOptions;
  50884. private _mergeEffect;
  50885. protected _scene: Scene;
  50886. protected _engine: Engine;
  50887. protected _maxSize: number;
  50888. protected _mainTextureDesiredSize: ISize;
  50889. protected _mainTexture: RenderTargetTexture;
  50890. protected _shouldRender: boolean;
  50891. protected _postProcesses: PostProcess[];
  50892. protected _textures: BaseTexture[];
  50893. protected _emissiveTextureAndColor: {
  50894. texture: Nullable<BaseTexture>;
  50895. color: Color4;
  50896. };
  50897. /**
  50898. * The name of the layer
  50899. */
  50900. name: string;
  50901. /**
  50902. * The clear color of the texture used to generate the glow map.
  50903. */
  50904. neutralColor: Color4;
  50905. /**
  50906. * Specifies wether the highlight layer is enabled or not.
  50907. */
  50908. isEnabled: boolean;
  50909. /**
  50910. * Gets the camera attached to the layer.
  50911. */
  50912. readonly camera: Nullable<Camera>;
  50913. /**
  50914. * Gets the rendering group id the layer should render in.
  50915. */
  50916. renderingGroupId: number;
  50917. /**
  50918. * An event triggered when the effect layer has been disposed.
  50919. */
  50920. onDisposeObservable: Observable<EffectLayer>;
  50921. /**
  50922. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50923. */
  50924. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50925. /**
  50926. * An event triggered when the generated texture is being merged in the scene.
  50927. */
  50928. onBeforeComposeObservable: Observable<EffectLayer>;
  50929. /**
  50930. * An event triggered when the generated texture has been merged in the scene.
  50931. */
  50932. onAfterComposeObservable: Observable<EffectLayer>;
  50933. /**
  50934. * An event triggered when the efffect layer changes its size.
  50935. */
  50936. onSizeChangedObservable: Observable<EffectLayer>;
  50937. /** @hidden */
  50938. static _SceneComponentInitialization: (scene: Scene) => void;
  50939. /**
  50940. * Instantiates a new effect Layer and references it in the scene.
  50941. * @param name The name of the layer
  50942. * @param scene The scene to use the layer in
  50943. */
  50944. constructor(
  50945. /** The Friendly of the effect in the scene */
  50946. name: string, scene: Scene);
  50947. /**
  50948. * Get the effect name of the layer.
  50949. * @return The effect name
  50950. */
  50951. abstract getEffectName(): string;
  50952. /**
  50953. * Checks for the readiness of the element composing the layer.
  50954. * @param subMesh the mesh to check for
  50955. * @param useInstances specify wether or not to use instances to render the mesh
  50956. * @return true if ready otherwise, false
  50957. */
  50958. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50959. /**
  50960. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50961. * @returns true if the effect requires stencil during the main canvas render pass.
  50962. */
  50963. abstract needStencil(): boolean;
  50964. /**
  50965. * Create the merge effect. This is the shader use to blit the information back
  50966. * to the main canvas at the end of the scene rendering.
  50967. * @returns The effect containing the shader used to merge the effect on the main canvas
  50968. */
  50969. protected abstract _createMergeEffect(): Effect;
  50970. /**
  50971. * Creates the render target textures and post processes used in the effect layer.
  50972. */
  50973. protected abstract _createTextureAndPostProcesses(): void;
  50974. /**
  50975. * Implementation specific of rendering the generating effect on the main canvas.
  50976. * @param effect The effect used to render through
  50977. */
  50978. protected abstract _internalRender(effect: Effect): void;
  50979. /**
  50980. * Sets the required values for both the emissive texture and and the main color.
  50981. */
  50982. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50983. /**
  50984. * Free any resources and references associated to a mesh.
  50985. * Internal use
  50986. * @param mesh The mesh to free.
  50987. */
  50988. abstract _disposeMesh(mesh: Mesh): void;
  50989. /**
  50990. * Serializes this layer (Glow or Highlight for example)
  50991. * @returns a serialized layer object
  50992. */
  50993. abstract serialize?(): any;
  50994. /**
  50995. * Initializes the effect layer with the required options.
  50996. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  50997. */
  50998. protected _init(options: Partial<IEffectLayerOptions>): void;
  50999. /**
  51000. * Generates the index buffer of the full screen quad blending to the main canvas.
  51001. */
  51002. private _generateIndexBuffer;
  51003. /**
  51004. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  51005. */
  51006. private _generateVertexBuffer;
  51007. /**
  51008. * Sets the main texture desired size which is the closest power of two
  51009. * of the engine canvas size.
  51010. */
  51011. private _setMainTextureSize;
  51012. /**
  51013. * Creates the main texture for the effect layer.
  51014. */
  51015. protected _createMainTexture(): void;
  51016. /**
  51017. * Adds specific effects defines.
  51018. * @param defines The defines to add specifics to.
  51019. */
  51020. protected _addCustomEffectDefines(defines: string[]): void;
  51021. /**
  51022. * Checks for the readiness of the element composing the layer.
  51023. * @param subMesh the mesh to check for
  51024. * @param useInstances specify wether or not to use instances to render the mesh
  51025. * @param emissiveTexture the associated emissive texture used to generate the glow
  51026. * @return true if ready otherwise, false
  51027. */
  51028. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  51029. /**
  51030. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  51031. */
  51032. render(): void;
  51033. /**
  51034. * Determine if a given mesh will be used in the current effect.
  51035. * @param mesh mesh to test
  51036. * @returns true if the mesh will be used
  51037. */
  51038. hasMesh(mesh: AbstractMesh): boolean;
  51039. /**
  51040. * Returns true if the layer contains information to display, otherwise false.
  51041. * @returns true if the glow layer should be rendered
  51042. */
  51043. shouldRender(): boolean;
  51044. /**
  51045. * Returns true if the mesh should render, otherwise false.
  51046. * @param mesh The mesh to render
  51047. * @returns true if it should render otherwise false
  51048. */
  51049. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  51050. /**
  51051. * Returns true if the mesh can be rendered, otherwise false.
  51052. * @param mesh The mesh to render
  51053. * @param material The material used on the mesh
  51054. * @returns true if it can be rendered otherwise false
  51055. */
  51056. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  51057. /**
  51058. * Returns true if the mesh should render, otherwise false.
  51059. * @param mesh The mesh to render
  51060. * @returns true if it should render otherwise false
  51061. */
  51062. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  51063. /**
  51064. * Renders the submesh passed in parameter to the generation map.
  51065. */
  51066. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  51067. /**
  51068. * Rebuild the required buffers.
  51069. * @hidden Internal use only.
  51070. */
  51071. _rebuild(): void;
  51072. /**
  51073. * Dispose only the render target textures and post process.
  51074. */
  51075. private _disposeTextureAndPostProcesses;
  51076. /**
  51077. * Dispose the highlight layer and free resources.
  51078. */
  51079. dispose(): void;
  51080. /**
  51081. * Gets the class name of the effect layer
  51082. * @returns the string with the class name of the effect layer
  51083. */
  51084. getClassName(): string;
  51085. /**
  51086. * Creates an effect layer from parsed effect layer data
  51087. * @param parsedEffectLayer defines effect layer data
  51088. * @param scene defines the current scene
  51089. * @param rootUrl defines the root URL containing the effect layer information
  51090. * @returns a parsed effect Layer
  51091. */
  51092. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  51093. }
  51094. }
  51095. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  51096. import { Scene } from "babylonjs/scene";
  51097. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51098. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51099. import { AbstractScene } from "babylonjs/abstractScene";
  51100. module "babylonjs/abstractScene" {
  51101. interface AbstractScene {
  51102. /**
  51103. * The list of effect layers (highlights/glow) added to the scene
  51104. * @see http://doc.babylonjs.com/how_to/highlight_layer
  51105. * @see http://doc.babylonjs.com/how_to/glow_layer
  51106. */
  51107. effectLayers: Array<EffectLayer>;
  51108. /**
  51109. * Removes the given effect layer from this scene.
  51110. * @param toRemove defines the effect layer to remove
  51111. * @returns the index of the removed effect layer
  51112. */
  51113. removeEffectLayer(toRemove: EffectLayer): number;
  51114. /**
  51115. * Adds the given effect layer to this scene
  51116. * @param newEffectLayer defines the effect layer to add
  51117. */
  51118. addEffectLayer(newEffectLayer: EffectLayer): void;
  51119. }
  51120. }
  51121. /**
  51122. * Defines the layer scene component responsible to manage any effect layers
  51123. * in a given scene.
  51124. */
  51125. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  51126. /**
  51127. * The component name helpfull to identify the component in the list of scene components.
  51128. */
  51129. readonly name: string;
  51130. /**
  51131. * The scene the component belongs to.
  51132. */
  51133. scene: Scene;
  51134. private _engine;
  51135. private _renderEffects;
  51136. private _needStencil;
  51137. private _previousStencilState;
  51138. /**
  51139. * Creates a new instance of the component for the given scene
  51140. * @param scene Defines the scene to register the component in
  51141. */
  51142. constructor(scene: Scene);
  51143. /**
  51144. * Registers the component in a given scene
  51145. */
  51146. register(): void;
  51147. /**
  51148. * Rebuilds the elements related to this component in case of
  51149. * context lost for instance.
  51150. */
  51151. rebuild(): void;
  51152. /**
  51153. * Serializes the component data to the specified json object
  51154. * @param serializationObject The object to serialize to
  51155. */
  51156. serialize(serializationObject: any): void;
  51157. /**
  51158. * Adds all the elements from the container to the scene
  51159. * @param container the container holding the elements
  51160. */
  51161. addFromContainer(container: AbstractScene): void;
  51162. /**
  51163. * Removes all the elements in the container from the scene
  51164. * @param container contains the elements to remove
  51165. * @param dispose if the removed element should be disposed (default: false)
  51166. */
  51167. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51168. /**
  51169. * Disposes the component and the associated ressources.
  51170. */
  51171. dispose(): void;
  51172. private _isReadyForMesh;
  51173. private _renderMainTexture;
  51174. private _setStencil;
  51175. private _setStencilBack;
  51176. private _draw;
  51177. private _drawCamera;
  51178. private _drawRenderingGroup;
  51179. }
  51180. }
  51181. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  51182. /** @hidden */
  51183. export var glowMapMergePixelShader: {
  51184. name: string;
  51185. shader: string;
  51186. };
  51187. }
  51188. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  51189. /** @hidden */
  51190. export var glowMapMergeVertexShader: {
  51191. name: string;
  51192. shader: string;
  51193. };
  51194. }
  51195. declare module "babylonjs/Layers/glowLayer" {
  51196. import { Nullable } from "babylonjs/types";
  51197. import { Camera } from "babylonjs/Cameras/camera";
  51198. import { Scene } from "babylonjs/scene";
  51199. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51200. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51201. import { Mesh } from "babylonjs/Meshes/mesh";
  51202. import { Texture } from "babylonjs/Materials/Textures/texture";
  51203. import { Effect } from "babylonjs/Materials/effect";
  51204. import { Material } from "babylonjs/Materials/material";
  51205. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51206. import { Color4 } from "babylonjs/Maths/math.color";
  51207. import "babylonjs/Shaders/glowMapMerge.fragment";
  51208. import "babylonjs/Shaders/glowMapMerge.vertex";
  51209. import "babylonjs/Layers/effectLayerSceneComponent";
  51210. module "babylonjs/abstractScene" {
  51211. interface AbstractScene {
  51212. /**
  51213. * Return a the first highlight layer of the scene with a given name.
  51214. * @param name The name of the highlight layer to look for.
  51215. * @return The highlight layer if found otherwise null.
  51216. */
  51217. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  51218. }
  51219. }
  51220. /**
  51221. * Glow layer options. This helps customizing the behaviour
  51222. * of the glow layer.
  51223. */
  51224. export interface IGlowLayerOptions {
  51225. /**
  51226. * Multiplication factor apply to the canvas size to compute the render target size
  51227. * used to generated the glowing objects (the smaller the faster).
  51228. */
  51229. mainTextureRatio: number;
  51230. /**
  51231. * Enforces a fixed size texture to ensure resize independant blur.
  51232. */
  51233. mainTextureFixedSize?: number;
  51234. /**
  51235. * How big is the kernel of the blur texture.
  51236. */
  51237. blurKernelSize: number;
  51238. /**
  51239. * The camera attached to the layer.
  51240. */
  51241. camera: Nullable<Camera>;
  51242. /**
  51243. * Enable MSAA by chosing the number of samples.
  51244. */
  51245. mainTextureSamples?: number;
  51246. /**
  51247. * The rendering group to draw the layer in.
  51248. */
  51249. renderingGroupId: number;
  51250. }
  51251. /**
  51252. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  51253. *
  51254. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51255. * glowy meshes to your scene.
  51256. *
  51257. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  51258. */
  51259. export class GlowLayer extends EffectLayer {
  51260. /**
  51261. * Effect Name of the layer.
  51262. */
  51263. static readonly EffectName: string;
  51264. /**
  51265. * The default blur kernel size used for the glow.
  51266. */
  51267. static DefaultBlurKernelSize: number;
  51268. /**
  51269. * The default texture size ratio used for the glow.
  51270. */
  51271. static DefaultTextureRatio: number;
  51272. /**
  51273. * Sets the kernel size of the blur.
  51274. */
  51275. /**
  51276. * Gets the kernel size of the blur.
  51277. */
  51278. blurKernelSize: number;
  51279. /**
  51280. * Sets the glow intensity.
  51281. */
  51282. /**
  51283. * Gets the glow intensity.
  51284. */
  51285. intensity: number;
  51286. private _options;
  51287. private _intensity;
  51288. private _horizontalBlurPostprocess1;
  51289. private _verticalBlurPostprocess1;
  51290. private _horizontalBlurPostprocess2;
  51291. private _verticalBlurPostprocess2;
  51292. private _blurTexture1;
  51293. private _blurTexture2;
  51294. private _postProcesses1;
  51295. private _postProcesses2;
  51296. private _includedOnlyMeshes;
  51297. private _excludedMeshes;
  51298. /**
  51299. * Callback used to let the user override the color selection on a per mesh basis
  51300. */
  51301. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  51302. /**
  51303. * Callback used to let the user override the texture selection on a per mesh basis
  51304. */
  51305. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  51306. /**
  51307. * Instantiates a new glow Layer and references it to the scene.
  51308. * @param name The name of the layer
  51309. * @param scene The scene to use the layer in
  51310. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  51311. */
  51312. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  51313. /**
  51314. * Get the effect name of the layer.
  51315. * @return The effect name
  51316. */
  51317. getEffectName(): string;
  51318. /**
  51319. * Create the merge effect. This is the shader use to blit the information back
  51320. * to the main canvas at the end of the scene rendering.
  51321. */
  51322. protected _createMergeEffect(): Effect;
  51323. /**
  51324. * Creates the render target textures and post processes used in the glow layer.
  51325. */
  51326. protected _createTextureAndPostProcesses(): void;
  51327. /**
  51328. * Checks for the readiness of the element composing the layer.
  51329. * @param subMesh the mesh to check for
  51330. * @param useInstances specify wether or not to use instances to render the mesh
  51331. * @param emissiveTexture the associated emissive texture used to generate the glow
  51332. * @return true if ready otherwise, false
  51333. */
  51334. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51335. /**
  51336. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51337. */
  51338. needStencil(): boolean;
  51339. /**
  51340. * Returns true if the mesh can be rendered, otherwise false.
  51341. * @param mesh The mesh to render
  51342. * @param material The material used on the mesh
  51343. * @returns true if it can be rendered otherwise false
  51344. */
  51345. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  51346. /**
  51347. * Implementation specific of rendering the generating effect on the main canvas.
  51348. * @param effect The effect used to render through
  51349. */
  51350. protected _internalRender(effect: Effect): void;
  51351. /**
  51352. * Sets the required values for both the emissive texture and and the main color.
  51353. */
  51354. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51355. /**
  51356. * Returns true if the mesh should render, otherwise false.
  51357. * @param mesh The mesh to render
  51358. * @returns true if it should render otherwise false
  51359. */
  51360. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51361. /**
  51362. * Adds specific effects defines.
  51363. * @param defines The defines to add specifics to.
  51364. */
  51365. protected _addCustomEffectDefines(defines: string[]): void;
  51366. /**
  51367. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  51368. * @param mesh The mesh to exclude from the glow layer
  51369. */
  51370. addExcludedMesh(mesh: Mesh): void;
  51371. /**
  51372. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  51373. * @param mesh The mesh to remove
  51374. */
  51375. removeExcludedMesh(mesh: Mesh): void;
  51376. /**
  51377. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  51378. * @param mesh The mesh to include in the glow layer
  51379. */
  51380. addIncludedOnlyMesh(mesh: Mesh): void;
  51381. /**
  51382. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  51383. * @param mesh The mesh to remove
  51384. */
  51385. removeIncludedOnlyMesh(mesh: Mesh): void;
  51386. /**
  51387. * Determine if a given mesh will be used in the glow layer
  51388. * @param mesh The mesh to test
  51389. * @returns true if the mesh will be highlighted by the current glow layer
  51390. */
  51391. hasMesh(mesh: AbstractMesh): boolean;
  51392. /**
  51393. * Free any resources and references associated to a mesh.
  51394. * Internal use
  51395. * @param mesh The mesh to free.
  51396. * @hidden
  51397. */
  51398. _disposeMesh(mesh: Mesh): void;
  51399. /**
  51400. * Gets the class name of the effect layer
  51401. * @returns the string with the class name of the effect layer
  51402. */
  51403. getClassName(): string;
  51404. /**
  51405. * Serializes this glow layer
  51406. * @returns a serialized glow layer object
  51407. */
  51408. serialize(): any;
  51409. /**
  51410. * Creates a Glow Layer from parsed glow layer data
  51411. * @param parsedGlowLayer defines glow layer data
  51412. * @param scene defines the current scene
  51413. * @param rootUrl defines the root URL containing the glow layer information
  51414. * @returns a parsed Glow Layer
  51415. */
  51416. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  51417. }
  51418. }
  51419. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  51420. /** @hidden */
  51421. export var glowBlurPostProcessPixelShader: {
  51422. name: string;
  51423. shader: string;
  51424. };
  51425. }
  51426. declare module "babylonjs/Layers/highlightLayer" {
  51427. import { Observable } from "babylonjs/Misc/observable";
  51428. import { Nullable } from "babylonjs/types";
  51429. import { Camera } from "babylonjs/Cameras/camera";
  51430. import { Scene } from "babylonjs/scene";
  51431. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51432. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51433. import { Mesh } from "babylonjs/Meshes/mesh";
  51434. import { Effect } from "babylonjs/Materials/effect";
  51435. import { Material } from "babylonjs/Materials/material";
  51436. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51437. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  51438. import "babylonjs/Shaders/glowMapMerge.fragment";
  51439. import "babylonjs/Shaders/glowMapMerge.vertex";
  51440. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  51441. module "babylonjs/abstractScene" {
  51442. interface AbstractScene {
  51443. /**
  51444. * Return a the first highlight layer of the scene with a given name.
  51445. * @param name The name of the highlight layer to look for.
  51446. * @return The highlight layer if found otherwise null.
  51447. */
  51448. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  51449. }
  51450. }
  51451. /**
  51452. * Highlight layer options. This helps customizing the behaviour
  51453. * of the highlight layer.
  51454. */
  51455. export interface IHighlightLayerOptions {
  51456. /**
  51457. * Multiplication factor apply to the canvas size to compute the render target size
  51458. * used to generated the glowing objects (the smaller the faster).
  51459. */
  51460. mainTextureRatio: number;
  51461. /**
  51462. * Enforces a fixed size texture to ensure resize independant blur.
  51463. */
  51464. mainTextureFixedSize?: number;
  51465. /**
  51466. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  51467. * of the picture to blur (the smaller the faster).
  51468. */
  51469. blurTextureSizeRatio: number;
  51470. /**
  51471. * How big in texel of the blur texture is the vertical blur.
  51472. */
  51473. blurVerticalSize: number;
  51474. /**
  51475. * How big in texel of the blur texture is the horizontal blur.
  51476. */
  51477. blurHorizontalSize: number;
  51478. /**
  51479. * Alpha blending mode used to apply the blur. Default is combine.
  51480. */
  51481. alphaBlendingMode: number;
  51482. /**
  51483. * The camera attached to the layer.
  51484. */
  51485. camera: Nullable<Camera>;
  51486. /**
  51487. * Should we display highlight as a solid stroke?
  51488. */
  51489. isStroke?: boolean;
  51490. /**
  51491. * The rendering group to draw the layer in.
  51492. */
  51493. renderingGroupId: number;
  51494. }
  51495. /**
  51496. * The highlight layer Helps adding a glow effect around a mesh.
  51497. *
  51498. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51499. * glowy meshes to your scene.
  51500. *
  51501. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  51502. */
  51503. export class HighlightLayer extends EffectLayer {
  51504. name: string;
  51505. /**
  51506. * Effect Name of the highlight layer.
  51507. */
  51508. static readonly EffectName: string;
  51509. /**
  51510. * The neutral color used during the preparation of the glow effect.
  51511. * This is black by default as the blend operation is a blend operation.
  51512. */
  51513. static NeutralColor: Color4;
  51514. /**
  51515. * Stencil value used for glowing meshes.
  51516. */
  51517. static GlowingMeshStencilReference: number;
  51518. /**
  51519. * Stencil value used for the other meshes in the scene.
  51520. */
  51521. static NormalMeshStencilReference: number;
  51522. /**
  51523. * Specifies whether or not the inner glow is ACTIVE in the layer.
  51524. */
  51525. innerGlow: boolean;
  51526. /**
  51527. * Specifies whether or not the outer glow is ACTIVE in the layer.
  51528. */
  51529. outerGlow: boolean;
  51530. /**
  51531. * Specifies the horizontal size of the blur.
  51532. */
  51533. /**
  51534. * Gets the horizontal size of the blur.
  51535. */
  51536. blurHorizontalSize: number;
  51537. /**
  51538. * Specifies the vertical size of the blur.
  51539. */
  51540. /**
  51541. * Gets the vertical size of the blur.
  51542. */
  51543. blurVerticalSize: number;
  51544. /**
  51545. * An event triggered when the highlight layer is being blurred.
  51546. */
  51547. onBeforeBlurObservable: Observable<HighlightLayer>;
  51548. /**
  51549. * An event triggered when the highlight layer has been blurred.
  51550. */
  51551. onAfterBlurObservable: Observable<HighlightLayer>;
  51552. private _instanceGlowingMeshStencilReference;
  51553. private _options;
  51554. private _downSamplePostprocess;
  51555. private _horizontalBlurPostprocess;
  51556. private _verticalBlurPostprocess;
  51557. private _blurTexture;
  51558. private _meshes;
  51559. private _excludedMeshes;
  51560. /**
  51561. * Instantiates a new highlight Layer and references it to the scene..
  51562. * @param name The name of the layer
  51563. * @param scene The scene to use the layer in
  51564. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  51565. */
  51566. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  51567. /**
  51568. * Get the effect name of the layer.
  51569. * @return The effect name
  51570. */
  51571. getEffectName(): string;
  51572. /**
  51573. * Create the merge effect. This is the shader use to blit the information back
  51574. * to the main canvas at the end of the scene rendering.
  51575. */
  51576. protected _createMergeEffect(): Effect;
  51577. /**
  51578. * Creates the render target textures and post processes used in the highlight layer.
  51579. */
  51580. protected _createTextureAndPostProcesses(): void;
  51581. /**
  51582. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51583. */
  51584. needStencil(): boolean;
  51585. /**
  51586. * Checks for the readiness of the element composing the layer.
  51587. * @param subMesh the mesh to check for
  51588. * @param useInstances specify wether or not to use instances to render the mesh
  51589. * @param emissiveTexture the associated emissive texture used to generate the glow
  51590. * @return true if ready otherwise, false
  51591. */
  51592. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51593. /**
  51594. * Implementation specific of rendering the generating effect on the main canvas.
  51595. * @param effect The effect used to render through
  51596. */
  51597. protected _internalRender(effect: Effect): void;
  51598. /**
  51599. * Returns true if the layer contains information to display, otherwise false.
  51600. */
  51601. shouldRender(): boolean;
  51602. /**
  51603. * Returns true if the mesh should render, otherwise false.
  51604. * @param mesh The mesh to render
  51605. * @returns true if it should render otherwise false
  51606. */
  51607. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51608. /**
  51609. * Sets the required values for both the emissive texture and and the main color.
  51610. */
  51611. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51612. /**
  51613. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  51614. * @param mesh The mesh to exclude from the highlight layer
  51615. */
  51616. addExcludedMesh(mesh: Mesh): void;
  51617. /**
  51618. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  51619. * @param mesh The mesh to highlight
  51620. */
  51621. removeExcludedMesh(mesh: Mesh): void;
  51622. /**
  51623. * Determine if a given mesh will be highlighted by the current HighlightLayer
  51624. * @param mesh mesh to test
  51625. * @returns true if the mesh will be highlighted by the current HighlightLayer
  51626. */
  51627. hasMesh(mesh: AbstractMesh): boolean;
  51628. /**
  51629. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  51630. * @param mesh The mesh to highlight
  51631. * @param color The color of the highlight
  51632. * @param glowEmissiveOnly Extract the glow from the emissive texture
  51633. */
  51634. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  51635. /**
  51636. * Remove a mesh from the highlight layer in order to make it stop glowing.
  51637. * @param mesh The mesh to highlight
  51638. */
  51639. removeMesh(mesh: Mesh): void;
  51640. /**
  51641. * Force the stencil to the normal expected value for none glowing parts
  51642. */
  51643. private _defaultStencilReference;
  51644. /**
  51645. * Free any resources and references associated to a mesh.
  51646. * Internal use
  51647. * @param mesh The mesh to free.
  51648. * @hidden
  51649. */
  51650. _disposeMesh(mesh: Mesh): void;
  51651. /**
  51652. * Dispose the highlight layer and free resources.
  51653. */
  51654. dispose(): void;
  51655. /**
  51656. * Gets the class name of the effect layer
  51657. * @returns the string with the class name of the effect layer
  51658. */
  51659. getClassName(): string;
  51660. /**
  51661. * Serializes this Highlight layer
  51662. * @returns a serialized Highlight layer object
  51663. */
  51664. serialize(): any;
  51665. /**
  51666. * Creates a Highlight layer from parsed Highlight layer data
  51667. * @param parsedHightlightLayer defines the Highlight layer data
  51668. * @param scene defines the current scene
  51669. * @param rootUrl defines the root URL containing the Highlight layer information
  51670. * @returns a parsed Highlight layer
  51671. */
  51672. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  51673. }
  51674. }
  51675. declare module "babylonjs/Layers/layerSceneComponent" {
  51676. import { Scene } from "babylonjs/scene";
  51677. import { ISceneComponent } from "babylonjs/sceneComponent";
  51678. import { Layer } from "babylonjs/Layers/layer";
  51679. import { AbstractScene } from "babylonjs/abstractScene";
  51680. module "babylonjs/abstractScene" {
  51681. interface AbstractScene {
  51682. /**
  51683. * The list of layers (background and foreground) of the scene
  51684. */
  51685. layers: Array<Layer>;
  51686. }
  51687. }
  51688. /**
  51689. * Defines the layer scene component responsible to manage any layers
  51690. * in a given scene.
  51691. */
  51692. export class LayerSceneComponent implements ISceneComponent {
  51693. /**
  51694. * The component name helpfull to identify the component in the list of scene components.
  51695. */
  51696. readonly name: string;
  51697. /**
  51698. * The scene the component belongs to.
  51699. */
  51700. scene: Scene;
  51701. private _engine;
  51702. /**
  51703. * Creates a new instance of the component for the given scene
  51704. * @param scene Defines the scene to register the component in
  51705. */
  51706. constructor(scene: Scene);
  51707. /**
  51708. * Registers the component in a given scene
  51709. */
  51710. register(): void;
  51711. /**
  51712. * Rebuilds the elements related to this component in case of
  51713. * context lost for instance.
  51714. */
  51715. rebuild(): void;
  51716. /**
  51717. * Disposes the component and the associated ressources.
  51718. */
  51719. dispose(): void;
  51720. private _draw;
  51721. private _drawCameraPredicate;
  51722. private _drawCameraBackground;
  51723. private _drawCameraForeground;
  51724. private _drawRenderTargetPredicate;
  51725. private _drawRenderTargetBackground;
  51726. private _drawRenderTargetForeground;
  51727. /**
  51728. * Adds all the elements from the container to the scene
  51729. * @param container the container holding the elements
  51730. */
  51731. addFromContainer(container: AbstractScene): void;
  51732. /**
  51733. * Removes all the elements in the container from the scene
  51734. * @param container contains the elements to remove
  51735. * @param dispose if the removed element should be disposed (default: false)
  51736. */
  51737. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51738. }
  51739. }
  51740. declare module "babylonjs/Shaders/layer.fragment" {
  51741. /** @hidden */
  51742. export var layerPixelShader: {
  51743. name: string;
  51744. shader: string;
  51745. };
  51746. }
  51747. declare module "babylonjs/Shaders/layer.vertex" {
  51748. /** @hidden */
  51749. export var layerVertexShader: {
  51750. name: string;
  51751. shader: string;
  51752. };
  51753. }
  51754. declare module "babylonjs/Layers/layer" {
  51755. import { Observable } from "babylonjs/Misc/observable";
  51756. import { Nullable } from "babylonjs/types";
  51757. import { Scene } from "babylonjs/scene";
  51758. import { Vector2 } from "babylonjs/Maths/math.vector";
  51759. import { Color4 } from "babylonjs/Maths/math.color";
  51760. import { Texture } from "babylonjs/Materials/Textures/texture";
  51761. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51762. import "babylonjs/Shaders/layer.fragment";
  51763. import "babylonjs/Shaders/layer.vertex";
  51764. /**
  51765. * This represents a full screen 2d layer.
  51766. * This can be useful to display a picture in the background of your scene for instance.
  51767. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51768. */
  51769. export class Layer {
  51770. /**
  51771. * Define the name of the layer.
  51772. */
  51773. name: string;
  51774. /**
  51775. * Define the texture the layer should display.
  51776. */
  51777. texture: Nullable<Texture>;
  51778. /**
  51779. * Is the layer in background or foreground.
  51780. */
  51781. isBackground: boolean;
  51782. /**
  51783. * Define the color of the layer (instead of texture).
  51784. */
  51785. color: Color4;
  51786. /**
  51787. * Define the scale of the layer in order to zoom in out of the texture.
  51788. */
  51789. scale: Vector2;
  51790. /**
  51791. * Define an offset for the layer in order to shift the texture.
  51792. */
  51793. offset: Vector2;
  51794. /**
  51795. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  51796. */
  51797. alphaBlendingMode: number;
  51798. /**
  51799. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  51800. * Alpha test will not mix with the background color in case of transparency.
  51801. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  51802. */
  51803. alphaTest: boolean;
  51804. /**
  51805. * Define a mask to restrict the layer to only some of the scene cameras.
  51806. */
  51807. layerMask: number;
  51808. /**
  51809. * Define the list of render target the layer is visible into.
  51810. */
  51811. renderTargetTextures: RenderTargetTexture[];
  51812. /**
  51813. * Define if the layer is only used in renderTarget or if it also
  51814. * renders in the main frame buffer of the canvas.
  51815. */
  51816. renderOnlyInRenderTargetTextures: boolean;
  51817. private _scene;
  51818. private _vertexBuffers;
  51819. private _indexBuffer;
  51820. private _effect;
  51821. private _alphaTestEffect;
  51822. /**
  51823. * An event triggered when the layer is disposed.
  51824. */
  51825. onDisposeObservable: Observable<Layer>;
  51826. private _onDisposeObserver;
  51827. /**
  51828. * Back compatibility with callback before the onDisposeObservable existed.
  51829. * The set callback will be triggered when the layer has been disposed.
  51830. */
  51831. onDispose: () => void;
  51832. /**
  51833. * An event triggered before rendering the scene
  51834. */
  51835. onBeforeRenderObservable: Observable<Layer>;
  51836. private _onBeforeRenderObserver;
  51837. /**
  51838. * Back compatibility with callback before the onBeforeRenderObservable existed.
  51839. * The set callback will be triggered just before rendering the layer.
  51840. */
  51841. onBeforeRender: () => void;
  51842. /**
  51843. * An event triggered after rendering the scene
  51844. */
  51845. onAfterRenderObservable: Observable<Layer>;
  51846. private _onAfterRenderObserver;
  51847. /**
  51848. * Back compatibility with callback before the onAfterRenderObservable existed.
  51849. * The set callback will be triggered just after rendering the layer.
  51850. */
  51851. onAfterRender: () => void;
  51852. /**
  51853. * Instantiates a new layer.
  51854. * This represents a full screen 2d layer.
  51855. * This can be useful to display a picture in the background of your scene for instance.
  51856. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51857. * @param name Define the name of the layer in the scene
  51858. * @param imgUrl Define the url of the texture to display in the layer
  51859. * @param scene Define the scene the layer belongs to
  51860. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  51861. * @param color Defines a color for the layer
  51862. */
  51863. constructor(
  51864. /**
  51865. * Define the name of the layer.
  51866. */
  51867. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  51868. private _createIndexBuffer;
  51869. /** @hidden */
  51870. _rebuild(): void;
  51871. /**
  51872. * Renders the layer in the scene.
  51873. */
  51874. render(): void;
  51875. /**
  51876. * Disposes and releases the associated ressources.
  51877. */
  51878. dispose(): void;
  51879. }
  51880. }
  51881. declare module "babylonjs/Layers/index" {
  51882. export * from "babylonjs/Layers/effectLayer";
  51883. export * from "babylonjs/Layers/effectLayerSceneComponent";
  51884. export * from "babylonjs/Layers/glowLayer";
  51885. export * from "babylonjs/Layers/highlightLayer";
  51886. export * from "babylonjs/Layers/layer";
  51887. export * from "babylonjs/Layers/layerSceneComponent";
  51888. }
  51889. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51890. /** @hidden */
  51891. export var lensFlarePixelShader: {
  51892. name: string;
  51893. shader: string;
  51894. };
  51895. }
  51896. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51897. /** @hidden */
  51898. export var lensFlareVertexShader: {
  51899. name: string;
  51900. shader: string;
  51901. };
  51902. }
  51903. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51904. import { Scene } from "babylonjs/scene";
  51905. import { Vector3 } from "babylonjs/Maths/math.vector";
  51906. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51907. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51908. import "babylonjs/Shaders/lensFlare.fragment";
  51909. import "babylonjs/Shaders/lensFlare.vertex";
  51910. import { Viewport } from "babylonjs/Maths/math.viewport";
  51911. /**
  51912. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51913. * It is usually composed of several `lensFlare`.
  51914. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51915. */
  51916. export class LensFlareSystem {
  51917. /**
  51918. * Define the name of the lens flare system
  51919. */
  51920. name: string;
  51921. /**
  51922. * List of lens flares used in this system.
  51923. */
  51924. lensFlares: LensFlare[];
  51925. /**
  51926. * Define a limit from the border the lens flare can be visible.
  51927. */
  51928. borderLimit: number;
  51929. /**
  51930. * Define a viewport border we do not want to see the lens flare in.
  51931. */
  51932. viewportBorder: number;
  51933. /**
  51934. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51935. */
  51936. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51937. /**
  51938. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51939. */
  51940. layerMask: number;
  51941. /**
  51942. * Define the id of the lens flare system in the scene.
  51943. * (equal to name by default)
  51944. */
  51945. id: string;
  51946. private _scene;
  51947. private _emitter;
  51948. private _vertexBuffers;
  51949. private _indexBuffer;
  51950. private _effect;
  51951. private _positionX;
  51952. private _positionY;
  51953. private _isEnabled;
  51954. /** @hidden */
  51955. static _SceneComponentInitialization: (scene: Scene) => void;
  51956. /**
  51957. * Instantiates a lens flare system.
  51958. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51959. * It is usually composed of several `lensFlare`.
  51960. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51961. * @param name Define the name of the lens flare system in the scene
  51962. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51963. * @param scene Define the scene the lens flare system belongs to
  51964. */
  51965. constructor(
  51966. /**
  51967. * Define the name of the lens flare system
  51968. */
  51969. name: string, emitter: any, scene: Scene);
  51970. /**
  51971. * Define if the lens flare system is enabled.
  51972. */
  51973. isEnabled: boolean;
  51974. /**
  51975. * Get the scene the effects belongs to.
  51976. * @returns the scene holding the lens flare system
  51977. */
  51978. getScene(): Scene;
  51979. /**
  51980. * Get the emitter of the lens flare system.
  51981. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51982. * @returns the emitter of the lens flare system
  51983. */
  51984. getEmitter(): any;
  51985. /**
  51986. * Set the emitter of the lens flare system.
  51987. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51988. * @param newEmitter Define the new emitter of the system
  51989. */
  51990. setEmitter(newEmitter: any): void;
  51991. /**
  51992. * Get the lens flare system emitter position.
  51993. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  51994. * @returns the position
  51995. */
  51996. getEmitterPosition(): Vector3;
  51997. /**
  51998. * @hidden
  51999. */
  52000. computeEffectivePosition(globalViewport: Viewport): boolean;
  52001. /** @hidden */
  52002. _isVisible(): boolean;
  52003. /**
  52004. * @hidden
  52005. */
  52006. render(): boolean;
  52007. /**
  52008. * Dispose and release the lens flare with its associated resources.
  52009. */
  52010. dispose(): void;
  52011. /**
  52012. * Parse a lens flare system from a JSON repressentation
  52013. * @param parsedLensFlareSystem Define the JSON to parse
  52014. * @param scene Define the scene the parsed system should be instantiated in
  52015. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  52016. * @returns the parsed system
  52017. */
  52018. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  52019. /**
  52020. * Serialize the current Lens Flare System into a JSON representation.
  52021. * @returns the serialized JSON
  52022. */
  52023. serialize(): any;
  52024. }
  52025. }
  52026. declare module "babylonjs/LensFlares/lensFlare" {
  52027. import { Nullable } from "babylonjs/types";
  52028. import { Color3 } from "babylonjs/Maths/math.color";
  52029. import { Texture } from "babylonjs/Materials/Textures/texture";
  52030. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  52031. /**
  52032. * This represents one of the lens effect in a `lensFlareSystem`.
  52033. * It controls one of the indiviual texture used in the effect.
  52034. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52035. */
  52036. export class LensFlare {
  52037. /**
  52038. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  52039. */
  52040. size: number;
  52041. /**
  52042. * 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.
  52043. */
  52044. position: number;
  52045. /**
  52046. * Define the lens color.
  52047. */
  52048. color: Color3;
  52049. /**
  52050. * Define the lens texture.
  52051. */
  52052. texture: Nullable<Texture>;
  52053. /**
  52054. * Define the alpha mode to render this particular lens.
  52055. */
  52056. alphaMode: number;
  52057. private _system;
  52058. /**
  52059. * Creates a new Lens Flare.
  52060. * This represents one of the lens effect in a `lensFlareSystem`.
  52061. * It controls one of the indiviual texture used in the effect.
  52062. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52063. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  52064. * @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.
  52065. * @param color Define the lens color
  52066. * @param imgUrl Define the lens texture url
  52067. * @param system Define the `lensFlareSystem` this flare is part of
  52068. * @returns The newly created Lens Flare
  52069. */
  52070. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  52071. /**
  52072. * Instantiates a new Lens Flare.
  52073. * This represents one of the lens effect in a `lensFlareSystem`.
  52074. * It controls one of the indiviual texture used in the effect.
  52075. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52076. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  52077. * @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.
  52078. * @param color Define the lens color
  52079. * @param imgUrl Define the lens texture url
  52080. * @param system Define the `lensFlareSystem` this flare is part of
  52081. */
  52082. constructor(
  52083. /**
  52084. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  52085. */
  52086. size: number,
  52087. /**
  52088. * 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.
  52089. */
  52090. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  52091. /**
  52092. * Dispose and release the lens flare with its associated resources.
  52093. */
  52094. dispose(): void;
  52095. }
  52096. }
  52097. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  52098. import { Nullable } from "babylonjs/types";
  52099. import { Scene } from "babylonjs/scene";
  52100. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52101. import { AbstractScene } from "babylonjs/abstractScene";
  52102. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  52103. module "babylonjs/abstractScene" {
  52104. interface AbstractScene {
  52105. /**
  52106. * The list of lens flare system added to the scene
  52107. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52108. */
  52109. lensFlareSystems: Array<LensFlareSystem>;
  52110. /**
  52111. * Removes the given lens flare system from this scene.
  52112. * @param toRemove The lens flare system to remove
  52113. * @returns The index of the removed lens flare system
  52114. */
  52115. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  52116. /**
  52117. * Adds the given lens flare system to this scene
  52118. * @param newLensFlareSystem The lens flare system to add
  52119. */
  52120. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  52121. /**
  52122. * Gets a lens flare system using its name
  52123. * @param name defines the name to look for
  52124. * @returns the lens flare system or null if not found
  52125. */
  52126. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  52127. /**
  52128. * Gets a lens flare system using its id
  52129. * @param id defines the id to look for
  52130. * @returns the lens flare system or null if not found
  52131. */
  52132. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  52133. }
  52134. }
  52135. /**
  52136. * Defines the lens flare scene component responsible to manage any lens flares
  52137. * in a given scene.
  52138. */
  52139. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  52140. /**
  52141. * The component name helpfull to identify the component in the list of scene components.
  52142. */
  52143. readonly name: string;
  52144. /**
  52145. * The scene the component belongs to.
  52146. */
  52147. scene: Scene;
  52148. /**
  52149. * Creates a new instance of the component for the given scene
  52150. * @param scene Defines the scene to register the component in
  52151. */
  52152. constructor(scene: Scene);
  52153. /**
  52154. * Registers the component in a given scene
  52155. */
  52156. register(): void;
  52157. /**
  52158. * Rebuilds the elements related to this component in case of
  52159. * context lost for instance.
  52160. */
  52161. rebuild(): void;
  52162. /**
  52163. * Adds all the elements from the container to the scene
  52164. * @param container the container holding the elements
  52165. */
  52166. addFromContainer(container: AbstractScene): void;
  52167. /**
  52168. * Removes all the elements in the container from the scene
  52169. * @param container contains the elements to remove
  52170. * @param dispose if the removed element should be disposed (default: false)
  52171. */
  52172. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52173. /**
  52174. * Serializes the component data to the specified json object
  52175. * @param serializationObject The object to serialize to
  52176. */
  52177. serialize(serializationObject: any): void;
  52178. /**
  52179. * Disposes the component and the associated ressources.
  52180. */
  52181. dispose(): void;
  52182. private _draw;
  52183. }
  52184. }
  52185. declare module "babylonjs/LensFlares/index" {
  52186. export * from "babylonjs/LensFlares/lensFlare";
  52187. export * from "babylonjs/LensFlares/lensFlareSystem";
  52188. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  52189. }
  52190. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  52191. import { Scene } from "babylonjs/scene";
  52192. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52193. import { AbstractScene } from "babylonjs/abstractScene";
  52194. /**
  52195. * Defines the shadow generator component responsible to manage any shadow generators
  52196. * in a given scene.
  52197. */
  52198. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  52199. /**
  52200. * The component name helpfull to identify the component in the list of scene components.
  52201. */
  52202. readonly name: string;
  52203. /**
  52204. * The scene the component belongs to.
  52205. */
  52206. scene: Scene;
  52207. /**
  52208. * Creates a new instance of the component for the given scene
  52209. * @param scene Defines the scene to register the component in
  52210. */
  52211. constructor(scene: Scene);
  52212. /**
  52213. * Registers the component in a given scene
  52214. */
  52215. register(): void;
  52216. /**
  52217. * Rebuilds the elements related to this component in case of
  52218. * context lost for instance.
  52219. */
  52220. rebuild(): void;
  52221. /**
  52222. * Serializes the component data to the specified json object
  52223. * @param serializationObject The object to serialize to
  52224. */
  52225. serialize(serializationObject: any): void;
  52226. /**
  52227. * Adds all the elements from the container to the scene
  52228. * @param container the container holding the elements
  52229. */
  52230. addFromContainer(container: AbstractScene): void;
  52231. /**
  52232. * Removes all the elements in the container from the scene
  52233. * @param container contains the elements to remove
  52234. * @param dispose if the removed element should be disposed (default: false)
  52235. */
  52236. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52237. /**
  52238. * Rebuilds the elements related to this component in case of
  52239. * context lost for instance.
  52240. */
  52241. dispose(): void;
  52242. private _gatherRenderTargets;
  52243. }
  52244. }
  52245. declare module "babylonjs/Lights/Shadows/index" {
  52246. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  52247. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  52248. }
  52249. declare module "babylonjs/Lights/pointLight" {
  52250. import { Scene } from "babylonjs/scene";
  52251. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52252. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52253. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  52254. import { Effect } from "babylonjs/Materials/effect";
  52255. /**
  52256. * A point light is a light defined by an unique point in world space.
  52257. * The light is emitted in every direction from this point.
  52258. * A good example of a point light is a standard light bulb.
  52259. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52260. */
  52261. export class PointLight extends ShadowLight {
  52262. private _shadowAngle;
  52263. /**
  52264. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52265. * This specifies what angle the shadow will use to be created.
  52266. *
  52267. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52268. */
  52269. /**
  52270. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52271. * This specifies what angle the shadow will use to be created.
  52272. *
  52273. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52274. */
  52275. shadowAngle: number;
  52276. /**
  52277. * Gets the direction if it has been set.
  52278. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52279. */
  52280. /**
  52281. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52282. */
  52283. direction: Vector3;
  52284. /**
  52285. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52286. * A PointLight emits the light in every direction.
  52287. * It can cast shadows.
  52288. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52289. * ```javascript
  52290. * var pointLight = new PointLight("pl", camera.position, scene);
  52291. * ```
  52292. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52293. * @param name The light friendly name
  52294. * @param position The position of the point light in the scene
  52295. * @param scene The scene the lights belongs to
  52296. */
  52297. constructor(name: string, position: Vector3, scene: Scene);
  52298. /**
  52299. * Returns the string "PointLight"
  52300. * @returns the class name
  52301. */
  52302. getClassName(): string;
  52303. /**
  52304. * Returns the integer 0.
  52305. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52306. */
  52307. getTypeID(): number;
  52308. /**
  52309. * Specifies wether or not the shadowmap should be a cube texture.
  52310. * @returns true if the shadowmap needs to be a cube texture.
  52311. */
  52312. needCube(): boolean;
  52313. /**
  52314. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52315. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52316. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52317. */
  52318. getShadowDirection(faceIndex?: number): Vector3;
  52319. /**
  52320. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52321. * - fov = PI / 2
  52322. * - aspect ratio : 1.0
  52323. * - z-near and far equal to the active camera minZ and maxZ.
  52324. * Returns the PointLight.
  52325. */
  52326. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  52327. protected _buildUniformLayout(): void;
  52328. /**
  52329. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  52330. * @param effect The effect to update
  52331. * @param lightIndex The index of the light in the effect to update
  52332. * @returns The point light
  52333. */
  52334. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  52335. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  52336. /**
  52337. * Prepares the list of defines specific to the light type.
  52338. * @param defines the list of defines
  52339. * @param lightIndex defines the index of the light for the effect
  52340. */
  52341. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  52342. }
  52343. }
  52344. declare module "babylonjs/Lights/index" {
  52345. export * from "babylonjs/Lights/light";
  52346. export * from "babylonjs/Lights/shadowLight";
  52347. export * from "babylonjs/Lights/Shadows/index";
  52348. export * from "babylonjs/Lights/directionalLight";
  52349. export * from "babylonjs/Lights/hemisphericLight";
  52350. export * from "babylonjs/Lights/pointLight";
  52351. export * from "babylonjs/Lights/spotLight";
  52352. }
  52353. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  52354. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  52355. /**
  52356. * Header information of HDR texture files.
  52357. */
  52358. export interface HDRInfo {
  52359. /**
  52360. * The height of the texture in pixels.
  52361. */
  52362. height: number;
  52363. /**
  52364. * The width of the texture in pixels.
  52365. */
  52366. width: number;
  52367. /**
  52368. * The index of the beginning of the data in the binary file.
  52369. */
  52370. dataPosition: number;
  52371. }
  52372. /**
  52373. * This groups tools to convert HDR texture to native colors array.
  52374. */
  52375. export class HDRTools {
  52376. private static Ldexp;
  52377. private static Rgbe2float;
  52378. private static readStringLine;
  52379. /**
  52380. * Reads header information from an RGBE texture stored in a native array.
  52381. * More information on this format are available here:
  52382. * https://en.wikipedia.org/wiki/RGBE_image_format
  52383. *
  52384. * @param uint8array The binary file stored in native array.
  52385. * @return The header information.
  52386. */
  52387. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  52388. /**
  52389. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  52390. * This RGBE texture needs to store the information as a panorama.
  52391. *
  52392. * More information on this format are available here:
  52393. * https://en.wikipedia.org/wiki/RGBE_image_format
  52394. *
  52395. * @param buffer The binary file stored in an array buffer.
  52396. * @param size The expected size of the extracted cubemap.
  52397. * @return The Cube Map information.
  52398. */
  52399. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  52400. /**
  52401. * Returns the pixels data extracted from an RGBE texture.
  52402. * This pixels will be stored left to right up to down in the R G B order in one array.
  52403. *
  52404. * More information on this format are available here:
  52405. * https://en.wikipedia.org/wiki/RGBE_image_format
  52406. *
  52407. * @param uint8array The binary file stored in an array buffer.
  52408. * @param hdrInfo The header information of the file.
  52409. * @return The pixels data in RGB right to left up to down order.
  52410. */
  52411. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  52412. private static RGBE_ReadPixels_RLE;
  52413. }
  52414. }
  52415. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  52416. import { Nullable } from "babylonjs/types";
  52417. import { Scene } from "babylonjs/scene";
  52418. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52419. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52420. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52421. /**
  52422. * This represents a texture coming from an HDR input.
  52423. *
  52424. * The only supported format is currently panorama picture stored in RGBE format.
  52425. * Example of such files can be found on HDRLib: http://hdrlib.com/
  52426. */
  52427. export class HDRCubeTexture extends BaseTexture {
  52428. private static _facesMapping;
  52429. private _generateHarmonics;
  52430. private _noMipmap;
  52431. private _textureMatrix;
  52432. private _size;
  52433. private _onLoad;
  52434. private _onError;
  52435. /**
  52436. * The texture URL.
  52437. */
  52438. url: string;
  52439. /**
  52440. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  52441. */
  52442. coordinatesMode: number;
  52443. protected _isBlocking: boolean;
  52444. /**
  52445. * Sets wether or not the texture is blocking during loading.
  52446. */
  52447. /**
  52448. * Gets wether or not the texture is blocking during loading.
  52449. */
  52450. isBlocking: boolean;
  52451. protected _rotationY: number;
  52452. /**
  52453. * Sets texture matrix rotation angle around Y axis in radians.
  52454. */
  52455. /**
  52456. * Gets texture matrix rotation angle around Y axis radians.
  52457. */
  52458. rotationY: number;
  52459. /**
  52460. * Gets or sets the center of the bounding box associated with the cube texture
  52461. * It must define where the camera used to render the texture was set
  52462. */
  52463. boundingBoxPosition: Vector3;
  52464. private _boundingBoxSize;
  52465. /**
  52466. * Gets or sets the size of the bounding box associated with the cube texture
  52467. * When defined, the cubemap will switch to local mode
  52468. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  52469. * @example https://www.babylonjs-playground.com/#RNASML
  52470. */
  52471. boundingBoxSize: Vector3;
  52472. /**
  52473. * Instantiates an HDRTexture from the following parameters.
  52474. *
  52475. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  52476. * @param scene The scene the texture will be used in
  52477. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52478. * @param noMipmap Forces to not generate the mipmap if true
  52479. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  52480. * @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)
  52481. * @param reserved Reserved flag for internal use.
  52482. */
  52483. 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>);
  52484. /**
  52485. * Get the current class name of the texture useful for serialization or dynamic coding.
  52486. * @returns "HDRCubeTexture"
  52487. */
  52488. getClassName(): string;
  52489. /**
  52490. * Occurs when the file is raw .hdr file.
  52491. */
  52492. private loadTexture;
  52493. clone(): HDRCubeTexture;
  52494. delayLoad(): void;
  52495. /**
  52496. * Get the texture reflection matrix used to rotate/transform the reflection.
  52497. * @returns the reflection matrix
  52498. */
  52499. getReflectionTextureMatrix(): Matrix;
  52500. /**
  52501. * Set the texture reflection matrix used to rotate/transform the reflection.
  52502. * @param value Define the reflection matrix to set
  52503. */
  52504. setReflectionTextureMatrix(value: Matrix): void;
  52505. /**
  52506. * Parses a JSON representation of an HDR Texture in order to create the texture
  52507. * @param parsedTexture Define the JSON representation
  52508. * @param scene Define the scene the texture should be created in
  52509. * @param rootUrl Define the root url in case we need to load relative dependencies
  52510. * @returns the newly created texture after parsing
  52511. */
  52512. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  52513. serialize(): any;
  52514. }
  52515. }
  52516. declare module "babylonjs/Physics/physicsEngine" {
  52517. import { Nullable } from "babylonjs/types";
  52518. import { Vector3 } from "babylonjs/Maths/math.vector";
  52519. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  52520. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  52521. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  52522. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52523. /**
  52524. * Class used to control physics engine
  52525. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  52526. */
  52527. export class PhysicsEngine implements IPhysicsEngine {
  52528. private _physicsPlugin;
  52529. /**
  52530. * Global value used to control the smallest number supported by the simulation
  52531. */
  52532. static Epsilon: number;
  52533. private _impostors;
  52534. private _joints;
  52535. /**
  52536. * Gets the gravity vector used by the simulation
  52537. */
  52538. gravity: Vector3;
  52539. /**
  52540. * Factory used to create the default physics plugin.
  52541. * @returns The default physics plugin
  52542. */
  52543. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  52544. /**
  52545. * Creates a new Physics Engine
  52546. * @param gravity defines the gravity vector used by the simulation
  52547. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  52548. */
  52549. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  52550. /**
  52551. * Sets the gravity vector used by the simulation
  52552. * @param gravity defines the gravity vector to use
  52553. */
  52554. setGravity(gravity: Vector3): void;
  52555. /**
  52556. * Set the time step of the physics engine.
  52557. * Default is 1/60.
  52558. * To slow it down, enter 1/600 for example.
  52559. * To speed it up, 1/30
  52560. * @param newTimeStep defines the new timestep to apply to this world.
  52561. */
  52562. setTimeStep(newTimeStep?: number): void;
  52563. /**
  52564. * Get the time step of the physics engine.
  52565. * @returns the current time step
  52566. */
  52567. getTimeStep(): number;
  52568. /**
  52569. * Release all resources
  52570. */
  52571. dispose(): void;
  52572. /**
  52573. * Gets the name of the current physics plugin
  52574. * @returns the name of the plugin
  52575. */
  52576. getPhysicsPluginName(): string;
  52577. /**
  52578. * Adding a new impostor for the impostor tracking.
  52579. * This will be done by the impostor itself.
  52580. * @param impostor the impostor to add
  52581. */
  52582. addImpostor(impostor: PhysicsImpostor): void;
  52583. /**
  52584. * Remove an impostor from the engine.
  52585. * This impostor and its mesh will not longer be updated by the physics engine.
  52586. * @param impostor the impostor to remove
  52587. */
  52588. removeImpostor(impostor: PhysicsImpostor): void;
  52589. /**
  52590. * Add a joint to the physics engine
  52591. * @param mainImpostor defines the main impostor to which the joint is added.
  52592. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  52593. * @param joint defines the joint that will connect both impostors.
  52594. */
  52595. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52596. /**
  52597. * Removes a joint from the simulation
  52598. * @param mainImpostor defines the impostor used with the joint
  52599. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  52600. * @param joint defines the joint to remove
  52601. */
  52602. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52603. /**
  52604. * Called by the scene. No need to call it.
  52605. * @param delta defines the timespam between frames
  52606. */
  52607. _step(delta: number): void;
  52608. /**
  52609. * Gets the current plugin used to run the simulation
  52610. * @returns current plugin
  52611. */
  52612. getPhysicsPlugin(): IPhysicsEnginePlugin;
  52613. /**
  52614. * Gets the list of physic impostors
  52615. * @returns an array of PhysicsImpostor
  52616. */
  52617. getImpostors(): Array<PhysicsImpostor>;
  52618. /**
  52619. * Gets the impostor for a physics enabled object
  52620. * @param object defines the object impersonated by the impostor
  52621. * @returns the PhysicsImpostor or null if not found
  52622. */
  52623. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  52624. /**
  52625. * Gets the impostor for a physics body object
  52626. * @param body defines physics body used by the impostor
  52627. * @returns the PhysicsImpostor or null if not found
  52628. */
  52629. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  52630. /**
  52631. * Does a raycast in the physics world
  52632. * @param from when should the ray start?
  52633. * @param to when should the ray end?
  52634. * @returns PhysicsRaycastResult
  52635. */
  52636. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52637. }
  52638. }
  52639. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  52640. import { Nullable } from "babylonjs/types";
  52641. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52642. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52643. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52644. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52645. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52646. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52647. /** @hidden */
  52648. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  52649. private _useDeltaForWorldStep;
  52650. world: any;
  52651. name: string;
  52652. private _physicsMaterials;
  52653. private _fixedTimeStep;
  52654. private _cannonRaycastResult;
  52655. private _raycastResult;
  52656. private _physicsBodysToRemoveAfterStep;
  52657. BJSCANNON: any;
  52658. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  52659. setGravity(gravity: Vector3): void;
  52660. setTimeStep(timeStep: number): void;
  52661. getTimeStep(): number;
  52662. executeStep(delta: number): void;
  52663. private _removeMarkedPhysicsBodiesFromWorld;
  52664. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52665. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52666. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52667. private _processChildMeshes;
  52668. removePhysicsBody(impostor: PhysicsImpostor): void;
  52669. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52670. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52671. private _addMaterial;
  52672. private _checkWithEpsilon;
  52673. private _createShape;
  52674. private _createHeightmap;
  52675. private _minus90X;
  52676. private _plus90X;
  52677. private _tmpPosition;
  52678. private _tmpDeltaPosition;
  52679. private _tmpUnityRotation;
  52680. private _updatePhysicsBodyTransformation;
  52681. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52682. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52683. isSupported(): boolean;
  52684. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52685. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52686. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52687. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52688. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52689. getBodyMass(impostor: PhysicsImpostor): number;
  52690. getBodyFriction(impostor: PhysicsImpostor): number;
  52691. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52692. getBodyRestitution(impostor: PhysicsImpostor): number;
  52693. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52694. sleepBody(impostor: PhysicsImpostor): void;
  52695. wakeUpBody(impostor: PhysicsImpostor): void;
  52696. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  52697. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52698. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52699. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52700. getRadius(impostor: PhysicsImpostor): number;
  52701. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52702. dispose(): void;
  52703. private _extendNamespace;
  52704. /**
  52705. * Does a raycast in the physics world
  52706. * @param from when should the ray start?
  52707. * @param to when should the ray end?
  52708. * @returns PhysicsRaycastResult
  52709. */
  52710. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52711. }
  52712. }
  52713. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  52714. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52715. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52716. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52717. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52718. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52719. import { Nullable } from "babylonjs/types";
  52720. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52721. /** @hidden */
  52722. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  52723. world: any;
  52724. name: string;
  52725. BJSOIMO: any;
  52726. private _raycastResult;
  52727. constructor(iterations?: number, oimoInjection?: any);
  52728. setGravity(gravity: Vector3): void;
  52729. setTimeStep(timeStep: number): void;
  52730. getTimeStep(): number;
  52731. private _tmpImpostorsArray;
  52732. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52733. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52734. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52735. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52736. private _tmpPositionVector;
  52737. removePhysicsBody(impostor: PhysicsImpostor): void;
  52738. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52739. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52740. isSupported(): boolean;
  52741. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52742. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52743. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52744. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52745. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52746. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52747. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52748. getBodyMass(impostor: PhysicsImpostor): number;
  52749. getBodyFriction(impostor: PhysicsImpostor): number;
  52750. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52751. getBodyRestitution(impostor: PhysicsImpostor): number;
  52752. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52753. sleepBody(impostor: PhysicsImpostor): void;
  52754. wakeUpBody(impostor: PhysicsImpostor): void;
  52755. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52756. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  52757. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  52758. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52759. getRadius(impostor: PhysicsImpostor): number;
  52760. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52761. dispose(): void;
  52762. /**
  52763. * Does a raycast in the physics world
  52764. * @param from when should the ray start?
  52765. * @param to when should the ray end?
  52766. * @returns PhysicsRaycastResult
  52767. */
  52768. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52769. }
  52770. }
  52771. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  52772. import { Nullable } from "babylonjs/types";
  52773. import { Scene } from "babylonjs/scene";
  52774. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  52775. import { Color4 } from "babylonjs/Maths/math.color";
  52776. import { Mesh } from "babylonjs/Meshes/mesh";
  52777. /**
  52778. * Class containing static functions to help procedurally build meshes
  52779. */
  52780. export class RibbonBuilder {
  52781. /**
  52782. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  52783. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  52784. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  52785. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  52786. * * 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
  52787. * * 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
  52788. * * 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
  52789. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52790. * * If you create a double-sided mesh, you can choose what parts of 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
  52791. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52792. * * 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
  52793. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  52794. * * 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
  52795. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  52796. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52797. * @param name defines the name of the mesh
  52798. * @param options defines the options used to create the mesh
  52799. * @param scene defines the hosting scene
  52800. * @returns the ribbon mesh
  52801. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  52802. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52803. */
  52804. static CreateRibbon(name: string, options: {
  52805. pathArray: Vector3[][];
  52806. closeArray?: boolean;
  52807. closePath?: boolean;
  52808. offset?: number;
  52809. updatable?: boolean;
  52810. sideOrientation?: number;
  52811. frontUVs?: Vector4;
  52812. backUVs?: Vector4;
  52813. instance?: Mesh;
  52814. invertUV?: boolean;
  52815. uvs?: Vector2[];
  52816. colors?: Color4[];
  52817. }, scene?: Nullable<Scene>): Mesh;
  52818. }
  52819. }
  52820. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  52821. import { Nullable } from "babylonjs/types";
  52822. import { Scene } from "babylonjs/scene";
  52823. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  52824. import { Mesh } from "babylonjs/Meshes/mesh";
  52825. /**
  52826. * Class containing static functions to help procedurally build meshes
  52827. */
  52828. export class ShapeBuilder {
  52829. /**
  52830. * 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.
  52831. * * 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.
  52832. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52833. * * 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.
  52834. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  52835. * * 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
  52836. * * 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
  52837. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  52838. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52839. * * If you create a double-sided mesh, you can choose what parts of 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
  52840. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  52841. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  52842. * @param name defines the name of the mesh
  52843. * @param options defines the options used to create the mesh
  52844. * @param scene defines the hosting scene
  52845. * @returns the extruded shape mesh
  52846. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52847. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52848. */
  52849. static ExtrudeShape(name: string, options: {
  52850. shape: Vector3[];
  52851. path: Vector3[];
  52852. scale?: number;
  52853. rotation?: number;
  52854. cap?: number;
  52855. updatable?: boolean;
  52856. sideOrientation?: number;
  52857. frontUVs?: Vector4;
  52858. backUVs?: Vector4;
  52859. instance?: Mesh;
  52860. invertUV?: boolean;
  52861. }, scene?: Nullable<Scene>): Mesh;
  52862. /**
  52863. * Creates an custom extruded shape mesh.
  52864. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52865. * * 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.
  52866. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52867. * * 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
  52868. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  52869. * * 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
  52870. * * It must returns a float value that will be the scale value applied to the shape on each path point
  52871. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  52872. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  52873. * * 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
  52874. * * 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
  52875. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  52876. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52877. * * If you create a double-sided mesh, you can choose what parts of 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
  52878. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52879. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52880. * @param name defines the name of the mesh
  52881. * @param options defines the options used to create the mesh
  52882. * @param scene defines the hosting scene
  52883. * @returns the custom extruded shape mesh
  52884. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  52885. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52886. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52887. */
  52888. static ExtrudeShapeCustom(name: string, options: {
  52889. shape: Vector3[];
  52890. path: Vector3[];
  52891. scaleFunction?: any;
  52892. rotationFunction?: any;
  52893. ribbonCloseArray?: boolean;
  52894. ribbonClosePath?: boolean;
  52895. cap?: number;
  52896. updatable?: boolean;
  52897. sideOrientation?: number;
  52898. frontUVs?: Vector4;
  52899. backUVs?: Vector4;
  52900. instance?: Mesh;
  52901. invertUV?: boolean;
  52902. }, scene?: Nullable<Scene>): Mesh;
  52903. private static _ExtrudeShapeGeneric;
  52904. }
  52905. }
  52906. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52907. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52908. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52909. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52910. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52911. import { Nullable } from "babylonjs/types";
  52912. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52913. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52914. /**
  52915. * AmmoJS Physics plugin
  52916. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52917. * @see https://github.com/kripken/ammo.js/
  52918. */
  52919. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52920. private _useDeltaForWorldStep;
  52921. /**
  52922. * Reference to the Ammo library
  52923. */
  52924. bjsAMMO: any;
  52925. /**
  52926. * Created ammoJS world which physics bodies are added to
  52927. */
  52928. world: any;
  52929. /**
  52930. * Name of the plugin
  52931. */
  52932. name: string;
  52933. private _timeStep;
  52934. private _fixedTimeStep;
  52935. private _maxSteps;
  52936. private _tmpQuaternion;
  52937. private _tmpAmmoTransform;
  52938. private _tmpAmmoQuaternion;
  52939. private _tmpAmmoConcreteContactResultCallback;
  52940. private _collisionConfiguration;
  52941. private _dispatcher;
  52942. private _overlappingPairCache;
  52943. private _solver;
  52944. private _softBodySolver;
  52945. private _tmpAmmoVectorA;
  52946. private _tmpAmmoVectorB;
  52947. private _tmpAmmoVectorC;
  52948. private _tmpAmmoVectorD;
  52949. private _tmpContactCallbackResult;
  52950. private _tmpAmmoVectorRCA;
  52951. private _tmpAmmoVectorRCB;
  52952. private _raycastResult;
  52953. private static readonly DISABLE_COLLISION_FLAG;
  52954. private static readonly KINEMATIC_FLAG;
  52955. private static readonly DISABLE_DEACTIVATION_FLAG;
  52956. /**
  52957. * Initializes the ammoJS plugin
  52958. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52959. * @param ammoInjection can be used to inject your own ammo reference
  52960. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52961. */
  52962. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52963. /**
  52964. * Sets the gravity of the physics world (m/(s^2))
  52965. * @param gravity Gravity to set
  52966. */
  52967. setGravity(gravity: Vector3): void;
  52968. /**
  52969. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52970. * @param timeStep timestep to use in seconds
  52971. */
  52972. setTimeStep(timeStep: number): void;
  52973. /**
  52974. * 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)
  52975. * @param fixedTimeStep fixedTimeStep to use in seconds
  52976. */
  52977. setFixedTimeStep(fixedTimeStep: number): void;
  52978. /**
  52979. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52980. * @param maxSteps the maximum number of steps by the physics engine per frame
  52981. */
  52982. setMaxSteps(maxSteps: number): void;
  52983. /**
  52984. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  52985. * @returns the current timestep in seconds
  52986. */
  52987. getTimeStep(): number;
  52988. private _isImpostorInContact;
  52989. private _isImpostorPairInContact;
  52990. private _stepSimulation;
  52991. /**
  52992. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  52993. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  52994. * After the step the babylon meshes are set to the position of the physics imposters
  52995. * @param delta amount of time to step forward
  52996. * @param impostors array of imposters to update before/after the step
  52997. */
  52998. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52999. /**
  53000. * Update babylon mesh to match physics world object
  53001. * @param impostor imposter to match
  53002. */
  53003. private _afterSoftStep;
  53004. /**
  53005. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53006. * @param impostor imposter to match
  53007. */
  53008. private _ropeStep;
  53009. /**
  53010. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53011. * @param impostor imposter to match
  53012. */
  53013. private _softbodyOrClothStep;
  53014. private _tmpVector;
  53015. private _tmpMatrix;
  53016. /**
  53017. * Applies an impulse on the imposter
  53018. * @param impostor imposter to apply impulse to
  53019. * @param force amount of force to be applied to the imposter
  53020. * @param contactPoint the location to apply the impulse on the imposter
  53021. */
  53022. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53023. /**
  53024. * Applies a force on the imposter
  53025. * @param impostor imposter to apply force
  53026. * @param force amount of force to be applied to the imposter
  53027. * @param contactPoint the location to apply the force on the imposter
  53028. */
  53029. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53030. /**
  53031. * Creates a physics body using the plugin
  53032. * @param impostor the imposter to create the physics body on
  53033. */
  53034. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53035. /**
  53036. * Removes the physics body from the imposter and disposes of the body's memory
  53037. * @param impostor imposter to remove the physics body from
  53038. */
  53039. removePhysicsBody(impostor: PhysicsImpostor): void;
  53040. /**
  53041. * Generates a joint
  53042. * @param impostorJoint the imposter joint to create the joint with
  53043. */
  53044. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53045. /**
  53046. * Removes a joint
  53047. * @param impostorJoint the imposter joint to remove the joint from
  53048. */
  53049. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53050. private _addMeshVerts;
  53051. /**
  53052. * Initialise the soft body vertices to match its object's (mesh) vertices
  53053. * Softbody vertices (nodes) are in world space and to match this
  53054. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  53055. * @param impostor to create the softbody for
  53056. */
  53057. private _softVertexData;
  53058. /**
  53059. * Create an impostor's soft body
  53060. * @param impostor to create the softbody for
  53061. */
  53062. private _createSoftbody;
  53063. /**
  53064. * Create cloth for an impostor
  53065. * @param impostor to create the softbody for
  53066. */
  53067. private _createCloth;
  53068. /**
  53069. * Create rope for an impostor
  53070. * @param impostor to create the softbody for
  53071. */
  53072. private _createRope;
  53073. private _addHullVerts;
  53074. private _createShape;
  53075. /**
  53076. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  53077. * @param impostor imposter containing the physics body and babylon object
  53078. */
  53079. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53080. /**
  53081. * Sets the babylon object's position/rotation from the physics body's position/rotation
  53082. * @param impostor imposter containing the physics body and babylon object
  53083. * @param newPosition new position
  53084. * @param newRotation new rotation
  53085. */
  53086. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53087. /**
  53088. * If this plugin is supported
  53089. * @returns true if its supported
  53090. */
  53091. isSupported(): boolean;
  53092. /**
  53093. * Sets the linear velocity of the physics body
  53094. * @param impostor imposter to set the velocity on
  53095. * @param velocity velocity to set
  53096. */
  53097. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53098. /**
  53099. * Sets the angular velocity of the physics body
  53100. * @param impostor imposter to set the velocity on
  53101. * @param velocity velocity to set
  53102. */
  53103. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53104. /**
  53105. * gets the linear velocity
  53106. * @param impostor imposter to get linear velocity from
  53107. * @returns linear velocity
  53108. */
  53109. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53110. /**
  53111. * gets the angular velocity
  53112. * @param impostor imposter to get angular velocity from
  53113. * @returns angular velocity
  53114. */
  53115. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53116. /**
  53117. * Sets the mass of physics body
  53118. * @param impostor imposter to set the mass on
  53119. * @param mass mass to set
  53120. */
  53121. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53122. /**
  53123. * Gets the mass of the physics body
  53124. * @param impostor imposter to get the mass from
  53125. * @returns mass
  53126. */
  53127. getBodyMass(impostor: PhysicsImpostor): number;
  53128. /**
  53129. * Gets friction of the impostor
  53130. * @param impostor impostor to get friction from
  53131. * @returns friction value
  53132. */
  53133. getBodyFriction(impostor: PhysicsImpostor): number;
  53134. /**
  53135. * Sets friction of the impostor
  53136. * @param impostor impostor to set friction on
  53137. * @param friction friction value
  53138. */
  53139. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53140. /**
  53141. * Gets restitution of the impostor
  53142. * @param impostor impostor to get restitution from
  53143. * @returns restitution value
  53144. */
  53145. getBodyRestitution(impostor: PhysicsImpostor): number;
  53146. /**
  53147. * Sets resitution of the impostor
  53148. * @param impostor impostor to set resitution on
  53149. * @param restitution resitution value
  53150. */
  53151. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53152. /**
  53153. * Gets pressure inside the impostor
  53154. * @param impostor impostor to get pressure from
  53155. * @returns pressure value
  53156. */
  53157. getBodyPressure(impostor: PhysicsImpostor): number;
  53158. /**
  53159. * Sets pressure inside a soft body impostor
  53160. * Cloth and rope must remain 0 pressure
  53161. * @param impostor impostor to set pressure on
  53162. * @param pressure pressure value
  53163. */
  53164. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  53165. /**
  53166. * Gets stiffness of the impostor
  53167. * @param impostor impostor to get stiffness from
  53168. * @returns pressure value
  53169. */
  53170. getBodyStiffness(impostor: PhysicsImpostor): number;
  53171. /**
  53172. * Sets stiffness of the impostor
  53173. * @param impostor impostor to set stiffness on
  53174. * @param stiffness stiffness value from 0 to 1
  53175. */
  53176. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  53177. /**
  53178. * Gets velocityIterations of the impostor
  53179. * @param impostor impostor to get velocity iterations from
  53180. * @returns velocityIterations value
  53181. */
  53182. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  53183. /**
  53184. * Sets velocityIterations of the impostor
  53185. * @param impostor impostor to set velocity iterations on
  53186. * @param velocityIterations velocityIterations value
  53187. */
  53188. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  53189. /**
  53190. * Gets positionIterations of the impostor
  53191. * @param impostor impostor to get position iterations from
  53192. * @returns positionIterations value
  53193. */
  53194. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  53195. /**
  53196. * Sets positionIterations of the impostor
  53197. * @param impostor impostor to set position on
  53198. * @param positionIterations positionIterations value
  53199. */
  53200. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  53201. /**
  53202. * Append an anchor to a cloth object
  53203. * @param impostor is the cloth impostor to add anchor to
  53204. * @param otherImpostor is the rigid impostor to anchor to
  53205. * @param width ratio across width from 0 to 1
  53206. * @param height ratio up height from 0 to 1
  53207. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  53208. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  53209. */
  53210. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  53211. /**
  53212. * Append an hook to a rope object
  53213. * @param impostor is the rope impostor to add hook to
  53214. * @param otherImpostor is the rigid impostor to hook to
  53215. * @param length ratio along the rope from 0 to 1
  53216. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  53217. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  53218. */
  53219. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  53220. /**
  53221. * Sleeps the physics body and stops it from being active
  53222. * @param impostor impostor to sleep
  53223. */
  53224. sleepBody(impostor: PhysicsImpostor): void;
  53225. /**
  53226. * Activates the physics body
  53227. * @param impostor impostor to activate
  53228. */
  53229. wakeUpBody(impostor: PhysicsImpostor): void;
  53230. /**
  53231. * Updates the distance parameters of the joint
  53232. * @param joint joint to update
  53233. * @param maxDistance maximum distance of the joint
  53234. * @param minDistance minimum distance of the joint
  53235. */
  53236. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  53237. /**
  53238. * Sets a motor on the joint
  53239. * @param joint joint to set motor on
  53240. * @param speed speed of the motor
  53241. * @param maxForce maximum force of the motor
  53242. * @param motorIndex index of the motor
  53243. */
  53244. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  53245. /**
  53246. * Sets the motors limit
  53247. * @param joint joint to set limit on
  53248. * @param upperLimit upper limit
  53249. * @param lowerLimit lower limit
  53250. */
  53251. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  53252. /**
  53253. * Syncs the position and rotation of a mesh with the impostor
  53254. * @param mesh mesh to sync
  53255. * @param impostor impostor to update the mesh with
  53256. */
  53257. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53258. /**
  53259. * Gets the radius of the impostor
  53260. * @param impostor impostor to get radius from
  53261. * @returns the radius
  53262. */
  53263. getRadius(impostor: PhysicsImpostor): number;
  53264. /**
  53265. * Gets the box size of the impostor
  53266. * @param impostor impostor to get box size from
  53267. * @param result the resulting box size
  53268. */
  53269. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53270. /**
  53271. * Disposes of the impostor
  53272. */
  53273. dispose(): void;
  53274. /**
  53275. * Does a raycast in the physics world
  53276. * @param from when should the ray start?
  53277. * @param to when should the ray end?
  53278. * @returns PhysicsRaycastResult
  53279. */
  53280. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53281. }
  53282. }
  53283. declare module "babylonjs/Probes/reflectionProbe" {
  53284. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53285. import { Vector3 } from "babylonjs/Maths/math.vector";
  53286. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53287. import { Nullable } from "babylonjs/types";
  53288. import { Scene } from "babylonjs/scene";
  53289. module "babylonjs/abstractScene" {
  53290. interface AbstractScene {
  53291. /**
  53292. * The list of reflection probes added to the scene
  53293. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  53294. */
  53295. reflectionProbes: Array<ReflectionProbe>;
  53296. /**
  53297. * Removes the given reflection probe from this scene.
  53298. * @param toRemove The reflection probe to remove
  53299. * @returns The index of the removed reflection probe
  53300. */
  53301. removeReflectionProbe(toRemove: ReflectionProbe): number;
  53302. /**
  53303. * Adds the given reflection probe to this scene.
  53304. * @param newReflectionProbe The reflection probe to add
  53305. */
  53306. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  53307. }
  53308. }
  53309. /**
  53310. * Class used to generate realtime reflection / refraction cube textures
  53311. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  53312. */
  53313. export class ReflectionProbe {
  53314. /** defines the name of the probe */
  53315. name: string;
  53316. private _scene;
  53317. private _renderTargetTexture;
  53318. private _projectionMatrix;
  53319. private _viewMatrix;
  53320. private _target;
  53321. private _add;
  53322. private _attachedMesh;
  53323. private _invertYAxis;
  53324. /** Gets or sets probe position (center of the cube map) */
  53325. position: Vector3;
  53326. /**
  53327. * Creates a new reflection probe
  53328. * @param name defines the name of the probe
  53329. * @param size defines the texture resolution (for each face)
  53330. * @param scene defines the hosting scene
  53331. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  53332. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  53333. */
  53334. constructor(
  53335. /** defines the name of the probe */
  53336. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  53337. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  53338. samples: number;
  53339. /** Gets or sets the refresh rate to use (on every frame by default) */
  53340. refreshRate: number;
  53341. /**
  53342. * Gets the hosting scene
  53343. * @returns a Scene
  53344. */
  53345. getScene(): Scene;
  53346. /** Gets the internal CubeTexture used to render to */
  53347. readonly cubeTexture: RenderTargetTexture;
  53348. /** Gets the list of meshes to render */
  53349. readonly renderList: Nullable<AbstractMesh[]>;
  53350. /**
  53351. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  53352. * @param mesh defines the mesh to attach to
  53353. */
  53354. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  53355. /**
  53356. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  53357. * @param renderingGroupId The rendering group id corresponding to its index
  53358. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  53359. */
  53360. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  53361. /**
  53362. * Clean all associated resources
  53363. */
  53364. dispose(): void;
  53365. /**
  53366. * Converts the reflection probe information to a readable string for debug purpose.
  53367. * @param fullDetails Supports for multiple levels of logging within scene loading
  53368. * @returns the human readable reflection probe info
  53369. */
  53370. toString(fullDetails?: boolean): string;
  53371. /**
  53372. * Get the class name of the relfection probe.
  53373. * @returns "ReflectionProbe"
  53374. */
  53375. getClassName(): string;
  53376. /**
  53377. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  53378. * @returns The JSON representation of the texture
  53379. */
  53380. serialize(): any;
  53381. /**
  53382. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  53383. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  53384. * @param scene Define the scene the parsed reflection probe should be instantiated in
  53385. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  53386. * @returns The parsed reflection probe if successful
  53387. */
  53388. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  53389. }
  53390. }
  53391. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  53392. /** @hidden */
  53393. export var _BabylonLoaderRegistered: boolean;
  53394. }
  53395. declare module "babylonjs/Loading/Plugins/index" {
  53396. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  53397. }
  53398. declare module "babylonjs/Loading/index" {
  53399. export * from "babylonjs/Loading/loadingScreen";
  53400. export * from "babylonjs/Loading/Plugins/index";
  53401. export * from "babylonjs/Loading/sceneLoader";
  53402. export * from "babylonjs/Loading/sceneLoaderFlags";
  53403. }
  53404. declare module "babylonjs/Materials/Background/index" {
  53405. export * from "babylonjs/Materials/Background/backgroundMaterial";
  53406. }
  53407. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  53408. import { Scene } from "babylonjs/scene";
  53409. import { Color3 } from "babylonjs/Maths/math.color";
  53410. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53411. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53412. /**
  53413. * The Physically based simple base material of BJS.
  53414. *
  53415. * This enables better naming and convention enforcements on top of the pbrMaterial.
  53416. * It is used as the base class for both the specGloss and metalRough conventions.
  53417. */
  53418. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  53419. /**
  53420. * Number of Simultaneous lights allowed on the material.
  53421. */
  53422. maxSimultaneousLights: number;
  53423. /**
  53424. * If sets to true, disables all the lights affecting the material.
  53425. */
  53426. disableLighting: boolean;
  53427. /**
  53428. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  53429. */
  53430. environmentTexture: BaseTexture;
  53431. /**
  53432. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  53433. */
  53434. invertNormalMapX: boolean;
  53435. /**
  53436. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  53437. */
  53438. invertNormalMapY: boolean;
  53439. /**
  53440. * Normal map used in the model.
  53441. */
  53442. normalTexture: BaseTexture;
  53443. /**
  53444. * Emissivie color used to self-illuminate the model.
  53445. */
  53446. emissiveColor: Color3;
  53447. /**
  53448. * Emissivie texture used to self-illuminate the model.
  53449. */
  53450. emissiveTexture: BaseTexture;
  53451. /**
  53452. * Occlusion Channel Strenght.
  53453. */
  53454. occlusionStrength: number;
  53455. /**
  53456. * Occlusion Texture of the material (adding extra occlusion effects).
  53457. */
  53458. occlusionTexture: BaseTexture;
  53459. /**
  53460. * Defines the alpha limits in alpha test mode.
  53461. */
  53462. alphaCutOff: number;
  53463. /**
  53464. * Gets the current double sided mode.
  53465. */
  53466. /**
  53467. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  53468. */
  53469. doubleSided: boolean;
  53470. /**
  53471. * Stores the pre-calculated light information of a mesh in a texture.
  53472. */
  53473. lightmapTexture: BaseTexture;
  53474. /**
  53475. * If true, the light map contains occlusion information instead of lighting info.
  53476. */
  53477. useLightmapAsShadowmap: boolean;
  53478. /**
  53479. * Instantiates a new PBRMaterial instance.
  53480. *
  53481. * @param name The material name
  53482. * @param scene The scene the material will be use in.
  53483. */
  53484. constructor(name: string, scene: Scene);
  53485. getClassName(): string;
  53486. }
  53487. }
  53488. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  53489. import { Scene } from "babylonjs/scene";
  53490. import { Color3 } from "babylonjs/Maths/math.color";
  53491. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53492. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53493. /**
  53494. * The PBR material of BJS following the metal roughness convention.
  53495. *
  53496. * This fits to the PBR convention in the GLTF definition:
  53497. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  53498. */
  53499. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  53500. /**
  53501. * The base color has two different interpretations depending on the value of metalness.
  53502. * When the material is a metal, the base color is the specific measured reflectance value
  53503. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  53504. * of the material.
  53505. */
  53506. baseColor: Color3;
  53507. /**
  53508. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  53509. * well as opacity information in the alpha channel.
  53510. */
  53511. baseTexture: BaseTexture;
  53512. /**
  53513. * Specifies the metallic scalar value of the material.
  53514. * Can also be used to scale the metalness values of the metallic texture.
  53515. */
  53516. metallic: number;
  53517. /**
  53518. * Specifies the roughness scalar value of the material.
  53519. * Can also be used to scale the roughness values of the metallic texture.
  53520. */
  53521. roughness: number;
  53522. /**
  53523. * Texture containing both the metallic value in the B channel and the
  53524. * roughness value in the G channel to keep better precision.
  53525. */
  53526. metallicRoughnessTexture: BaseTexture;
  53527. /**
  53528. * Instantiates a new PBRMetalRoughnessMaterial instance.
  53529. *
  53530. * @param name The material name
  53531. * @param scene The scene the material will be use in.
  53532. */
  53533. constructor(name: string, scene: Scene);
  53534. /**
  53535. * Return the currrent class name of the material.
  53536. */
  53537. getClassName(): string;
  53538. /**
  53539. * Makes a duplicate of the current material.
  53540. * @param name - name to use for the new material.
  53541. */
  53542. clone(name: string): PBRMetallicRoughnessMaterial;
  53543. /**
  53544. * Serialize the material to a parsable JSON object.
  53545. */
  53546. serialize(): any;
  53547. /**
  53548. * Parses a JSON object correponding to the serialize function.
  53549. */
  53550. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  53551. }
  53552. }
  53553. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  53554. import { Scene } from "babylonjs/scene";
  53555. import { Color3 } from "babylonjs/Maths/math.color";
  53556. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53557. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53558. /**
  53559. * The PBR material of BJS following the specular glossiness convention.
  53560. *
  53561. * This fits to the PBR convention in the GLTF definition:
  53562. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  53563. */
  53564. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  53565. /**
  53566. * Specifies the diffuse color of the material.
  53567. */
  53568. diffuseColor: Color3;
  53569. /**
  53570. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  53571. * channel.
  53572. */
  53573. diffuseTexture: BaseTexture;
  53574. /**
  53575. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  53576. */
  53577. specularColor: Color3;
  53578. /**
  53579. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  53580. */
  53581. glossiness: number;
  53582. /**
  53583. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  53584. */
  53585. specularGlossinessTexture: BaseTexture;
  53586. /**
  53587. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  53588. *
  53589. * @param name The material name
  53590. * @param scene The scene the material will be use in.
  53591. */
  53592. constructor(name: string, scene: Scene);
  53593. /**
  53594. * Return the currrent class name of the material.
  53595. */
  53596. getClassName(): string;
  53597. /**
  53598. * Makes a duplicate of the current material.
  53599. * @param name - name to use for the new material.
  53600. */
  53601. clone(name: string): PBRSpecularGlossinessMaterial;
  53602. /**
  53603. * Serialize the material to a parsable JSON object.
  53604. */
  53605. serialize(): any;
  53606. /**
  53607. * Parses a JSON object correponding to the serialize function.
  53608. */
  53609. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  53610. }
  53611. }
  53612. declare module "babylonjs/Materials/PBR/index" {
  53613. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53614. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53615. export * from "babylonjs/Materials/PBR/pbrMaterial";
  53616. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  53617. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  53618. }
  53619. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  53620. import { Nullable } from "babylonjs/types";
  53621. import { Scene } from "babylonjs/scene";
  53622. import { Matrix } from "babylonjs/Maths/math.vector";
  53623. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53624. /**
  53625. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  53626. * It can help converting any input color in a desired output one. This can then be used to create effects
  53627. * from sepia, black and white to sixties or futuristic rendering...
  53628. *
  53629. * The only supported format is currently 3dl.
  53630. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  53631. */
  53632. export class ColorGradingTexture extends BaseTexture {
  53633. /**
  53634. * The current texture matrix. (will always be identity in color grading texture)
  53635. */
  53636. private _textureMatrix;
  53637. /**
  53638. * The texture URL.
  53639. */
  53640. url: string;
  53641. /**
  53642. * Empty line regex stored for GC.
  53643. */
  53644. private static _noneEmptyLineRegex;
  53645. private _engine;
  53646. /**
  53647. * Instantiates a ColorGradingTexture from the following parameters.
  53648. *
  53649. * @param url The location of the color gradind data (currently only supporting 3dl)
  53650. * @param scene The scene the texture will be used in
  53651. */
  53652. constructor(url: string, scene: Scene);
  53653. /**
  53654. * Returns the texture matrix used in most of the material.
  53655. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  53656. */
  53657. getTextureMatrix(): Matrix;
  53658. /**
  53659. * Occurs when the file being loaded is a .3dl LUT file.
  53660. */
  53661. private load3dlTexture;
  53662. /**
  53663. * Starts the loading process of the texture.
  53664. */
  53665. private loadTexture;
  53666. /**
  53667. * Clones the color gradind texture.
  53668. */
  53669. clone(): ColorGradingTexture;
  53670. /**
  53671. * Called during delayed load for textures.
  53672. */
  53673. delayLoad(): void;
  53674. /**
  53675. * Parses a color grading texture serialized by Babylon.
  53676. * @param parsedTexture The texture information being parsedTexture
  53677. * @param scene The scene to load the texture in
  53678. * @param rootUrl The root url of the data assets to load
  53679. * @return A color gradind texture
  53680. */
  53681. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  53682. /**
  53683. * Serializes the LUT texture to json format.
  53684. */
  53685. serialize(): any;
  53686. }
  53687. }
  53688. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  53689. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53690. import { Scene } from "babylonjs/scene";
  53691. import { Nullable } from "babylonjs/types";
  53692. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53693. /**
  53694. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  53695. */
  53696. export class EquiRectangularCubeTexture extends BaseTexture {
  53697. /** The six faces of the cube. */
  53698. private static _FacesMapping;
  53699. private _noMipmap;
  53700. private _onLoad;
  53701. private _onError;
  53702. /** The size of the cubemap. */
  53703. private _size;
  53704. /** The buffer of the image. */
  53705. private _buffer;
  53706. /** The width of the input image. */
  53707. private _width;
  53708. /** The height of the input image. */
  53709. private _height;
  53710. /** The URL to the image. */
  53711. url: string;
  53712. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  53713. coordinatesMode: number;
  53714. /**
  53715. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  53716. * @param url The location of the image
  53717. * @param scene The scene the texture will be used in
  53718. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53719. * @param noMipmap Forces to not generate the mipmap if true
  53720. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  53721. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  53722. * @param onLoad — defines a callback called when texture is loaded
  53723. * @param onError — defines a callback called if there is an error
  53724. */
  53725. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  53726. /**
  53727. * Load the image data, by putting the image on a canvas and extracting its buffer.
  53728. */
  53729. private loadImage;
  53730. /**
  53731. * Convert the image buffer into a cubemap and create a CubeTexture.
  53732. */
  53733. private loadTexture;
  53734. /**
  53735. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  53736. * @param buffer The ArrayBuffer that should be converted.
  53737. * @returns The buffer as Float32Array.
  53738. */
  53739. private getFloat32ArrayFromArrayBuffer;
  53740. /**
  53741. * Get the current class name of the texture useful for serialization or dynamic coding.
  53742. * @returns "EquiRectangularCubeTexture"
  53743. */
  53744. getClassName(): string;
  53745. /**
  53746. * Create a clone of the current EquiRectangularCubeTexture and return it.
  53747. * @returns A clone of the current EquiRectangularCubeTexture.
  53748. */
  53749. clone(): EquiRectangularCubeTexture;
  53750. }
  53751. }
  53752. declare module "babylonjs/Misc/tga" {
  53753. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53754. /**
  53755. * Based on jsTGALoader - Javascript loader for TGA file
  53756. * By Vincent Thibault
  53757. * @see http://blog.robrowser.com/javascript-tga-loader.html
  53758. */
  53759. export class TGATools {
  53760. private static _TYPE_INDEXED;
  53761. private static _TYPE_RGB;
  53762. private static _TYPE_GREY;
  53763. private static _TYPE_RLE_INDEXED;
  53764. private static _TYPE_RLE_RGB;
  53765. private static _TYPE_RLE_GREY;
  53766. private static _ORIGIN_MASK;
  53767. private static _ORIGIN_SHIFT;
  53768. private static _ORIGIN_BL;
  53769. private static _ORIGIN_BR;
  53770. private static _ORIGIN_UL;
  53771. private static _ORIGIN_UR;
  53772. /**
  53773. * Gets the header of a TGA file
  53774. * @param data defines the TGA data
  53775. * @returns the header
  53776. */
  53777. static GetTGAHeader(data: Uint8Array): any;
  53778. /**
  53779. * Uploads TGA content to a Babylon Texture
  53780. * @hidden
  53781. */
  53782. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  53783. /** @hidden */
  53784. 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;
  53785. /** @hidden */
  53786. 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;
  53787. /** @hidden */
  53788. 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;
  53789. /** @hidden */
  53790. 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;
  53791. /** @hidden */
  53792. 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;
  53793. /** @hidden */
  53794. 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;
  53795. }
  53796. }
  53797. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  53798. import { Nullable } from "babylonjs/types";
  53799. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53800. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53801. /**
  53802. * Implementation of the TGA Texture Loader.
  53803. * @hidden
  53804. */
  53805. export class _TGATextureLoader implements IInternalTextureLoader {
  53806. /**
  53807. * Defines wether the loader supports cascade loading the different faces.
  53808. */
  53809. readonly supportCascades: boolean;
  53810. /**
  53811. * This returns if the loader support the current file information.
  53812. * @param extension defines the file extension of the file being loaded
  53813. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53814. * @param fallback defines the fallback internal texture if any
  53815. * @param isBase64 defines whether the texture is encoded as a base64
  53816. * @param isBuffer defines whether the texture data are stored as a buffer
  53817. * @returns true if the loader can load the specified file
  53818. */
  53819. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53820. /**
  53821. * Transform the url before loading if required.
  53822. * @param rootUrl the url of the texture
  53823. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53824. * @returns the transformed texture
  53825. */
  53826. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53827. /**
  53828. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53829. * @param rootUrl the url of the texture
  53830. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53831. * @returns the fallback texture
  53832. */
  53833. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53834. /**
  53835. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  53836. * @param data contains the texture data
  53837. * @param texture defines the BabylonJS internal texture
  53838. * @param createPolynomials will be true if polynomials have been requested
  53839. * @param onLoad defines the callback to trigger once the texture is ready
  53840. * @param onError defines the callback to trigger in case of error
  53841. */
  53842. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53843. /**
  53844. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53845. * @param data contains the texture data
  53846. * @param texture defines the BabylonJS internal texture
  53847. * @param callback defines the method to call once ready to upload
  53848. */
  53849. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53850. }
  53851. }
  53852. declare module "babylonjs/Misc/basis" {
  53853. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53854. /**
  53855. * Info about the .basis files
  53856. */
  53857. class BasisFileInfo {
  53858. /**
  53859. * If the file has alpha
  53860. */
  53861. hasAlpha: boolean;
  53862. /**
  53863. * Info about each image of the basis file
  53864. */
  53865. images: Array<{
  53866. levels: Array<{
  53867. width: number;
  53868. height: number;
  53869. transcodedPixels: ArrayBufferView;
  53870. }>;
  53871. }>;
  53872. }
  53873. /**
  53874. * Result of transcoding a basis file
  53875. */
  53876. class TranscodeResult {
  53877. /**
  53878. * Info about the .basis file
  53879. */
  53880. fileInfo: BasisFileInfo;
  53881. /**
  53882. * Format to use when loading the file
  53883. */
  53884. format: number;
  53885. }
  53886. /**
  53887. * Configuration options for the Basis transcoder
  53888. */
  53889. export class BasisTranscodeConfiguration {
  53890. /**
  53891. * Supported compression formats used to determine the supported output format of the transcoder
  53892. */
  53893. supportedCompressionFormats?: {
  53894. /**
  53895. * etc1 compression format
  53896. */
  53897. etc1?: boolean;
  53898. /**
  53899. * s3tc compression format
  53900. */
  53901. s3tc?: boolean;
  53902. /**
  53903. * pvrtc compression format
  53904. */
  53905. pvrtc?: boolean;
  53906. /**
  53907. * etc2 compression format
  53908. */
  53909. etc2?: boolean;
  53910. };
  53911. /**
  53912. * If mipmap levels should be loaded for transcoded images (Default: true)
  53913. */
  53914. loadMipmapLevels?: boolean;
  53915. /**
  53916. * Index of a single image to load (Default: all images)
  53917. */
  53918. loadSingleImage?: number;
  53919. }
  53920. /**
  53921. * Used to load .Basis files
  53922. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53923. */
  53924. export class BasisTools {
  53925. private static _IgnoreSupportedFormats;
  53926. /**
  53927. * URL to use when loading the basis transcoder
  53928. */
  53929. static JSModuleURL: string;
  53930. /**
  53931. * URL to use when loading the wasm module for the transcoder
  53932. */
  53933. static WasmModuleURL: string;
  53934. /**
  53935. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53936. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53937. * @returns internal format corresponding to the Basis format
  53938. */
  53939. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53940. private static _WorkerPromise;
  53941. private static _Worker;
  53942. private static _actionId;
  53943. private static _CreateWorkerAsync;
  53944. /**
  53945. * Transcodes a loaded image file to compressed pixel data
  53946. * @param imageData image data to transcode
  53947. * @param config configuration options for the transcoding
  53948. * @returns a promise resulting in the transcoded image
  53949. */
  53950. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53951. /**
  53952. * Loads a texture from the transcode result
  53953. * @param texture texture load to
  53954. * @param transcodeResult the result of transcoding the basis file to load from
  53955. */
  53956. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53957. }
  53958. }
  53959. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53960. import { Nullable } from "babylonjs/types";
  53961. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53962. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53963. /**
  53964. * Loader for .basis file format
  53965. */
  53966. export class _BasisTextureLoader implements IInternalTextureLoader {
  53967. /**
  53968. * Defines whether the loader supports cascade loading the different faces.
  53969. */
  53970. readonly supportCascades: boolean;
  53971. /**
  53972. * This returns if the loader support the current file information.
  53973. * @param extension defines the file extension of the file being loaded
  53974. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53975. * @param fallback defines the fallback internal texture if any
  53976. * @param isBase64 defines whether the texture is encoded as a base64
  53977. * @param isBuffer defines whether the texture data are stored as a buffer
  53978. * @returns true if the loader can load the specified file
  53979. */
  53980. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53981. /**
  53982. * Transform the url before loading if required.
  53983. * @param rootUrl the url of the texture
  53984. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53985. * @returns the transformed texture
  53986. */
  53987. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53988. /**
  53989. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53990. * @param rootUrl the url of the texture
  53991. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53992. * @returns the fallback texture
  53993. */
  53994. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53995. /**
  53996. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  53997. * @param data contains the texture data
  53998. * @param texture defines the BabylonJS internal texture
  53999. * @param createPolynomials will be true if polynomials have been requested
  54000. * @param onLoad defines the callback to trigger once the texture is ready
  54001. * @param onError defines the callback to trigger in case of error
  54002. */
  54003. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54004. /**
  54005. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54006. * @param data contains the texture data
  54007. * @param texture defines the BabylonJS internal texture
  54008. * @param callback defines the method to call once ready to upload
  54009. */
  54010. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54011. }
  54012. }
  54013. declare module "babylonjs/Materials/Textures/Loaders/index" {
  54014. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  54015. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  54016. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  54017. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  54018. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  54019. }
  54020. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  54021. import { Scene } from "babylonjs/scene";
  54022. import { Texture } from "babylonjs/Materials/Textures/texture";
  54023. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54024. /**
  54025. * 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.
  54026. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  54027. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  54028. */
  54029. export class CustomProceduralTexture extends ProceduralTexture {
  54030. private _animate;
  54031. private _time;
  54032. private _config;
  54033. private _texturePath;
  54034. /**
  54035. * Instantiates a new Custom Procedural Texture.
  54036. * 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.
  54037. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  54038. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  54039. * @param name Define the name of the texture
  54040. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  54041. * @param size Define the size of the texture to create
  54042. * @param scene Define the scene the texture belongs to
  54043. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  54044. * @param generateMipMaps Define if the texture should creates mip maps or not
  54045. */
  54046. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  54047. private _loadJson;
  54048. /**
  54049. * Is the texture ready to be used ? (rendered at least once)
  54050. * @returns true if ready, otherwise, false.
  54051. */
  54052. isReady(): boolean;
  54053. /**
  54054. * Render the texture to its associated render target.
  54055. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  54056. */
  54057. render(useCameraPostProcess?: boolean): void;
  54058. /**
  54059. * Update the list of dependant textures samplers in the shader.
  54060. */
  54061. updateTextures(): void;
  54062. /**
  54063. * Update the uniform values of the procedural texture in the shader.
  54064. */
  54065. updateShaderUniforms(): void;
  54066. /**
  54067. * Define if the texture animates or not.
  54068. */
  54069. animate: boolean;
  54070. }
  54071. }
  54072. declare module "babylonjs/Shaders/noise.fragment" {
  54073. /** @hidden */
  54074. export var noisePixelShader: {
  54075. name: string;
  54076. shader: string;
  54077. };
  54078. }
  54079. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  54080. import { Nullable } from "babylonjs/types";
  54081. import { Scene } from "babylonjs/scene";
  54082. import { Texture } from "babylonjs/Materials/Textures/texture";
  54083. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54084. import "babylonjs/Shaders/noise.fragment";
  54085. /**
  54086. * Class used to generate noise procedural textures
  54087. */
  54088. export class NoiseProceduralTexture extends ProceduralTexture {
  54089. private _time;
  54090. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  54091. brightness: number;
  54092. /** Defines the number of octaves to process */
  54093. octaves: number;
  54094. /** Defines the level of persistence (0.8 by default) */
  54095. persistence: number;
  54096. /** Gets or sets animation speed factor (default is 1) */
  54097. animationSpeedFactor: number;
  54098. /**
  54099. * Creates a new NoiseProceduralTexture
  54100. * @param name defines the name fo the texture
  54101. * @param size defines the size of the texture (default is 256)
  54102. * @param scene defines the hosting scene
  54103. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  54104. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  54105. */
  54106. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  54107. private _updateShaderUniforms;
  54108. protected _getDefines(): string;
  54109. /** Generate the current state of the procedural texture */
  54110. render(useCameraPostProcess?: boolean): void;
  54111. /**
  54112. * Serializes this noise procedural texture
  54113. * @returns a serialized noise procedural texture object
  54114. */
  54115. serialize(): any;
  54116. /**
  54117. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  54118. * @param parsedTexture defines parsed texture data
  54119. * @param scene defines the current scene
  54120. * @param rootUrl defines the root URL containing noise procedural texture information
  54121. * @returns a parsed NoiseProceduralTexture
  54122. */
  54123. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  54124. }
  54125. }
  54126. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  54127. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  54128. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  54129. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54130. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  54131. }
  54132. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  54133. import { Nullable } from "babylonjs/types";
  54134. import { Scene } from "babylonjs/scene";
  54135. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  54136. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54137. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  54138. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54139. /**
  54140. * Raw cube texture where the raw buffers are passed in
  54141. */
  54142. export class RawCubeTexture extends CubeTexture {
  54143. /**
  54144. * Creates a cube texture where the raw buffers are passed in.
  54145. * @param scene defines the scene the texture is attached to
  54146. * @param data defines the array of data to use to create each face
  54147. * @param size defines the size of the textures
  54148. * @param format defines the format of the data
  54149. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  54150. * @param generateMipMaps defines if the engine should generate the mip levels
  54151. * @param invertY defines if data must be stored with Y axis inverted
  54152. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  54153. * @param compression defines the compression used (null by default)
  54154. */
  54155. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  54156. /**
  54157. * Updates the raw cube texture.
  54158. * @param data defines the data to store
  54159. * @param format defines the data format
  54160. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  54161. * @param invertY defines if data must be stored with Y axis inverted
  54162. * @param compression defines the compression used (null by default)
  54163. * @param level defines which level of the texture to update
  54164. */
  54165. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  54166. /**
  54167. * Updates a raw cube texture with RGBD encoded data.
  54168. * @param data defines the array of data [mipmap][face] to use to create each face
  54169. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  54170. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  54171. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  54172. * @returns a promsie that resolves when the operation is complete
  54173. */
  54174. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  54175. /**
  54176. * Clones the raw cube texture.
  54177. * @return a new cube texture
  54178. */
  54179. clone(): CubeTexture;
  54180. /** @hidden */
  54181. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  54182. }
  54183. }
  54184. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  54185. import { Scene } from "babylonjs/scene";
  54186. import { Texture } from "babylonjs/Materials/Textures/texture";
  54187. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54188. /**
  54189. * Class used to store 3D textures containing user data
  54190. */
  54191. export class RawTexture3D extends Texture {
  54192. /** Gets or sets the texture format to use */
  54193. format: number;
  54194. private _engine;
  54195. /**
  54196. * Create a new RawTexture3D
  54197. * @param data defines the data of the texture
  54198. * @param width defines the width of the texture
  54199. * @param height defines the height of the texture
  54200. * @param depth defines the depth of the texture
  54201. * @param format defines the texture format to use
  54202. * @param scene defines the hosting scene
  54203. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  54204. * @param invertY defines if texture must be stored with Y axis inverted
  54205. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  54206. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  54207. */
  54208. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  54209. /** Gets or sets the texture format to use */
  54210. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  54211. /**
  54212. * Update the texture with new data
  54213. * @param data defines the data to store in the texture
  54214. */
  54215. update(data: ArrayBufferView): void;
  54216. }
  54217. }
  54218. declare module "babylonjs/Materials/Textures/refractionTexture" {
  54219. import { Scene } from "babylonjs/scene";
  54220. import { Plane } from "babylonjs/Maths/math.plane";
  54221. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54222. /**
  54223. * Creates a refraction texture used by refraction channel of the standard material.
  54224. * It is like a mirror but to see through a material.
  54225. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54226. */
  54227. export class RefractionTexture extends RenderTargetTexture {
  54228. /**
  54229. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  54230. * 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.
  54231. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54232. */
  54233. refractionPlane: Plane;
  54234. /**
  54235. * Define how deep under the surface we should see.
  54236. */
  54237. depth: number;
  54238. /**
  54239. * Creates a refraction texture used by refraction channel of the standard material.
  54240. * It is like a mirror but to see through a material.
  54241. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54242. * @param name Define the texture name
  54243. * @param size Define the size of the underlying texture
  54244. * @param scene Define the scene the refraction belongs to
  54245. * @param generateMipMaps Define if we need to generate mips level for the refraction
  54246. */
  54247. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  54248. /**
  54249. * Clone the refraction texture.
  54250. * @returns the cloned texture
  54251. */
  54252. clone(): RefractionTexture;
  54253. /**
  54254. * Serialize the texture to a JSON representation you could use in Parse later on
  54255. * @returns the serialized JSON representation
  54256. */
  54257. serialize(): any;
  54258. }
  54259. }
  54260. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  54261. import { Nullable } from "babylonjs/types";
  54262. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54263. import { Matrix } from "babylonjs/Maths/math.vector";
  54264. import { Engine } from "babylonjs/Engines/engine";
  54265. import { Scene } from "babylonjs/scene";
  54266. /**
  54267. * Defines the options related to the creation of an HtmlElementTexture
  54268. */
  54269. export interface IHtmlElementTextureOptions {
  54270. /**
  54271. * Defines wether mip maps should be created or not.
  54272. */
  54273. generateMipMaps?: boolean;
  54274. /**
  54275. * Defines the sampling mode of the texture.
  54276. */
  54277. samplingMode?: number;
  54278. /**
  54279. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  54280. */
  54281. engine: Nullable<Engine>;
  54282. /**
  54283. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  54284. */
  54285. scene: Nullable<Scene>;
  54286. }
  54287. /**
  54288. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  54289. * To be as efficient as possible depending on your constraints nothing aside the first upload
  54290. * is automatically managed.
  54291. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  54292. * in your application.
  54293. *
  54294. * As the update is not automatic, you need to call them manually.
  54295. */
  54296. export class HtmlElementTexture extends BaseTexture {
  54297. /**
  54298. * The texture URL.
  54299. */
  54300. element: HTMLVideoElement | HTMLCanvasElement;
  54301. private static readonly DefaultOptions;
  54302. private _textureMatrix;
  54303. private _engine;
  54304. private _isVideo;
  54305. private _generateMipMaps;
  54306. private _samplingMode;
  54307. /**
  54308. * Instantiates a HtmlElementTexture from the following parameters.
  54309. *
  54310. * @param name Defines the name of the texture
  54311. * @param element Defines the video or canvas the texture is filled with
  54312. * @param options Defines the other none mandatory texture creation options
  54313. */
  54314. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  54315. private _createInternalTexture;
  54316. /**
  54317. * Returns the texture matrix used in most of the material.
  54318. */
  54319. getTextureMatrix(): Matrix;
  54320. /**
  54321. * Updates the content of the texture.
  54322. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  54323. */
  54324. update(invertY?: Nullable<boolean>): void;
  54325. }
  54326. }
  54327. declare module "babylonjs/Materials/Textures/index" {
  54328. export * from "babylonjs/Materials/Textures/baseTexture";
  54329. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  54330. export * from "babylonjs/Materials/Textures/cubeTexture";
  54331. export * from "babylonjs/Materials/Textures/dynamicTexture";
  54332. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  54333. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  54334. export * from "babylonjs/Materials/Textures/internalTexture";
  54335. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  54336. export * from "babylonjs/Materials/Textures/Loaders/index";
  54337. export * from "babylonjs/Materials/Textures/mirrorTexture";
  54338. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  54339. export * from "babylonjs/Materials/Textures/Procedurals/index";
  54340. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  54341. export * from "babylonjs/Materials/Textures/rawTexture";
  54342. export * from "babylonjs/Materials/Textures/rawTexture3D";
  54343. export * from "babylonjs/Materials/Textures/refractionTexture";
  54344. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  54345. export * from "babylonjs/Materials/Textures/texture";
  54346. export * from "babylonjs/Materials/Textures/videoTexture";
  54347. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  54348. }
  54349. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  54350. /**
  54351. * Enum used to define the target of a block
  54352. */
  54353. export enum NodeMaterialBlockTargets {
  54354. /** Vertex shader */
  54355. Vertex = 1,
  54356. /** Fragment shader */
  54357. Fragment = 2,
  54358. /** Neutral */
  54359. Neutral = 4,
  54360. /** Vertex and Fragment */
  54361. VertexAndFragment = 3
  54362. }
  54363. }
  54364. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  54365. /**
  54366. * Defines the kind of connection point for node based material
  54367. */
  54368. export enum NodeMaterialBlockConnectionPointTypes {
  54369. /** Float */
  54370. Float = 1,
  54371. /** Int */
  54372. Int = 2,
  54373. /** Vector2 */
  54374. Vector2 = 4,
  54375. /** Vector3 */
  54376. Vector3 = 8,
  54377. /** Vector4 */
  54378. Vector4 = 16,
  54379. /** Color3 */
  54380. Color3 = 32,
  54381. /** Color4 */
  54382. Color4 = 64,
  54383. /** Matrix */
  54384. Matrix = 128,
  54385. /** Detect type based on connection */
  54386. AutoDetect = 1024,
  54387. /** Output type that will be defined by input type */
  54388. BasedOnInput = 2048
  54389. }
  54390. }
  54391. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  54392. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54393. /**
  54394. * Root class for all node material optimizers
  54395. */
  54396. export class NodeMaterialOptimizer {
  54397. /**
  54398. * Function used to optimize a NodeMaterial graph
  54399. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  54400. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  54401. */
  54402. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  54403. }
  54404. }
  54405. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  54406. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54407. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54408. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54409. import { Scene } from "babylonjs/scene";
  54410. /**
  54411. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  54412. */
  54413. export class TransformBlock extends NodeMaterialBlock {
  54414. /**
  54415. * Defines the value to use to complement W value to transform it to a Vector4
  54416. */
  54417. complementW: number;
  54418. /**
  54419. * Defines the value to use to complement z value to transform it to a Vector4
  54420. */
  54421. complementZ: number;
  54422. /**
  54423. * Creates a new TransformBlock
  54424. * @param name defines the block name
  54425. */
  54426. constructor(name: string);
  54427. /**
  54428. * Gets the current class name
  54429. * @returns the class name
  54430. */
  54431. getClassName(): string;
  54432. /**
  54433. * Gets the vector input
  54434. */
  54435. readonly vector: NodeMaterialConnectionPoint;
  54436. /**
  54437. * Gets the output component
  54438. */
  54439. readonly output: NodeMaterialConnectionPoint;
  54440. /**
  54441. * Gets the matrix transform input
  54442. */
  54443. readonly transform: NodeMaterialConnectionPoint;
  54444. protected _buildBlock(state: NodeMaterialBuildState): this;
  54445. serialize(): any;
  54446. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54447. protected _dumpPropertiesCode(): string;
  54448. }
  54449. }
  54450. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  54451. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54452. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54453. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54454. /**
  54455. * Block used to output the vertex position
  54456. */
  54457. export class VertexOutputBlock extends NodeMaterialBlock {
  54458. /**
  54459. * Creates a new VertexOutputBlock
  54460. * @param name defines the block name
  54461. */
  54462. constructor(name: string);
  54463. /**
  54464. * Gets the current class name
  54465. * @returns the class name
  54466. */
  54467. getClassName(): string;
  54468. /**
  54469. * Gets the vector input component
  54470. */
  54471. readonly vector: NodeMaterialConnectionPoint;
  54472. protected _buildBlock(state: NodeMaterialBuildState): this;
  54473. }
  54474. }
  54475. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  54476. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54477. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54478. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54479. /**
  54480. * Block used to output the final color
  54481. */
  54482. export class FragmentOutputBlock extends NodeMaterialBlock {
  54483. /**
  54484. * Create a new FragmentOutputBlock
  54485. * @param name defines the block name
  54486. */
  54487. constructor(name: string);
  54488. /**
  54489. * Gets the current class name
  54490. * @returns the class name
  54491. */
  54492. getClassName(): string;
  54493. /**
  54494. * Gets the rgba input component
  54495. */
  54496. readonly rgba: NodeMaterialConnectionPoint;
  54497. /**
  54498. * Gets the rgb input component
  54499. */
  54500. readonly rgb: NodeMaterialConnectionPoint;
  54501. /**
  54502. * Gets the a input component
  54503. */
  54504. readonly a: NodeMaterialConnectionPoint;
  54505. protected _buildBlock(state: NodeMaterialBuildState): this;
  54506. }
  54507. }
  54508. declare module "babylonjs/Materials/Node/nodeMaterialSystemValues" {
  54509. /**
  54510. * Enum used to define system values e.g. values automatically provided by the system
  54511. */
  54512. export enum NodeMaterialSystemValues {
  54513. /** World */
  54514. World = 1,
  54515. /** View */
  54516. View = 2,
  54517. /** Projection */
  54518. Projection = 3,
  54519. /** ViewProjection */
  54520. ViewProjection = 4,
  54521. /** WorldView */
  54522. WorldView = 5,
  54523. /** WorldViewProjection */
  54524. WorldViewProjection = 6,
  54525. /** CameraPosition */
  54526. CameraPosition = 7,
  54527. /** Fog Color */
  54528. FogColor = 8
  54529. }
  54530. }
  54531. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  54532. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54533. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54534. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54535. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54536. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54537. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54538. import { Effect } from "babylonjs/Materials/effect";
  54539. import { Mesh } from "babylonjs/Meshes/mesh";
  54540. import { Nullable } from "babylonjs/types";
  54541. import { Scene } from "babylonjs/scene";
  54542. /**
  54543. * Block used to read a reflection texture from a sampler
  54544. */
  54545. export class ReflectionTextureBlock extends NodeMaterialBlock {
  54546. private _define3DName;
  54547. private _defineCubicName;
  54548. private _defineExplicitName;
  54549. private _defineProjectionName;
  54550. private _defineLocalCubicName;
  54551. private _defineSphericalName;
  54552. private _definePlanarName;
  54553. private _defineEquirectangularName;
  54554. private _defineMirroredEquirectangularFixedName;
  54555. private _defineEquirectangularFixedName;
  54556. private _defineSkyboxName;
  54557. private _cubeSamplerName;
  54558. private _2DSamplerName;
  54559. private _positionUVWName;
  54560. private _directionWName;
  54561. private _reflectionCoordsName;
  54562. private _reflection2DCoordsName;
  54563. private _reflectionColorName;
  54564. private _reflectionMatrixName;
  54565. /**
  54566. * Gets or sets the texture associated with the node
  54567. */
  54568. texture: Nullable<BaseTexture>;
  54569. /**
  54570. * Create a new TextureBlock
  54571. * @param name defines the block name
  54572. */
  54573. constructor(name: string);
  54574. /**
  54575. * Gets the current class name
  54576. * @returns the class name
  54577. */
  54578. getClassName(): string;
  54579. /**
  54580. * Gets the world position input component
  54581. */
  54582. readonly position: NodeMaterialConnectionPoint;
  54583. /**
  54584. * Gets the world position input component
  54585. */
  54586. readonly worldPosition: NodeMaterialConnectionPoint;
  54587. /**
  54588. * Gets the world normal input component
  54589. */
  54590. readonly worldNormal: NodeMaterialConnectionPoint;
  54591. /**
  54592. * Gets the world input component
  54593. */
  54594. readonly world: NodeMaterialConnectionPoint;
  54595. /**
  54596. * Gets the camera (or eye) position component
  54597. */
  54598. readonly cameraPosition: NodeMaterialConnectionPoint;
  54599. /**
  54600. * Gets the view input component
  54601. */
  54602. readonly view: NodeMaterialConnectionPoint;
  54603. /**
  54604. * Gets the rgb output component
  54605. */
  54606. readonly rgb: NodeMaterialConnectionPoint;
  54607. /**
  54608. * Gets the r output component
  54609. */
  54610. readonly r: NodeMaterialConnectionPoint;
  54611. /**
  54612. * Gets the g output component
  54613. */
  54614. readonly g: NodeMaterialConnectionPoint;
  54615. /**
  54616. * Gets the b output component
  54617. */
  54618. readonly b: NodeMaterialConnectionPoint;
  54619. autoConfigure(material: NodeMaterial): void;
  54620. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54621. isReady(): boolean;
  54622. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54623. private _injectVertexCode;
  54624. private _writeOutput;
  54625. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54626. serialize(): any;
  54627. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54628. }
  54629. }
  54630. declare module "babylonjs/Materials/Node/nodeMaterial" {
  54631. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54632. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  54633. import { Scene } from "babylonjs/scene";
  54634. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54635. import { Matrix } from "babylonjs/Maths/math.vector";
  54636. import { Mesh } from "babylonjs/Meshes/mesh";
  54637. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54638. import { Observable } from "babylonjs/Misc/observable";
  54639. import { SubMesh } from "babylonjs/Meshes/subMesh";
  54640. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  54641. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  54642. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  54643. import { Nullable } from "babylonjs/types";
  54644. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54645. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54646. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  54647. /**
  54648. * Interface used to configure the node material editor
  54649. */
  54650. export interface INodeMaterialEditorOptions {
  54651. /** Define the URl to load node editor script */
  54652. editorURL?: string;
  54653. }
  54654. /** @hidden */
  54655. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  54656. /** BONES */
  54657. NUM_BONE_INFLUENCERS: number;
  54658. BonesPerMesh: number;
  54659. BONETEXTURE: boolean;
  54660. /** MORPH TARGETS */
  54661. MORPHTARGETS: boolean;
  54662. MORPHTARGETS_NORMAL: boolean;
  54663. MORPHTARGETS_TANGENT: boolean;
  54664. MORPHTARGETS_UV: boolean;
  54665. NUM_MORPH_INFLUENCERS: number;
  54666. /** IMAGE PROCESSING */
  54667. IMAGEPROCESSING: boolean;
  54668. VIGNETTE: boolean;
  54669. VIGNETTEBLENDMODEMULTIPLY: boolean;
  54670. VIGNETTEBLENDMODEOPAQUE: boolean;
  54671. TONEMAPPING: boolean;
  54672. TONEMAPPING_ACES: boolean;
  54673. CONTRAST: boolean;
  54674. EXPOSURE: boolean;
  54675. COLORCURVES: boolean;
  54676. COLORGRADING: boolean;
  54677. COLORGRADING3D: boolean;
  54678. SAMPLER3DGREENDEPTH: boolean;
  54679. SAMPLER3DBGRMAP: boolean;
  54680. IMAGEPROCESSINGPOSTPROCESS: boolean;
  54681. constructor();
  54682. setValue(name: string, value: boolean): void;
  54683. }
  54684. /**
  54685. * Class used to configure NodeMaterial
  54686. */
  54687. export interface INodeMaterialOptions {
  54688. /**
  54689. * Defines if blocks should emit comments
  54690. */
  54691. emitComments: boolean;
  54692. }
  54693. /**
  54694. * Class used to create a node based material built by assembling shader blocks
  54695. */
  54696. export class NodeMaterial extends PushMaterial {
  54697. private static _BuildIdGenerator;
  54698. private _options;
  54699. private _vertexCompilationState;
  54700. private _fragmentCompilationState;
  54701. private _sharedData;
  54702. private _buildId;
  54703. private _buildWasSuccessful;
  54704. private _cachedWorldViewMatrix;
  54705. private _cachedWorldViewProjectionMatrix;
  54706. private _optimizers;
  54707. private _animationFrame;
  54708. /** Define the URl to load node editor script */
  54709. static EditorURL: string;
  54710. private BJSNODEMATERIALEDITOR;
  54711. /** Get the inspector from bundle or global */
  54712. private _getGlobalNodeMaterialEditor;
  54713. /**
  54714. * 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)
  54715. */
  54716. ignoreAlpha: boolean;
  54717. /**
  54718. * Defines the maximum number of lights that can be used in the material
  54719. */
  54720. maxSimultaneousLights: number;
  54721. /**
  54722. * Observable raised when the material is built
  54723. */
  54724. onBuildObservable: Observable<NodeMaterial>;
  54725. /**
  54726. * Gets or sets the root nodes of the material vertex shader
  54727. */
  54728. _vertexOutputNodes: NodeMaterialBlock[];
  54729. /**
  54730. * Gets or sets the root nodes of the material fragment (pixel) shader
  54731. */
  54732. _fragmentOutputNodes: NodeMaterialBlock[];
  54733. /** Gets or sets options to control the node material overall behavior */
  54734. options: INodeMaterialOptions;
  54735. /**
  54736. * Default configuration related to image processing available in the standard Material.
  54737. */
  54738. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  54739. /**
  54740. * Gets the image processing configuration used either in this material.
  54741. */
  54742. /**
  54743. * Sets the Default image processing configuration used either in the this material.
  54744. *
  54745. * If sets to null, the scene one is in use.
  54746. */
  54747. imageProcessingConfiguration: ImageProcessingConfiguration;
  54748. /**
  54749. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  54750. */
  54751. attachedBlocks: NodeMaterialBlock[];
  54752. /**
  54753. * Create a new node based material
  54754. * @param name defines the material name
  54755. * @param scene defines the hosting scene
  54756. * @param options defines creation option
  54757. */
  54758. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  54759. /**
  54760. * Gets the current class name of the material e.g. "NodeMaterial"
  54761. * @returns the class name
  54762. */
  54763. getClassName(): string;
  54764. /**
  54765. * Keep track of the image processing observer to allow dispose and replace.
  54766. */
  54767. private _imageProcessingObserver;
  54768. /**
  54769. * Attaches a new image processing configuration to the Standard Material.
  54770. * @param configuration
  54771. */
  54772. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  54773. /**
  54774. * Get a block by its name
  54775. * @param name defines the name of the block to retrieve
  54776. * @returns the required block or null if not found
  54777. */
  54778. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  54779. /**
  54780. * Get a block by its name
  54781. * @param predicate defines the predicate used to find the good candidate
  54782. * @returns the required block or null if not found
  54783. */
  54784. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  54785. /**
  54786. * Get an input block by its name
  54787. * @param predicate defines the predicate used to find the good candidate
  54788. * @returns the required input block or null if not found
  54789. */
  54790. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  54791. /**
  54792. * Gets the list of input blocks attached to this material
  54793. * @returns an array of InputBlocks
  54794. */
  54795. getInputBlocks(): InputBlock[];
  54796. /**
  54797. * Adds a new optimizer to the list of optimizers
  54798. * @param optimizer defines the optimizers to add
  54799. * @returns the current material
  54800. */
  54801. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54802. /**
  54803. * Remove an optimizer from the list of optimizers
  54804. * @param optimizer defines the optimizers to remove
  54805. * @returns the current material
  54806. */
  54807. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54808. /**
  54809. * Add a new block to the list of output nodes
  54810. * @param node defines the node to add
  54811. * @returns the current material
  54812. */
  54813. addOutputNode(node: NodeMaterialBlock): this;
  54814. /**
  54815. * Remove a block from the list of root nodes
  54816. * @param node defines the node to remove
  54817. * @returns the current material
  54818. */
  54819. removeOutputNode(node: NodeMaterialBlock): this;
  54820. private _addVertexOutputNode;
  54821. private _removeVertexOutputNode;
  54822. private _addFragmentOutputNode;
  54823. private _removeFragmentOutputNode;
  54824. /**
  54825. * Specifies if the material will require alpha blending
  54826. * @returns a boolean specifying if alpha blending is needed
  54827. */
  54828. needAlphaBlending(): boolean;
  54829. /**
  54830. * Specifies if this material should be rendered in alpha test mode
  54831. * @returns a boolean specifying if an alpha test is needed.
  54832. */
  54833. needAlphaTesting(): boolean;
  54834. private _initializeBlock;
  54835. private _resetDualBlocks;
  54836. /**
  54837. * Build the material and generates the inner effect
  54838. * @param verbose defines if the build should log activity
  54839. */
  54840. build(verbose?: boolean): void;
  54841. /**
  54842. * Runs an otpimization phase to try to improve the shader code
  54843. */
  54844. optimize(): void;
  54845. private _prepareDefinesForAttributes;
  54846. /**
  54847. * Get if the submesh is ready to be used and all its information available.
  54848. * Child classes can use it to update shaders
  54849. * @param mesh defines the mesh to check
  54850. * @param subMesh defines which submesh to check
  54851. * @param useInstances specifies that instances should be used
  54852. * @returns a boolean indicating that the submesh is ready or not
  54853. */
  54854. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  54855. /**
  54856. * Get a string representing the shaders built by the current node graph
  54857. */
  54858. readonly compiledShaders: string;
  54859. /**
  54860. * Binds the world matrix to the material
  54861. * @param world defines the world transformation matrix
  54862. */
  54863. bindOnlyWorldMatrix(world: Matrix): void;
  54864. /**
  54865. * Binds the submesh to this material by preparing the effect and shader to draw
  54866. * @param world defines the world transformation matrix
  54867. * @param mesh defines the mesh containing the submesh
  54868. * @param subMesh defines the submesh to bind the material to
  54869. */
  54870. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  54871. /**
  54872. * Gets the active textures from the material
  54873. * @returns an array of textures
  54874. */
  54875. getActiveTextures(): BaseTexture[];
  54876. /**
  54877. * Gets the list of texture blocks
  54878. * @returns an array of texture blocks
  54879. */
  54880. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  54881. /**
  54882. * Specifies if the material uses a texture
  54883. * @param texture defines the texture to check against the material
  54884. * @returns a boolean specifying if the material uses the texture
  54885. */
  54886. hasTexture(texture: BaseTexture): boolean;
  54887. /**
  54888. * Disposes the material
  54889. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  54890. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  54891. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  54892. */
  54893. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  54894. /** Creates the node editor window. */
  54895. private _createNodeEditor;
  54896. /**
  54897. * Launch the node material editor
  54898. * @param config Define the configuration of the editor
  54899. * @return a promise fulfilled when the node editor is visible
  54900. */
  54901. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  54902. /**
  54903. * Clear the current material
  54904. */
  54905. clear(): void;
  54906. /**
  54907. * Clear the current material and set it to a default state
  54908. */
  54909. setToDefault(): void;
  54910. /**
  54911. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  54912. * @param url defines the url to load from
  54913. * @returns a promise that will fullfil when the material is fully loaded
  54914. */
  54915. loadAsync(url: string): Promise<unknown>;
  54916. private _gatherBlocks;
  54917. /**
  54918. * Generate a string containing the code declaration required to create an equivalent of this material
  54919. * @returns a string
  54920. */
  54921. generateCode(): string;
  54922. /**
  54923. * Serializes this material in a JSON representation
  54924. * @returns the serialized material object
  54925. */
  54926. serialize(): any;
  54927. private _restoreConnections;
  54928. /**
  54929. * Clear the current graph and load a new one from a serialization object
  54930. * @param source defines the JSON representation of the material
  54931. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54932. */
  54933. loadFromSerialization(source: any, rootUrl?: string): void;
  54934. /**
  54935. * Creates a node material from parsed material data
  54936. * @param source defines the JSON representation of the material
  54937. * @param scene defines the hosting scene
  54938. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54939. * @returns a new node material
  54940. */
  54941. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  54942. /**
  54943. * Creates a new node material set to default basic configuration
  54944. * @param name defines the name of the material
  54945. * @param scene defines the hosting scene
  54946. * @returns a new NodeMaterial
  54947. */
  54948. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  54949. }
  54950. }
  54951. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  54952. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54953. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54954. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54955. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54956. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54957. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54958. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54959. import { Effect } from "babylonjs/Materials/effect";
  54960. import { Mesh } from "babylonjs/Meshes/mesh";
  54961. import { Nullable } from "babylonjs/types";
  54962. import { Scene } from "babylonjs/scene";
  54963. /**
  54964. * Block used to read a texture from a sampler
  54965. */
  54966. export class TextureBlock extends NodeMaterialBlock {
  54967. private _defineName;
  54968. private _samplerName;
  54969. private _transformedUVName;
  54970. private _textureTransformName;
  54971. private _textureInfoName;
  54972. private _mainUVName;
  54973. private _mainUVDefineName;
  54974. /**
  54975. * Gets or sets the texture associated with the node
  54976. */
  54977. texture: Nullable<BaseTexture>;
  54978. /**
  54979. * Create a new TextureBlock
  54980. * @param name defines the block name
  54981. */
  54982. constructor(name: string);
  54983. /**
  54984. * Gets the current class name
  54985. * @returns the class name
  54986. */
  54987. getClassName(): string;
  54988. /**
  54989. * Gets the uv input component
  54990. */
  54991. readonly uv: NodeMaterialConnectionPoint;
  54992. /**
  54993. * Gets the rgba output component
  54994. */
  54995. readonly rgba: NodeMaterialConnectionPoint;
  54996. /**
  54997. * Gets the rgb output component
  54998. */
  54999. readonly rgb: NodeMaterialConnectionPoint;
  55000. /**
  55001. * Gets the r output component
  55002. */
  55003. readonly r: NodeMaterialConnectionPoint;
  55004. /**
  55005. * Gets the g output component
  55006. */
  55007. readonly g: NodeMaterialConnectionPoint;
  55008. /**
  55009. * Gets the b output component
  55010. */
  55011. readonly b: NodeMaterialConnectionPoint;
  55012. /**
  55013. * Gets the a output component
  55014. */
  55015. readonly a: NodeMaterialConnectionPoint;
  55016. readonly target: NodeMaterialBlockTargets;
  55017. autoConfigure(material: NodeMaterial): void;
  55018. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55019. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55020. isReady(): boolean;
  55021. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55022. private readonly _isMixed;
  55023. private _injectVertexCode;
  55024. private _writeOutput;
  55025. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55026. protected _dumpPropertiesCode(): string;
  55027. serialize(): any;
  55028. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55029. }
  55030. }
  55031. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  55032. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55033. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55034. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55035. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55036. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55037. /**
  55038. * Class used to store shared data between 2 NodeMaterialBuildState
  55039. */
  55040. export class NodeMaterialBuildStateSharedData {
  55041. /**
  55042. * Gets the list of emitted varyings
  55043. */
  55044. temps: string[];
  55045. /**
  55046. * Gets the list of emitted varyings
  55047. */
  55048. varyings: string[];
  55049. /**
  55050. * Gets the varying declaration string
  55051. */
  55052. varyingDeclaration: string;
  55053. /**
  55054. * Input blocks
  55055. */
  55056. inputBlocks: InputBlock[];
  55057. /**
  55058. * Input blocks
  55059. */
  55060. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  55061. /**
  55062. * Bindable blocks (Blocks that need to set data to the effect)
  55063. */
  55064. bindableBlocks: NodeMaterialBlock[];
  55065. /**
  55066. * List of blocks that can provide a compilation fallback
  55067. */
  55068. blocksWithFallbacks: NodeMaterialBlock[];
  55069. /**
  55070. * List of blocks that can provide a define update
  55071. */
  55072. blocksWithDefines: NodeMaterialBlock[];
  55073. /**
  55074. * List of blocks that can provide a repeatable content
  55075. */
  55076. repeatableContentBlocks: NodeMaterialBlock[];
  55077. /**
  55078. * List of blocks that can provide a dynamic list of uniforms
  55079. */
  55080. dynamicUniformBlocks: NodeMaterialBlock[];
  55081. /**
  55082. * List of blocks that can block the isReady function for the material
  55083. */
  55084. blockingBlocks: NodeMaterialBlock[];
  55085. /**
  55086. * Gets the list of animated inputs
  55087. */
  55088. animatedInputs: InputBlock[];
  55089. /**
  55090. * Build Id used to avoid multiple recompilations
  55091. */
  55092. buildId: number;
  55093. /** List of emitted variables */
  55094. variableNames: {
  55095. [key: string]: number;
  55096. };
  55097. /** List of emitted defines */
  55098. defineNames: {
  55099. [key: string]: number;
  55100. };
  55101. /** Should emit comments? */
  55102. emitComments: boolean;
  55103. /** Emit build activity */
  55104. verbose: boolean;
  55105. /**
  55106. * Gets the compilation hints emitted at compilation time
  55107. */
  55108. hints: {
  55109. needWorldViewMatrix: boolean;
  55110. needWorldViewProjectionMatrix: boolean;
  55111. needAlphaBlending: boolean;
  55112. needAlphaTesting: boolean;
  55113. };
  55114. /**
  55115. * List of compilation checks
  55116. */
  55117. checks: {
  55118. emitVertex: boolean;
  55119. emitFragment: boolean;
  55120. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  55121. };
  55122. /** Creates a new shared data */
  55123. constructor();
  55124. /**
  55125. * Emits console errors and exceptions if there is a failing check
  55126. */
  55127. emitErrors(): void;
  55128. }
  55129. }
  55130. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  55131. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55132. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55133. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  55134. /**
  55135. * Class used to store node based material build state
  55136. */
  55137. export class NodeMaterialBuildState {
  55138. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  55139. supportUniformBuffers: boolean;
  55140. /**
  55141. * Gets the list of emitted attributes
  55142. */
  55143. attributes: string[];
  55144. /**
  55145. * Gets the list of emitted uniforms
  55146. */
  55147. uniforms: string[];
  55148. /**
  55149. * Gets the list of emitted uniform buffers
  55150. */
  55151. uniformBuffers: string[];
  55152. /**
  55153. * Gets the list of emitted samplers
  55154. */
  55155. samplers: string[];
  55156. /**
  55157. * Gets the list of emitted functions
  55158. */
  55159. functions: {
  55160. [key: string]: string;
  55161. };
  55162. /**
  55163. * Gets the target of the compilation state
  55164. */
  55165. target: NodeMaterialBlockTargets;
  55166. /**
  55167. * Gets the list of emitted counters
  55168. */
  55169. counters: {
  55170. [key: string]: number;
  55171. };
  55172. /**
  55173. * Shared data between multiple NodeMaterialBuildState instances
  55174. */
  55175. sharedData: NodeMaterialBuildStateSharedData;
  55176. /** @hidden */
  55177. _vertexState: NodeMaterialBuildState;
  55178. /** @hidden */
  55179. _attributeDeclaration: string;
  55180. /** @hidden */
  55181. _uniformDeclaration: string;
  55182. /** @hidden */
  55183. _samplerDeclaration: string;
  55184. /** @hidden */
  55185. _varyingTransfer: string;
  55186. private _repeatableContentAnchorIndex;
  55187. /** @hidden */
  55188. _builtCompilationString: string;
  55189. /**
  55190. * Gets the emitted compilation strings
  55191. */
  55192. compilationString: string;
  55193. /**
  55194. * Finalize the compilation strings
  55195. * @param state defines the current compilation state
  55196. */
  55197. finalize(state: NodeMaterialBuildState): void;
  55198. /** @hidden */
  55199. readonly _repeatableContentAnchor: string;
  55200. /** @hidden */
  55201. _getFreeVariableName(prefix: string): string;
  55202. /** @hidden */
  55203. _getFreeDefineName(prefix: string): string;
  55204. /** @hidden */
  55205. _excludeVariableName(name: string): void;
  55206. /** @hidden */
  55207. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  55208. /** @hidden */
  55209. _emitFunction(name: string, code: string, comments: string): void;
  55210. /** @hidden */
  55211. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  55212. replaceStrings?: {
  55213. search: RegExp;
  55214. replace: string;
  55215. }[];
  55216. repeatKey?: string;
  55217. }): string;
  55218. /** @hidden */
  55219. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  55220. repeatKey?: string;
  55221. removeAttributes?: boolean;
  55222. removeUniforms?: boolean;
  55223. removeVaryings?: boolean;
  55224. removeIfDef?: boolean;
  55225. replaceStrings?: {
  55226. search: RegExp;
  55227. replace: string;
  55228. }[];
  55229. }, storeKey?: string): void;
  55230. /** @hidden */
  55231. _registerTempVariable(name: string): boolean;
  55232. /** @hidden */
  55233. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  55234. /** @hidden */
  55235. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  55236. }
  55237. }
  55238. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  55239. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55240. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55241. import { Nullable } from "babylonjs/types";
  55242. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55243. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55244. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55245. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55246. import { Mesh } from "babylonjs/Meshes/mesh";
  55247. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55248. import { Scene } from "babylonjs/scene";
  55249. /**
  55250. * Defines a block that can be used inside a node based material
  55251. */
  55252. export class NodeMaterialBlock {
  55253. private _buildId;
  55254. private _buildTarget;
  55255. private _target;
  55256. private _isFinalMerger;
  55257. private _isInput;
  55258. /** @hidden */
  55259. _codeVariableName: string;
  55260. /** @hidden */
  55261. _inputs: NodeMaterialConnectionPoint[];
  55262. /** @hidden */
  55263. _outputs: NodeMaterialConnectionPoint[];
  55264. /** @hidden */
  55265. _preparationId: number;
  55266. /**
  55267. * Gets or sets the name of the block
  55268. */
  55269. name: string;
  55270. /**
  55271. * Gets or sets the unique id of the node
  55272. */
  55273. uniqueId: number;
  55274. /**
  55275. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  55276. */
  55277. readonly isFinalMerger: boolean;
  55278. /**
  55279. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  55280. */
  55281. readonly isInput: boolean;
  55282. /**
  55283. * Gets or sets the build Id
  55284. */
  55285. buildId: number;
  55286. /**
  55287. * Gets or sets the target of the block
  55288. */
  55289. target: NodeMaterialBlockTargets;
  55290. /**
  55291. * Gets the list of input points
  55292. */
  55293. readonly inputs: NodeMaterialConnectionPoint[];
  55294. /** Gets the list of output points */
  55295. readonly outputs: NodeMaterialConnectionPoint[];
  55296. /**
  55297. * Find an input by its name
  55298. * @param name defines the name of the input to look for
  55299. * @returns the input or null if not found
  55300. */
  55301. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  55302. /**
  55303. * Find an output by its name
  55304. * @param name defines the name of the outputto look for
  55305. * @returns the output or null if not found
  55306. */
  55307. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  55308. /**
  55309. * Creates a new NodeMaterialBlock
  55310. * @param name defines the block name
  55311. * @param target defines the target of that block (Vertex by default)
  55312. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  55313. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  55314. */
  55315. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  55316. /**
  55317. * Initialize the block and prepare the context for build
  55318. * @param state defines the state that will be used for the build
  55319. */
  55320. initialize(state: NodeMaterialBuildState): void;
  55321. /**
  55322. * Bind data to effect. Will only be called for blocks with isBindable === true
  55323. * @param effect defines the effect to bind data to
  55324. * @param nodeMaterial defines the hosting NodeMaterial
  55325. * @param mesh defines the mesh that will be rendered
  55326. */
  55327. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55328. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  55329. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  55330. protected _writeFloat(value: number): string;
  55331. /**
  55332. * Gets the current class name e.g. "NodeMaterialBlock"
  55333. * @returns the class name
  55334. */
  55335. getClassName(): string;
  55336. /**
  55337. * Register a new input. Must be called inside a block constructor
  55338. * @param name defines the connection point name
  55339. * @param type defines the connection point type
  55340. * @param isOptional defines a boolean indicating that this input can be omitted
  55341. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  55342. * @returns the current block
  55343. */
  55344. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  55345. /**
  55346. * Register a new output. Must be called inside a block constructor
  55347. * @param name defines the connection point name
  55348. * @param type defines the connection point type
  55349. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  55350. * @returns the current block
  55351. */
  55352. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  55353. /**
  55354. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  55355. * @param forOutput defines an optional connection point to check compatibility with
  55356. * @returns the first available input or null
  55357. */
  55358. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  55359. /**
  55360. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  55361. * @param forBlock defines an optional block to check compatibility with
  55362. * @returns the first available input or null
  55363. */
  55364. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  55365. /**
  55366. * Gets the sibling of the given output
  55367. * @param current defines the current output
  55368. * @returns the next output in the list or null
  55369. */
  55370. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  55371. /**
  55372. * Connect current block with another block
  55373. * @param other defines the block to connect with
  55374. * @param options define the various options to help pick the right connections
  55375. * @returns the current block
  55376. */
  55377. connectTo(other: NodeMaterialBlock, options?: {
  55378. input?: string;
  55379. output?: string;
  55380. outputSwizzle?: string;
  55381. }): this | undefined;
  55382. protected _buildBlock(state: NodeMaterialBuildState): void;
  55383. /**
  55384. * Add uniforms, samplers and uniform buffers at compilation time
  55385. * @param state defines the state to update
  55386. * @param nodeMaterial defines the node material requesting the update
  55387. * @param defines defines the material defines to update
  55388. */
  55389. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55390. /**
  55391. * Add potential fallbacks if shader compilation fails
  55392. * @param mesh defines the mesh to be rendered
  55393. * @param fallbacks defines the current prioritized list of fallbacks
  55394. */
  55395. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55396. /**
  55397. * Update defines for shader compilation
  55398. * @param mesh defines the mesh to be rendered
  55399. * @param nodeMaterial defines the node material requesting the update
  55400. * @param defines defines the material defines to update
  55401. * @param useInstances specifies that instances should be used
  55402. */
  55403. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55404. /**
  55405. * Initialize defines for shader compilation
  55406. * @param mesh defines the mesh to be rendered
  55407. * @param nodeMaterial defines the node material requesting the update
  55408. * @param defines defines the material defines to be prepared
  55409. * @param useInstances specifies that instances should be used
  55410. */
  55411. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55412. /**
  55413. * Lets the block try to connect some inputs automatically
  55414. * @param material defines the hosting NodeMaterial
  55415. */
  55416. autoConfigure(material: NodeMaterial): void;
  55417. /**
  55418. * Function called when a block is declared as repeatable content generator
  55419. * @param vertexShaderState defines the current compilation state for the vertex shader
  55420. * @param fragmentShaderState defines the current compilation state for the fragment shader
  55421. * @param mesh defines the mesh to be rendered
  55422. * @param defines defines the material defines to update
  55423. */
  55424. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55425. /**
  55426. * Checks if the block is ready
  55427. * @param mesh defines the mesh to be rendered
  55428. * @param nodeMaterial defines the node material requesting the update
  55429. * @param defines defines the material defines to update
  55430. * @param useInstances specifies that instances should be used
  55431. * @returns true if the block is ready
  55432. */
  55433. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  55434. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  55435. private _processBuild;
  55436. /**
  55437. * Compile the current node and generate the shader code
  55438. * @param state defines the current compilation state (uniforms, samplers, current string)
  55439. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  55440. * @returns true if already built
  55441. */
  55442. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  55443. protected _inputRename(name: string): string;
  55444. protected _outputRename(name: string): string;
  55445. protected _dumpPropertiesCode(): string;
  55446. /** @hidden */
  55447. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  55448. /**
  55449. * Clone the current block to a new identical block
  55450. * @param scene defines the hosting scene
  55451. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55452. * @returns a copy of the current block
  55453. */
  55454. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  55455. /**
  55456. * Serializes this block in a JSON representation
  55457. * @returns the serialized block object
  55458. */
  55459. serialize(): any;
  55460. /** @hidden */
  55461. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55462. }
  55463. }
  55464. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  55465. /**
  55466. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55467. */
  55468. export enum NodeMaterialBlockConnectionPointMode {
  55469. /** Value is an uniform */
  55470. Uniform = 0,
  55471. /** Value is a mesh attribute */
  55472. Attribute = 1,
  55473. /** Value is a varying between vertex and fragment shaders */
  55474. Varying = 2,
  55475. /** Mode is undefined */
  55476. Undefined = 3
  55477. }
  55478. }
  55479. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  55480. /**
  55481. * Enum defining the type of animations supported by InputBlock
  55482. */
  55483. export enum AnimatedInputBlockTypes {
  55484. /** No animation */
  55485. None = 0,
  55486. /** Time based animation. Will only work for floats */
  55487. Time = 1
  55488. }
  55489. }
  55490. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  55491. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55492. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55493. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/nodeMaterialSystemValues";
  55494. import { Nullable } from "babylonjs/types";
  55495. import { Effect } from "babylonjs/Materials/effect";
  55496. import { Matrix } from "babylonjs/Maths/math.vector";
  55497. import { Scene } from "babylonjs/scene";
  55498. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55499. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55500. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55501. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  55502. /**
  55503. * Block used to expose an input value
  55504. */
  55505. export class InputBlock extends NodeMaterialBlock {
  55506. private _mode;
  55507. private _associatedVariableName;
  55508. private _storedValue;
  55509. private _valueCallback;
  55510. private _type;
  55511. private _animationType;
  55512. /** @hidden */
  55513. _systemValue: Nullable<NodeMaterialSystemValues>;
  55514. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  55515. visibleInInspector: boolean;
  55516. /**
  55517. * Gets or sets the connection point type (default is float)
  55518. */
  55519. readonly type: NodeMaterialBlockConnectionPointTypes;
  55520. /**
  55521. * Creates a new InputBlock
  55522. * @param name defines the block name
  55523. * @param target defines the target of that block (Vertex by default)
  55524. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  55525. */
  55526. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  55527. /**
  55528. * Gets the output component
  55529. */
  55530. readonly output: NodeMaterialConnectionPoint;
  55531. /**
  55532. * Set the source of this connection point to a vertex attribute
  55533. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  55534. * @returns the current connection point
  55535. */
  55536. setAsAttribute(attributeName?: string): InputBlock;
  55537. /**
  55538. * Set the source of this connection point to a system value
  55539. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  55540. * @returns the current connection point
  55541. */
  55542. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  55543. /**
  55544. * Gets or sets the value of that point.
  55545. * Please note that this value will be ignored if valueCallback is defined
  55546. */
  55547. value: any;
  55548. /**
  55549. * Gets or sets a callback used to get the value of that point.
  55550. * Please note that setting this value will force the connection point to ignore the value property
  55551. */
  55552. valueCallback: () => any;
  55553. /**
  55554. * Gets or sets the associated variable name in the shader
  55555. */
  55556. associatedVariableName: string;
  55557. /** Gets or sets the type of animation applied to the input */
  55558. animationType: AnimatedInputBlockTypes;
  55559. /**
  55560. * Gets a boolean indicating that this connection point not defined yet
  55561. */
  55562. readonly isUndefined: boolean;
  55563. /**
  55564. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  55565. * In this case the connection point name must be the name of the uniform to use.
  55566. * Can only be set on inputs
  55567. */
  55568. isUniform: boolean;
  55569. /**
  55570. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  55571. * In this case the connection point name must be the name of the attribute to use
  55572. * Can only be set on inputs
  55573. */
  55574. isAttribute: boolean;
  55575. /**
  55576. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  55577. * Can only be set on exit points
  55578. */
  55579. isVarying: boolean;
  55580. /**
  55581. * Gets a boolean indicating that the current connection point is a system value
  55582. */
  55583. readonly isSystemValue: boolean;
  55584. /**
  55585. * Gets or sets the current well known value or null if not defined as a system value
  55586. */
  55587. systemValue: Nullable<NodeMaterialSystemValues>;
  55588. /**
  55589. * Gets the current class name
  55590. * @returns the class name
  55591. */
  55592. getClassName(): string;
  55593. /**
  55594. * Animate the input if animationType !== None
  55595. * @param scene defines the rendering scene
  55596. */
  55597. animate(scene: Scene): void;
  55598. private _emitDefine;
  55599. /**
  55600. * Set the input block to its default value (based on its type)
  55601. */
  55602. setDefaultValue(): void;
  55603. protected _dumpPropertiesCode(): string;
  55604. private _emit;
  55605. /** @hidden */
  55606. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  55607. /** @hidden */
  55608. _transmit(effect: Effect, scene: Scene): void;
  55609. protected _buildBlock(state: NodeMaterialBuildState): void;
  55610. serialize(): any;
  55611. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55612. }
  55613. }
  55614. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  55615. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55616. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55617. import { Nullable } from "babylonjs/types";
  55618. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55619. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55620. /**
  55621. * Defines a connection point for a block
  55622. */
  55623. export class NodeMaterialConnectionPoint {
  55624. /** @hidden */
  55625. _ownerBlock: NodeMaterialBlock;
  55626. /** @hidden */
  55627. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55628. private _endpoints;
  55629. private _associatedVariableName;
  55630. /** @hidden */
  55631. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55632. /** @hidden */
  55633. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55634. private _type;
  55635. /** @hidden */
  55636. _enforceAssociatedVariableName: boolean;
  55637. /**
  55638. * Gets or sets the additional types supported byt this connection point
  55639. */
  55640. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  55641. /**
  55642. * Gets or sets the associated variable name in the shader
  55643. */
  55644. associatedVariableName: string;
  55645. /**
  55646. * Gets or sets the connection point type (default is float)
  55647. */
  55648. type: NodeMaterialBlockConnectionPointTypes;
  55649. /**
  55650. * Gets or sets the connection point name
  55651. */
  55652. name: string;
  55653. /**
  55654. * Gets or sets a boolean indicating that this connection point can be omitted
  55655. */
  55656. isOptional: boolean;
  55657. /**
  55658. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  55659. */
  55660. define: string;
  55661. /** Gets or sets the target of that connection point */
  55662. target: NodeMaterialBlockTargets;
  55663. /**
  55664. * Gets a boolean indicating that the current point is connected
  55665. */
  55666. readonly isConnected: boolean;
  55667. /**
  55668. * Gets a boolean indicating that the current point is connected to an input block
  55669. */
  55670. readonly isConnectedToInputBlock: boolean;
  55671. /**
  55672. * Gets a the connected input block (if any)
  55673. */
  55674. readonly connectInputBlock: Nullable<InputBlock>;
  55675. /** Get the other side of the connection (if any) */
  55676. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55677. /** Get the block that owns this connection point */
  55678. readonly ownerBlock: NodeMaterialBlock;
  55679. /** Get the block connected on the other side of this connection (if any) */
  55680. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  55681. /** Get the block connected on the endpoints of this connection (if any) */
  55682. readonly connectedBlocks: Array<NodeMaterialBlock>;
  55683. /** Gets the list of connected endpoints */
  55684. readonly endpoints: NodeMaterialConnectionPoint[];
  55685. /** Gets a boolean indicating if that output point is connected to at least one input */
  55686. readonly hasEndpoints: boolean;
  55687. /**
  55688. * Creates a new connection point
  55689. * @param name defines the connection point name
  55690. * @param ownerBlock defines the block hosting this connection point
  55691. */
  55692. constructor(name: string, ownerBlock: NodeMaterialBlock);
  55693. /**
  55694. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  55695. * @returns the class name
  55696. */
  55697. getClassName(): string;
  55698. /**
  55699. * Gets an boolean indicating if the current point can be connected to another point
  55700. * @param connectionPoint defines the other connection point
  55701. * @returns true if the connection is possible
  55702. */
  55703. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  55704. /**
  55705. * Connect this point to another connection point
  55706. * @param connectionPoint defines the other connection point
  55707. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  55708. * @returns the current connection point
  55709. */
  55710. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  55711. /**
  55712. * Disconnect this point from one of his endpoint
  55713. * @param endpoint defines the other connection point
  55714. * @returns the current connection point
  55715. */
  55716. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55717. /**
  55718. * Serializes this point in a JSON representation
  55719. * @returns the serialized point object
  55720. */
  55721. serialize(): any;
  55722. }
  55723. }
  55724. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  55725. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55726. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55727. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55728. import { Mesh } from "babylonjs/Meshes/mesh";
  55729. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55730. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55731. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55732. /**
  55733. * Block used to add support for vertex skinning (bones)
  55734. */
  55735. export class BonesBlock extends NodeMaterialBlock {
  55736. /**
  55737. * Creates a new BonesBlock
  55738. * @param name defines the block name
  55739. */
  55740. constructor(name: string);
  55741. /**
  55742. * Initialize the block and prepare the context for build
  55743. * @param state defines the state that will be used for the build
  55744. */
  55745. initialize(state: NodeMaterialBuildState): void;
  55746. /**
  55747. * Gets the current class name
  55748. * @returns the class name
  55749. */
  55750. getClassName(): string;
  55751. /**
  55752. * Gets the matrix indices input component
  55753. */
  55754. readonly matricesIndices: NodeMaterialConnectionPoint;
  55755. /**
  55756. * Gets the matrix weights input component
  55757. */
  55758. readonly matricesWeights: NodeMaterialConnectionPoint;
  55759. /**
  55760. * Gets the extra matrix indices input component
  55761. */
  55762. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  55763. /**
  55764. * Gets the extra matrix weights input component
  55765. */
  55766. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  55767. /**
  55768. * Gets the world input component
  55769. */
  55770. readonly world: NodeMaterialConnectionPoint;
  55771. /**
  55772. * Gets the output component
  55773. */
  55774. readonly output: NodeMaterialConnectionPoint;
  55775. autoConfigure(material: NodeMaterial): void;
  55776. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55777. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55778. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55779. protected _buildBlock(state: NodeMaterialBuildState): this;
  55780. }
  55781. }
  55782. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  55783. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55784. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55785. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55786. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55787. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55788. /**
  55789. * Block used to add support for instances
  55790. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  55791. */
  55792. export class InstancesBlock extends NodeMaterialBlock {
  55793. /**
  55794. * Creates a new InstancesBlock
  55795. * @param name defines the block name
  55796. */
  55797. constructor(name: string);
  55798. /**
  55799. * Gets the current class name
  55800. * @returns the class name
  55801. */
  55802. getClassName(): string;
  55803. /**
  55804. * Gets the first world row input component
  55805. */
  55806. readonly world0: NodeMaterialConnectionPoint;
  55807. /**
  55808. * Gets the second world row input component
  55809. */
  55810. readonly world1: NodeMaterialConnectionPoint;
  55811. /**
  55812. * Gets the third world row input component
  55813. */
  55814. readonly world2: NodeMaterialConnectionPoint;
  55815. /**
  55816. * Gets the forth world row input component
  55817. */
  55818. readonly world3: NodeMaterialConnectionPoint;
  55819. /**
  55820. * Gets the world input component
  55821. */
  55822. readonly world: NodeMaterialConnectionPoint;
  55823. /**
  55824. * Gets the output component
  55825. */
  55826. readonly output: NodeMaterialConnectionPoint;
  55827. autoConfigure(material: NodeMaterial): void;
  55828. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55829. protected _buildBlock(state: NodeMaterialBuildState): this;
  55830. }
  55831. }
  55832. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  55833. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55834. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55835. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55836. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55837. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55838. import { Effect } from "babylonjs/Materials/effect";
  55839. import { Mesh } from "babylonjs/Meshes/mesh";
  55840. /**
  55841. * Block used to add morph targets support to vertex shader
  55842. */
  55843. export class MorphTargetsBlock extends NodeMaterialBlock {
  55844. private _repeatableContentAnchor;
  55845. private _repeatebleContentGenerated;
  55846. /**
  55847. * Create a new MorphTargetsBlock
  55848. * @param name defines the block name
  55849. */
  55850. constructor(name: string);
  55851. /**
  55852. * Gets the current class name
  55853. * @returns the class name
  55854. */
  55855. getClassName(): string;
  55856. /**
  55857. * Gets the position input component
  55858. */
  55859. readonly position: NodeMaterialConnectionPoint;
  55860. /**
  55861. * Gets the normal input component
  55862. */
  55863. readonly normal: NodeMaterialConnectionPoint;
  55864. /**
  55865. * Gets the tangent input component
  55866. */
  55867. readonly tangent: NodeMaterialConnectionPoint;
  55868. /**
  55869. * Gets the tangent input component
  55870. */
  55871. readonly uv: NodeMaterialConnectionPoint;
  55872. /**
  55873. * Gets the position output component
  55874. */
  55875. readonly positionOutput: NodeMaterialConnectionPoint;
  55876. /**
  55877. * Gets the normal output component
  55878. */
  55879. readonly normalOutput: NodeMaterialConnectionPoint;
  55880. /**
  55881. * Gets the tangent output component
  55882. */
  55883. readonly tangentOutput: NodeMaterialConnectionPoint;
  55884. /**
  55885. * Gets the tangent output component
  55886. */
  55887. readonly uvOutput: NodeMaterialConnectionPoint;
  55888. initialize(state: NodeMaterialBuildState): void;
  55889. autoConfigure(material: NodeMaterial): void;
  55890. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55891. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55892. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55893. protected _buildBlock(state: NodeMaterialBuildState): this;
  55894. }
  55895. }
  55896. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  55897. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55898. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55899. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55900. import { Nullable } from "babylonjs/types";
  55901. import { Scene } from "babylonjs/scene";
  55902. import { Effect } from "babylonjs/Materials/effect";
  55903. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  55904. import { Mesh } from "babylonjs/Meshes/mesh";
  55905. import { Light } from "babylonjs/Lights/light";
  55906. /**
  55907. * Block used to get data information from a light
  55908. */
  55909. export class LightInformationBlock extends NodeMaterialBlock {
  55910. private _lightDataDefineName;
  55911. private _lightColorDefineName;
  55912. /**
  55913. * Gets or sets the light associated with this block
  55914. */
  55915. light: Nullable<Light>;
  55916. /**
  55917. * Creates a new LightInformationBlock
  55918. * @param name defines the block name
  55919. */
  55920. constructor(name: string);
  55921. /**
  55922. * Gets the current class name
  55923. * @returns the class name
  55924. */
  55925. getClassName(): string;
  55926. /**
  55927. * Gets the world position input component
  55928. */
  55929. readonly worldPosition: NodeMaterialConnectionPoint;
  55930. /**
  55931. * Gets the direction output component
  55932. */
  55933. readonly direction: NodeMaterialConnectionPoint;
  55934. /**
  55935. * Gets the direction output component
  55936. */
  55937. readonly color: NodeMaterialConnectionPoint;
  55938. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55939. protected _buildBlock(state: NodeMaterialBuildState): this;
  55940. serialize(): any;
  55941. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55942. }
  55943. }
  55944. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  55945. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  55946. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  55947. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  55948. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  55949. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  55950. }
  55951. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  55952. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55953. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55954. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55955. import { Scene } from "babylonjs/scene";
  55956. /**
  55957. * Block used to add an alpha test in the fragment shader
  55958. */
  55959. export class AlphaTestBlock extends NodeMaterialBlock {
  55960. /**
  55961. * Gets or sets the alpha value where alpha testing happens
  55962. */
  55963. alphaCutOff: number;
  55964. /**
  55965. * Create a new AlphaTestBlock
  55966. * @param name defines the block name
  55967. */
  55968. constructor(name: string);
  55969. /**
  55970. * Gets the current class name
  55971. * @returns the class name
  55972. */
  55973. getClassName(): string;
  55974. /**
  55975. * Gets the color input component
  55976. */
  55977. readonly color: NodeMaterialConnectionPoint;
  55978. /**
  55979. * Gets the alpha input component
  55980. */
  55981. readonly alpha: NodeMaterialConnectionPoint;
  55982. protected _buildBlock(state: NodeMaterialBuildState): this;
  55983. protected _dumpPropertiesCode(): string;
  55984. serialize(): any;
  55985. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55986. }
  55987. }
  55988. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  55989. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55990. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55991. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55992. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55993. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55994. import { Effect } from "babylonjs/Materials/effect";
  55995. import { Mesh } from "babylonjs/Meshes/mesh";
  55996. /**
  55997. * Block used to add image processing support to fragment shader
  55998. */
  55999. export class ImageProcessingBlock extends NodeMaterialBlock {
  56000. /**
  56001. * Create a new ImageProcessingBlock
  56002. * @param name defines the block name
  56003. */
  56004. constructor(name: string);
  56005. /**
  56006. * Gets the current class name
  56007. * @returns the class name
  56008. */
  56009. getClassName(): string;
  56010. /**
  56011. * Gets the color input component
  56012. */
  56013. readonly color: NodeMaterialConnectionPoint;
  56014. /**
  56015. * Gets the output component
  56016. */
  56017. readonly output: NodeMaterialConnectionPoint;
  56018. /**
  56019. * Initialize the block and prepare the context for build
  56020. * @param state defines the state that will be used for the build
  56021. */
  56022. initialize(state: NodeMaterialBuildState): void;
  56023. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  56024. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56025. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56026. protected _buildBlock(state: NodeMaterialBuildState): this;
  56027. }
  56028. }
  56029. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  56030. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  56031. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  56032. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  56033. }
  56034. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  56035. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56036. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56037. import { Mesh } from "babylonjs/Meshes/mesh";
  56038. import { Effect } from "babylonjs/Materials/effect";
  56039. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56040. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56041. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56042. /**
  56043. * Block used to add support for scene fog
  56044. */
  56045. export class FogBlock extends NodeMaterialBlock {
  56046. private _fogDistanceName;
  56047. private _fogParameters;
  56048. /**
  56049. * Create a new FogBlock
  56050. * @param name defines the block name
  56051. */
  56052. constructor(name: string);
  56053. /**
  56054. * Gets the current class name
  56055. * @returns the class name
  56056. */
  56057. getClassName(): string;
  56058. /**
  56059. * Gets the world position input component
  56060. */
  56061. readonly worldPosition: NodeMaterialConnectionPoint;
  56062. /**
  56063. * Gets the view input component
  56064. */
  56065. readonly view: NodeMaterialConnectionPoint;
  56066. /**
  56067. * Gets the color input component
  56068. */
  56069. readonly input: NodeMaterialConnectionPoint;
  56070. /**
  56071. * Gets the fog color input component
  56072. */
  56073. readonly fogColor: NodeMaterialConnectionPoint;
  56074. /**
  56075. * Gets the output component
  56076. */
  56077. readonly output: NodeMaterialConnectionPoint;
  56078. autoConfigure(material: NodeMaterial): void;
  56079. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56080. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56081. protected _buildBlock(state: NodeMaterialBuildState): this;
  56082. }
  56083. }
  56084. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  56085. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56086. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56087. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56088. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56089. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56090. import { Effect } from "babylonjs/Materials/effect";
  56091. import { Mesh } from "babylonjs/Meshes/mesh";
  56092. import { Light } from "babylonjs/Lights/light";
  56093. import { Nullable } from "babylonjs/types";
  56094. import { Scene } from "babylonjs/scene";
  56095. /**
  56096. * Block used to add light in the fragment shader
  56097. */
  56098. export class LightBlock extends NodeMaterialBlock {
  56099. private _lightId;
  56100. /**
  56101. * Gets or sets the light associated with this block
  56102. */
  56103. light: Nullable<Light>;
  56104. /**
  56105. * Create a new LightBlock
  56106. * @param name defines the block name
  56107. */
  56108. constructor(name: string);
  56109. /**
  56110. * Gets the current class name
  56111. * @returns the class name
  56112. */
  56113. getClassName(): string;
  56114. /**
  56115. * Gets the world position input component
  56116. */
  56117. readonly worldPosition: NodeMaterialConnectionPoint;
  56118. /**
  56119. * Gets the world normal input component
  56120. */
  56121. readonly worldNormal: NodeMaterialConnectionPoint;
  56122. /**
  56123. * Gets the camera (or eye) position component
  56124. */
  56125. readonly cameraPosition: NodeMaterialConnectionPoint;
  56126. /**
  56127. * Gets the diffuse output component
  56128. */
  56129. readonly diffuseOutput: NodeMaterialConnectionPoint;
  56130. /**
  56131. * Gets the specular output component
  56132. */
  56133. readonly specularOutput: NodeMaterialConnectionPoint;
  56134. autoConfigure(material: NodeMaterial): void;
  56135. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56136. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56137. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56138. private _injectVertexCode;
  56139. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56140. serialize(): any;
  56141. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56142. }
  56143. }
  56144. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  56145. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  56146. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  56147. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56148. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56149. }
  56150. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  56151. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56152. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  56153. }
  56154. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  56155. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56156. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56157. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56158. /**
  56159. * Block used to multiply 2 values
  56160. */
  56161. export class MultiplyBlock extends NodeMaterialBlock {
  56162. /**
  56163. * Creates a new MultiplyBlock
  56164. * @param name defines the block name
  56165. */
  56166. constructor(name: string);
  56167. /**
  56168. * Gets the current class name
  56169. * @returns the class name
  56170. */
  56171. getClassName(): string;
  56172. /**
  56173. * Gets the left operand input component
  56174. */
  56175. readonly left: NodeMaterialConnectionPoint;
  56176. /**
  56177. * Gets the right operand input component
  56178. */
  56179. readonly right: NodeMaterialConnectionPoint;
  56180. /**
  56181. * Gets the output component
  56182. */
  56183. readonly output: NodeMaterialConnectionPoint;
  56184. protected _buildBlock(state: NodeMaterialBuildState): this;
  56185. }
  56186. }
  56187. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  56188. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56189. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56190. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56191. /**
  56192. * Block used to add 2 vectors
  56193. */
  56194. export class AddBlock extends NodeMaterialBlock {
  56195. /**
  56196. * Creates a new AddBlock
  56197. * @param name defines the block name
  56198. */
  56199. constructor(name: string);
  56200. /**
  56201. * Gets the current class name
  56202. * @returns the class name
  56203. */
  56204. getClassName(): string;
  56205. /**
  56206. * Gets the left operand input component
  56207. */
  56208. readonly left: NodeMaterialConnectionPoint;
  56209. /**
  56210. * Gets the right operand input component
  56211. */
  56212. readonly right: NodeMaterialConnectionPoint;
  56213. /**
  56214. * Gets the output component
  56215. */
  56216. readonly output: NodeMaterialConnectionPoint;
  56217. protected _buildBlock(state: NodeMaterialBuildState): this;
  56218. }
  56219. }
  56220. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  56221. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56222. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56223. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56224. /**
  56225. * Block used to scale a vector by a float
  56226. */
  56227. export class ScaleBlock extends NodeMaterialBlock {
  56228. /**
  56229. * Creates a new ScaleBlock
  56230. * @param name defines the block name
  56231. */
  56232. constructor(name: string);
  56233. /**
  56234. * Gets the current class name
  56235. * @returns the class name
  56236. */
  56237. getClassName(): string;
  56238. /**
  56239. * Gets the input component
  56240. */
  56241. readonly input: NodeMaterialConnectionPoint;
  56242. /**
  56243. * Gets the factor input component
  56244. */
  56245. readonly factor: NodeMaterialConnectionPoint;
  56246. /**
  56247. * Gets the output component
  56248. */
  56249. readonly output: NodeMaterialConnectionPoint;
  56250. protected _buildBlock(state: NodeMaterialBuildState): this;
  56251. }
  56252. }
  56253. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  56254. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56255. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56256. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56257. import { Scene } from "babylonjs/scene";
  56258. /**
  56259. * Block used to clamp a float
  56260. */
  56261. export class ClampBlock extends NodeMaterialBlock {
  56262. /** Gets or sets the minimum range */
  56263. minimum: number;
  56264. /** Gets or sets the maximum range */
  56265. maximum: number;
  56266. /**
  56267. * Creates a new ClampBlock
  56268. * @param name defines the block name
  56269. */
  56270. constructor(name: string);
  56271. /**
  56272. * Gets the current class name
  56273. * @returns the class name
  56274. */
  56275. getClassName(): string;
  56276. /**
  56277. * Gets the value input component
  56278. */
  56279. readonly value: NodeMaterialConnectionPoint;
  56280. /**
  56281. * Gets the output component
  56282. */
  56283. readonly output: NodeMaterialConnectionPoint;
  56284. protected _buildBlock(state: NodeMaterialBuildState): this;
  56285. protected _dumpPropertiesCode(): string;
  56286. serialize(): any;
  56287. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56288. }
  56289. }
  56290. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  56291. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56292. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56293. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56294. /**
  56295. * Block used to apply a cross product between 2 vectors
  56296. */
  56297. export class CrossBlock extends NodeMaterialBlock {
  56298. /**
  56299. * Creates a new CrossBlock
  56300. * @param name defines the block name
  56301. */
  56302. constructor(name: string);
  56303. /**
  56304. * Gets the current class name
  56305. * @returns the class name
  56306. */
  56307. getClassName(): string;
  56308. /**
  56309. * Gets the left operand input component
  56310. */
  56311. readonly left: NodeMaterialConnectionPoint;
  56312. /**
  56313. * Gets the right operand input component
  56314. */
  56315. readonly right: NodeMaterialConnectionPoint;
  56316. /**
  56317. * Gets the output component
  56318. */
  56319. readonly output: NodeMaterialConnectionPoint;
  56320. protected _buildBlock(state: NodeMaterialBuildState): this;
  56321. }
  56322. }
  56323. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  56324. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56325. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56326. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56327. /**
  56328. * Block used to apply a dot product between 2 vectors
  56329. */
  56330. export class DotBlock extends NodeMaterialBlock {
  56331. /**
  56332. * Creates a new DotBlock
  56333. * @param name defines the block name
  56334. */
  56335. constructor(name: string);
  56336. /**
  56337. * Gets the current class name
  56338. * @returns the class name
  56339. */
  56340. getClassName(): string;
  56341. /**
  56342. * Gets the left operand input component
  56343. */
  56344. readonly left: NodeMaterialConnectionPoint;
  56345. /**
  56346. * Gets the right operand input component
  56347. */
  56348. readonly right: NodeMaterialConnectionPoint;
  56349. /**
  56350. * Gets the output component
  56351. */
  56352. readonly output: NodeMaterialConnectionPoint;
  56353. protected _buildBlock(state: NodeMaterialBuildState): this;
  56354. }
  56355. }
  56356. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  56357. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56358. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56359. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56360. import { Vector2 } from "babylonjs/Maths/math.vector";
  56361. import { Scene } from "babylonjs/scene";
  56362. /**
  56363. * Block used to remap a float from a range to a new one
  56364. */
  56365. export class RemapBlock extends NodeMaterialBlock {
  56366. /**
  56367. * Gets or sets the source range
  56368. */
  56369. sourceRange: Vector2;
  56370. /**
  56371. * Gets or sets the target range
  56372. */
  56373. targetRange: Vector2;
  56374. /**
  56375. * Creates a new RemapBlock
  56376. * @param name defines the block name
  56377. */
  56378. constructor(name: string);
  56379. /**
  56380. * Gets the current class name
  56381. * @returns the class name
  56382. */
  56383. getClassName(): string;
  56384. /**
  56385. * Gets the input component
  56386. */
  56387. readonly input: NodeMaterialConnectionPoint;
  56388. /**
  56389. * Gets the output component
  56390. */
  56391. readonly output: NodeMaterialConnectionPoint;
  56392. protected _buildBlock(state: NodeMaterialBuildState): this;
  56393. protected _dumpPropertiesCode(): string;
  56394. serialize(): any;
  56395. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56396. }
  56397. }
  56398. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  56399. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56400. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56401. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56402. /**
  56403. * Block used to normalize a vector
  56404. */
  56405. export class NormalizeBlock extends NodeMaterialBlock {
  56406. /**
  56407. * Creates a new NormalizeBlock
  56408. * @param name defines the block name
  56409. */
  56410. constructor(name: string);
  56411. /**
  56412. * Gets the current class name
  56413. * @returns the class name
  56414. */
  56415. getClassName(): string;
  56416. /**
  56417. * Gets the input component
  56418. */
  56419. readonly input: NodeMaterialConnectionPoint;
  56420. /**
  56421. * Gets the output component
  56422. */
  56423. readonly output: NodeMaterialConnectionPoint;
  56424. protected _buildBlock(state: NodeMaterialBuildState): this;
  56425. }
  56426. }
  56427. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  56428. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56429. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56430. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56431. import { Scene } from "babylonjs/scene";
  56432. /**
  56433. * Operations supported by the Trigonometry block
  56434. */
  56435. export enum TrigonometryBlockOperations {
  56436. /** Cos */
  56437. Cos = 0,
  56438. /** Sin */
  56439. Sin = 1,
  56440. /** Abs */
  56441. Abs = 2,
  56442. /** Exp */
  56443. Exp = 3,
  56444. /** Exp2 */
  56445. Exp2 = 4,
  56446. /** Round */
  56447. Round = 5,
  56448. /** Floor */
  56449. Floor = 6,
  56450. /** Ceiling */
  56451. Ceiling = 7
  56452. }
  56453. /**
  56454. * Block used to apply trigonometry operation to floats
  56455. */
  56456. export class TrigonometryBlock extends NodeMaterialBlock {
  56457. /**
  56458. * Gets or sets the operation applied by the block
  56459. */
  56460. operation: TrigonometryBlockOperations;
  56461. /**
  56462. * Creates a new TrigonometryBlock
  56463. * @param name defines the block name
  56464. */
  56465. constructor(name: string);
  56466. /**
  56467. * Gets the current class name
  56468. * @returns the class name
  56469. */
  56470. getClassName(): string;
  56471. /**
  56472. * Gets the input component
  56473. */
  56474. readonly input: NodeMaterialConnectionPoint;
  56475. /**
  56476. * Gets the output component
  56477. */
  56478. readonly output: NodeMaterialConnectionPoint;
  56479. protected _buildBlock(state: NodeMaterialBuildState): this;
  56480. serialize(): any;
  56481. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56482. }
  56483. }
  56484. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  56485. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56486. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56487. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56488. /**
  56489. * Block used to create a Color3/4 out of individual inputs (one for each component)
  56490. */
  56491. export class ColorMergerBlock extends NodeMaterialBlock {
  56492. /**
  56493. * Create a new ColorMergerBlock
  56494. * @param name defines the block name
  56495. */
  56496. constructor(name: string);
  56497. /**
  56498. * Gets the current class name
  56499. * @returns the class name
  56500. */
  56501. getClassName(): string;
  56502. /**
  56503. * Gets the r component (input)
  56504. */
  56505. readonly r: NodeMaterialConnectionPoint;
  56506. /**
  56507. * Gets the g component (input)
  56508. */
  56509. readonly g: NodeMaterialConnectionPoint;
  56510. /**
  56511. * Gets the b component (input)
  56512. */
  56513. readonly b: NodeMaterialConnectionPoint;
  56514. /**
  56515. * Gets the a component (input)
  56516. */
  56517. readonly a: NodeMaterialConnectionPoint;
  56518. /**
  56519. * Gets the rgba component (output)
  56520. */
  56521. readonly rgba: NodeMaterialConnectionPoint;
  56522. /**
  56523. * Gets the rgb component (output)
  56524. */
  56525. readonly rgb: NodeMaterialConnectionPoint;
  56526. protected _buildBlock(state: NodeMaterialBuildState): this;
  56527. }
  56528. }
  56529. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  56530. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56531. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56532. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56533. /**
  56534. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  56535. */
  56536. export class VectorMergerBlock extends NodeMaterialBlock {
  56537. /**
  56538. * Create a new VectorMergerBlock
  56539. * @param name defines the block name
  56540. */
  56541. constructor(name: string);
  56542. /**
  56543. * Gets the current class name
  56544. * @returns the class name
  56545. */
  56546. getClassName(): string;
  56547. /**
  56548. * Gets the x component (input)
  56549. */
  56550. readonly x: NodeMaterialConnectionPoint;
  56551. /**
  56552. * Gets the y component (input)
  56553. */
  56554. readonly y: NodeMaterialConnectionPoint;
  56555. /**
  56556. * Gets the z component (input)
  56557. */
  56558. readonly z: NodeMaterialConnectionPoint;
  56559. /**
  56560. * Gets the w component (input)
  56561. */
  56562. readonly w: NodeMaterialConnectionPoint;
  56563. /**
  56564. * Gets the xyzw component (output)
  56565. */
  56566. readonly xyzw: NodeMaterialConnectionPoint;
  56567. /**
  56568. * Gets the xyz component (output)
  56569. */
  56570. readonly xyz: NodeMaterialConnectionPoint;
  56571. /**
  56572. * Gets the xy component (output)
  56573. */
  56574. readonly xy: NodeMaterialConnectionPoint;
  56575. protected _buildBlock(state: NodeMaterialBuildState): this;
  56576. }
  56577. }
  56578. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  56579. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56580. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56581. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56582. /**
  56583. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  56584. */
  56585. export class ColorSplitterBlock extends NodeMaterialBlock {
  56586. /**
  56587. * Create a new ColorSplitterBlock
  56588. * @param name defines the block name
  56589. */
  56590. constructor(name: string);
  56591. /**
  56592. * Gets the current class name
  56593. * @returns the class name
  56594. */
  56595. getClassName(): string;
  56596. /**
  56597. * Gets the rgba component (input)
  56598. */
  56599. readonly rgba: NodeMaterialConnectionPoint;
  56600. /**
  56601. * Gets the rgb component (input)
  56602. */
  56603. readonly rgbIn: NodeMaterialConnectionPoint;
  56604. /**
  56605. * Gets the rgb component (output)
  56606. */
  56607. readonly rgbOut: NodeMaterialConnectionPoint;
  56608. /**
  56609. * Gets the r component (output)
  56610. */
  56611. readonly r: NodeMaterialConnectionPoint;
  56612. /**
  56613. * Gets the g component (output)
  56614. */
  56615. readonly g: NodeMaterialConnectionPoint;
  56616. /**
  56617. * Gets the b component (output)
  56618. */
  56619. readonly b: NodeMaterialConnectionPoint;
  56620. /**
  56621. * Gets the a component (output)
  56622. */
  56623. readonly a: NodeMaterialConnectionPoint;
  56624. protected _inputRename(name: string): string;
  56625. protected _outputRename(name: string): string;
  56626. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56627. }
  56628. }
  56629. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  56630. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56631. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56632. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56633. /**
  56634. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  56635. */
  56636. export class VectorSplitterBlock extends NodeMaterialBlock {
  56637. /**
  56638. * Create a new VectorSplitterBlock
  56639. * @param name defines the block name
  56640. */
  56641. constructor(name: string);
  56642. /**
  56643. * Gets the current class name
  56644. * @returns the class name
  56645. */
  56646. getClassName(): string;
  56647. /**
  56648. * Gets the xyzw component (input)
  56649. */
  56650. readonly xyzw: NodeMaterialConnectionPoint;
  56651. /**
  56652. * Gets the xyz component (input)
  56653. */
  56654. readonly xyzIn: NodeMaterialConnectionPoint;
  56655. /**
  56656. * Gets the xy component (input)
  56657. */
  56658. readonly xyIn: NodeMaterialConnectionPoint;
  56659. /**
  56660. * Gets the xyz component (output)
  56661. */
  56662. readonly xyzOut: NodeMaterialConnectionPoint;
  56663. /**
  56664. * Gets the xy component (output)
  56665. */
  56666. readonly xyOut: NodeMaterialConnectionPoint;
  56667. /**
  56668. * Gets the x component (output)
  56669. */
  56670. readonly x: NodeMaterialConnectionPoint;
  56671. /**
  56672. * Gets the y component (output)
  56673. */
  56674. readonly y: NodeMaterialConnectionPoint;
  56675. /**
  56676. * Gets the z component (output)
  56677. */
  56678. readonly z: NodeMaterialConnectionPoint;
  56679. /**
  56680. * Gets the w component (output)
  56681. */
  56682. readonly w: NodeMaterialConnectionPoint;
  56683. protected _inputRename(name: string): string;
  56684. protected _outputRename(name: string): string;
  56685. protected _buildBlock(state: NodeMaterialBuildState): this;
  56686. }
  56687. }
  56688. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  56689. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56690. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56691. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56692. /**
  56693. * Block used to lerp 2 values
  56694. */
  56695. export class LerpBlock extends NodeMaterialBlock {
  56696. /**
  56697. * Creates a new LerpBlock
  56698. * @param name defines the block name
  56699. */
  56700. constructor(name: string);
  56701. /**
  56702. * Gets the current class name
  56703. * @returns the class name
  56704. */
  56705. getClassName(): string;
  56706. /**
  56707. * Gets the left operand input component
  56708. */
  56709. readonly left: NodeMaterialConnectionPoint;
  56710. /**
  56711. * Gets the right operand input component
  56712. */
  56713. readonly right: NodeMaterialConnectionPoint;
  56714. /**
  56715. * Gets the gradient operand input component
  56716. */
  56717. readonly gradient: NodeMaterialConnectionPoint;
  56718. /**
  56719. * Gets the output component
  56720. */
  56721. readonly output: NodeMaterialConnectionPoint;
  56722. protected _buildBlock(state: NodeMaterialBuildState): this;
  56723. }
  56724. }
  56725. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  56726. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56727. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56728. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56729. /**
  56730. * Block used to divide 2 vectors
  56731. */
  56732. export class DivideBlock extends NodeMaterialBlock {
  56733. /**
  56734. * Creates a new DivideBlock
  56735. * @param name defines the block name
  56736. */
  56737. constructor(name: string);
  56738. /**
  56739. * Gets the current class name
  56740. * @returns the class name
  56741. */
  56742. getClassName(): string;
  56743. /**
  56744. * Gets the left operand input component
  56745. */
  56746. readonly left: NodeMaterialConnectionPoint;
  56747. /**
  56748. * Gets the right operand input component
  56749. */
  56750. readonly right: NodeMaterialConnectionPoint;
  56751. /**
  56752. * Gets the output component
  56753. */
  56754. readonly output: NodeMaterialConnectionPoint;
  56755. protected _buildBlock(state: NodeMaterialBuildState): this;
  56756. }
  56757. }
  56758. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  56759. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56760. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56761. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56762. /**
  56763. * Block used to subtract 2 vectors
  56764. */
  56765. export class SubtractBlock extends NodeMaterialBlock {
  56766. /**
  56767. * Creates a new SubtractBlock
  56768. * @param name defines the block name
  56769. */
  56770. constructor(name: string);
  56771. /**
  56772. * Gets the current class name
  56773. * @returns the class name
  56774. */
  56775. getClassName(): string;
  56776. /**
  56777. * Gets the left operand input component
  56778. */
  56779. readonly left: NodeMaterialConnectionPoint;
  56780. /**
  56781. * Gets the right operand input component
  56782. */
  56783. readonly right: NodeMaterialConnectionPoint;
  56784. /**
  56785. * Gets the output component
  56786. */
  56787. readonly output: NodeMaterialConnectionPoint;
  56788. protected _buildBlock(state: NodeMaterialBuildState): this;
  56789. }
  56790. }
  56791. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  56792. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56793. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56794. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56795. /**
  56796. * Block used to step a value
  56797. */
  56798. export class StepBlock extends NodeMaterialBlock {
  56799. /**
  56800. * Creates a new AddBlock
  56801. * @param name defines the block name
  56802. */
  56803. constructor(name: string);
  56804. /**
  56805. * Gets the current class name
  56806. * @returns the class name
  56807. */
  56808. getClassName(): string;
  56809. /**
  56810. * Gets the value operand input component
  56811. */
  56812. readonly value: NodeMaterialConnectionPoint;
  56813. /**
  56814. * Gets the edge operand input component
  56815. */
  56816. readonly edge: NodeMaterialConnectionPoint;
  56817. /**
  56818. * Gets the output component
  56819. */
  56820. readonly output: NodeMaterialConnectionPoint;
  56821. protected _buildBlock(state: NodeMaterialBuildState): this;
  56822. }
  56823. }
  56824. declare module "babylonjs/Materials/Node/Blocks/oppositeBlock" {
  56825. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56826. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56827. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56828. /**
  56829. * Block used to get the opposite of a value
  56830. */
  56831. export class OppositeBlock extends NodeMaterialBlock {
  56832. /**
  56833. * Creates a new OppositeBlock
  56834. * @param name defines the block name
  56835. */
  56836. constructor(name: string);
  56837. /**
  56838. * Gets the current class name
  56839. * @returns the class name
  56840. */
  56841. getClassName(): string;
  56842. /**
  56843. * Gets the input component
  56844. */
  56845. readonly input: NodeMaterialConnectionPoint;
  56846. /**
  56847. * Gets the output component
  56848. */
  56849. readonly output: NodeMaterialConnectionPoint;
  56850. protected _buildBlock(state: NodeMaterialBuildState): this;
  56851. }
  56852. }
  56853. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  56854. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56855. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56856. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56857. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  56858. /**
  56859. * Block used to get the view direction
  56860. */
  56861. export class ViewDirectionBlock extends NodeMaterialBlock {
  56862. /**
  56863. * Creates a new ViewDirectionBlock
  56864. * @param name defines the block name
  56865. */
  56866. constructor(name: string);
  56867. /**
  56868. * Gets the current class name
  56869. * @returns the class name
  56870. */
  56871. getClassName(): string;
  56872. /**
  56873. * Gets the world position component
  56874. */
  56875. readonly worldPosition: NodeMaterialConnectionPoint;
  56876. /**
  56877. * Gets the camera position component
  56878. */
  56879. readonly cameraPosition: NodeMaterialConnectionPoint;
  56880. /**
  56881. * Gets the output component
  56882. */
  56883. readonly output: NodeMaterialConnectionPoint;
  56884. autoConfigure(material: NodeMaterial): void;
  56885. protected _buildBlock(state: NodeMaterialBuildState): this;
  56886. }
  56887. }
  56888. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  56889. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56890. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56891. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56892. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  56893. /**
  56894. * Block used to compute fresnel value
  56895. */
  56896. export class FresnelBlock extends NodeMaterialBlock {
  56897. /**
  56898. * Create a new FresnelBlock
  56899. * @param name defines the block name
  56900. */
  56901. constructor(name: string);
  56902. /**
  56903. * Gets the current class name
  56904. * @returns the class name
  56905. */
  56906. getClassName(): string;
  56907. /**
  56908. * Gets the world normal input component
  56909. */
  56910. readonly worldNormal: NodeMaterialConnectionPoint;
  56911. /**
  56912. * Gets the view direction input component
  56913. */
  56914. readonly viewDirection: NodeMaterialConnectionPoint;
  56915. /**
  56916. * Gets the bias input component
  56917. */
  56918. readonly bias: NodeMaterialConnectionPoint;
  56919. /**
  56920. * Gets the camera (or eye) position component
  56921. */
  56922. readonly power: NodeMaterialConnectionPoint;
  56923. /**
  56924. * Gets the fresnel output component
  56925. */
  56926. readonly fresnel: NodeMaterialConnectionPoint;
  56927. autoConfigure(material: NodeMaterial): void;
  56928. protected _buildBlock(state: NodeMaterialBuildState): this;
  56929. }
  56930. }
  56931. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  56932. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56933. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56934. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56935. /**
  56936. * Block used to get the max of 2 values
  56937. */
  56938. export class MaxBlock extends NodeMaterialBlock {
  56939. /**
  56940. * Creates a new MaxBlock
  56941. * @param name defines the block name
  56942. */
  56943. constructor(name: string);
  56944. /**
  56945. * Gets the current class name
  56946. * @returns the class name
  56947. */
  56948. getClassName(): string;
  56949. /**
  56950. * Gets the left operand input component
  56951. */
  56952. readonly left: NodeMaterialConnectionPoint;
  56953. /**
  56954. * Gets the right operand input component
  56955. */
  56956. readonly right: NodeMaterialConnectionPoint;
  56957. /**
  56958. * Gets the output component
  56959. */
  56960. readonly output: NodeMaterialConnectionPoint;
  56961. protected _buildBlock(state: NodeMaterialBuildState): this;
  56962. }
  56963. }
  56964. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  56965. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56966. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56967. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56968. /**
  56969. * Block used to get the min of 2 values
  56970. */
  56971. export class MinBlock extends NodeMaterialBlock {
  56972. /**
  56973. * Creates a new MinBlock
  56974. * @param name defines the block name
  56975. */
  56976. constructor(name: string);
  56977. /**
  56978. * Gets the current class name
  56979. * @returns the class name
  56980. */
  56981. getClassName(): string;
  56982. /**
  56983. * Gets the left operand input component
  56984. */
  56985. readonly left: NodeMaterialConnectionPoint;
  56986. /**
  56987. * Gets the right operand input component
  56988. */
  56989. readonly right: NodeMaterialConnectionPoint;
  56990. /**
  56991. * Gets the output component
  56992. */
  56993. readonly output: NodeMaterialConnectionPoint;
  56994. protected _buildBlock(state: NodeMaterialBuildState): this;
  56995. }
  56996. }
  56997. declare module "babylonjs/Materials/Node/Blocks/index" {
  56998. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  56999. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  57000. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  57001. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  57002. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  57003. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  57004. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  57005. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  57006. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  57007. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  57008. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  57009. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  57010. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  57011. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  57012. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  57013. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  57014. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  57015. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  57016. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  57017. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  57018. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  57019. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  57020. export * from "babylonjs/Materials/Node/Blocks/oppositeBlock";
  57021. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  57022. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  57023. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  57024. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  57025. }
  57026. declare module "babylonjs/Materials/Node/Optimizers/index" {
  57027. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  57028. }
  57029. declare module "babylonjs/Materials/Node/index" {
  57030. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  57031. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  57032. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57033. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  57034. export * from "babylonjs/Materials/Node/nodeMaterial";
  57035. export * from "babylonjs/Materials/Node/nodeMaterialSystemValues";
  57036. export * from "babylonjs/Materials/Node/Blocks/index";
  57037. export * from "babylonjs/Materials/Node/Optimizers/index";
  57038. }
  57039. declare module "babylonjs/Materials/effectRenderer" {
  57040. import { Nullable } from "babylonjs/types";
  57041. import { Texture } from "babylonjs/Materials/Textures/texture";
  57042. import { Engine } from "babylonjs/Engines/engine";
  57043. import { Viewport } from "babylonjs/Maths/math.viewport";
  57044. import { Observable } from "babylonjs/Misc/observable";
  57045. import { Effect } from "babylonjs/Materials/effect";
  57046. import "babylonjs/Shaders/postprocess.vertex";
  57047. /**
  57048. * Effect Render Options
  57049. */
  57050. export interface IEffectRendererOptions {
  57051. /**
  57052. * Defines the vertices positions.
  57053. */
  57054. positions?: number[];
  57055. /**
  57056. * Defines the indices.
  57057. */
  57058. indices?: number[];
  57059. }
  57060. /**
  57061. * Helper class to render one or more effects
  57062. */
  57063. export class EffectRenderer {
  57064. private engine;
  57065. private static _DefaultOptions;
  57066. private _vertexBuffers;
  57067. private _indexBuffer;
  57068. private _ringBufferIndex;
  57069. private _ringScreenBuffer;
  57070. private _fullscreenViewport;
  57071. private _getNextFrameBuffer;
  57072. /**
  57073. * Creates an effect renderer
  57074. * @param engine the engine to use for rendering
  57075. * @param options defines the options of the effect renderer
  57076. */
  57077. constructor(engine: Engine, options?: IEffectRendererOptions);
  57078. /**
  57079. * Sets the current viewport in normalized coordinates 0-1
  57080. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  57081. */
  57082. setViewport(viewport?: Viewport): void;
  57083. /**
  57084. * Binds the embedded attributes buffer to the effect.
  57085. * @param effect Defines the effect to bind the attributes for
  57086. */
  57087. bindBuffers(effect: Effect): void;
  57088. /**
  57089. * Sets the current effect wrapper to use during draw.
  57090. * The effect needs to be ready before calling this api.
  57091. * This also sets the default full screen position attribute.
  57092. * @param effectWrapper Defines the effect to draw with
  57093. */
  57094. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  57095. /**
  57096. * Draws a full screen quad.
  57097. */
  57098. draw(): void;
  57099. /**
  57100. * renders one or more effects to a specified texture
  57101. * @param effectWrappers list of effects to renderer
  57102. * @param outputTexture texture to draw to, if null it will render to the screen
  57103. */
  57104. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  57105. /**
  57106. * Disposes of the effect renderer
  57107. */
  57108. dispose(): void;
  57109. }
  57110. /**
  57111. * Options to create an EffectWrapper
  57112. */
  57113. interface EffectWrapperCreationOptions {
  57114. /**
  57115. * Engine to use to create the effect
  57116. */
  57117. engine: Engine;
  57118. /**
  57119. * Fragment shader for the effect
  57120. */
  57121. fragmentShader: string;
  57122. /**
  57123. * Vertex shader for the effect
  57124. */
  57125. vertexShader?: string;
  57126. /**
  57127. * Attributes to use in the shader
  57128. */
  57129. attributeNames?: Array<string>;
  57130. /**
  57131. * Uniforms to use in the shader
  57132. */
  57133. uniformNames?: Array<string>;
  57134. /**
  57135. * Texture sampler names to use in the shader
  57136. */
  57137. samplerNames?: Array<string>;
  57138. /**
  57139. * The friendly name of the effect displayed in Spector.
  57140. */
  57141. name?: string;
  57142. }
  57143. /**
  57144. * Wraps an effect to be used for rendering
  57145. */
  57146. export class EffectWrapper {
  57147. /**
  57148. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  57149. */
  57150. onApplyObservable: Observable<{}>;
  57151. /**
  57152. * The underlying effect
  57153. */
  57154. effect: Effect;
  57155. /**
  57156. * Creates an effect to be renderer
  57157. * @param creationOptions options to create the effect
  57158. */
  57159. constructor(creationOptions: EffectWrapperCreationOptions);
  57160. /**
  57161. * Disposes of the effect wrapper
  57162. */
  57163. dispose(): void;
  57164. }
  57165. }
  57166. declare module "babylonjs/Materials/index" {
  57167. export * from "babylonjs/Materials/Background/index";
  57168. export * from "babylonjs/Materials/colorCurves";
  57169. export * from "babylonjs/Materials/effect";
  57170. export * from "babylonjs/Materials/fresnelParameters";
  57171. export * from "babylonjs/Materials/imageProcessingConfiguration";
  57172. export * from "babylonjs/Materials/material";
  57173. export * from "babylonjs/Materials/materialDefines";
  57174. export * from "babylonjs/Materials/materialHelper";
  57175. export * from "babylonjs/Materials/multiMaterial";
  57176. export * from "babylonjs/Materials/PBR/index";
  57177. export * from "babylonjs/Materials/pushMaterial";
  57178. export * from "babylonjs/Materials/shaderMaterial";
  57179. export * from "babylonjs/Materials/standardMaterial";
  57180. export * from "babylonjs/Materials/Textures/index";
  57181. export * from "babylonjs/Materials/uniformBuffer";
  57182. export * from "babylonjs/Materials/materialFlags";
  57183. export * from "babylonjs/Materials/Node/index";
  57184. export * from "babylonjs/Materials/effectRenderer";
  57185. }
  57186. declare module "babylonjs/Maths/index" {
  57187. export * from "babylonjs/Maths/math.scalar";
  57188. export * from "babylonjs/Maths/math";
  57189. export * from "babylonjs/Maths/sphericalPolynomial";
  57190. }
  57191. declare module "babylonjs/Misc/workerPool" {
  57192. import { IDisposable } from "babylonjs/scene";
  57193. /**
  57194. * Helper class to push actions to a pool of workers.
  57195. */
  57196. export class WorkerPool implements IDisposable {
  57197. private _workerInfos;
  57198. private _pendingActions;
  57199. /**
  57200. * Constructor
  57201. * @param workers Array of workers to use for actions
  57202. */
  57203. constructor(workers: Array<Worker>);
  57204. /**
  57205. * Terminates all workers and clears any pending actions.
  57206. */
  57207. dispose(): void;
  57208. /**
  57209. * Pushes an action to the worker pool. If all the workers are active, the action will be
  57210. * pended until a worker has completed its action.
  57211. * @param action The action to perform. Call onComplete when the action is complete.
  57212. */
  57213. push(action: (worker: Worker, onComplete: () => void) => void): void;
  57214. private _execute;
  57215. }
  57216. }
  57217. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  57218. import { IDisposable } from "babylonjs/scene";
  57219. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  57220. /**
  57221. * Configuration for Draco compression
  57222. */
  57223. export interface IDracoCompressionConfiguration {
  57224. /**
  57225. * Configuration for the decoder.
  57226. */
  57227. decoder: {
  57228. /**
  57229. * The url to the WebAssembly module.
  57230. */
  57231. wasmUrl?: string;
  57232. /**
  57233. * The url to the WebAssembly binary.
  57234. */
  57235. wasmBinaryUrl?: string;
  57236. /**
  57237. * The url to the fallback JavaScript module.
  57238. */
  57239. fallbackUrl?: string;
  57240. };
  57241. }
  57242. /**
  57243. * Draco compression (https://google.github.io/draco/)
  57244. *
  57245. * This class wraps the Draco module.
  57246. *
  57247. * **Encoder**
  57248. *
  57249. * The encoder is not currently implemented.
  57250. *
  57251. * **Decoder**
  57252. *
  57253. * 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.
  57254. *
  57255. * To update the configuration, use the following code:
  57256. * ```javascript
  57257. * DracoCompression.Configuration = {
  57258. * decoder: {
  57259. * wasmUrl: "<url to the WebAssembly library>",
  57260. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  57261. * fallbackUrl: "<url to the fallback JavaScript library>",
  57262. * }
  57263. * };
  57264. * ```
  57265. *
  57266. * 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.
  57267. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  57268. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  57269. *
  57270. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  57271. * ```javascript
  57272. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  57273. * ```
  57274. *
  57275. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  57276. */
  57277. export class DracoCompression implements IDisposable {
  57278. private _workerPoolPromise?;
  57279. private _decoderModulePromise?;
  57280. /**
  57281. * The configuration. Defaults to the following urls:
  57282. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  57283. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  57284. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  57285. */
  57286. static Configuration: IDracoCompressionConfiguration;
  57287. /**
  57288. * Returns true if the decoder configuration is available.
  57289. */
  57290. static readonly DecoderAvailable: boolean;
  57291. /**
  57292. * Default number of workers to create when creating the draco compression object.
  57293. */
  57294. static DefaultNumWorkers: number;
  57295. private static GetDefaultNumWorkers;
  57296. private static _Default;
  57297. /**
  57298. * Default instance for the draco compression object.
  57299. */
  57300. static readonly Default: DracoCompression;
  57301. /**
  57302. * Constructor
  57303. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  57304. */
  57305. constructor(numWorkers?: number);
  57306. /**
  57307. * Stop all async operations and release resources.
  57308. */
  57309. dispose(): void;
  57310. /**
  57311. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  57312. * @returns a promise that resolves when ready
  57313. */
  57314. whenReadyAsync(): Promise<void>;
  57315. /**
  57316. * Decode Draco compressed mesh data to vertex data.
  57317. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  57318. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  57319. * @returns A promise that resolves with the decoded vertex data
  57320. */
  57321. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  57322. [kind: string]: number;
  57323. }): Promise<VertexData>;
  57324. }
  57325. }
  57326. declare module "babylonjs/Meshes/Compression/index" {
  57327. export * from "babylonjs/Meshes/Compression/dracoCompression";
  57328. }
  57329. declare module "babylonjs/Meshes/csg" {
  57330. import { Nullable } from "babylonjs/types";
  57331. import { Scene } from "babylonjs/scene";
  57332. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  57333. import { Mesh } from "babylonjs/Meshes/mesh";
  57334. import { Material } from "babylonjs/Materials/material";
  57335. /**
  57336. * Class for building Constructive Solid Geometry
  57337. */
  57338. export class CSG {
  57339. private polygons;
  57340. /**
  57341. * The world matrix
  57342. */
  57343. matrix: Matrix;
  57344. /**
  57345. * Stores the position
  57346. */
  57347. position: Vector3;
  57348. /**
  57349. * Stores the rotation
  57350. */
  57351. rotation: Vector3;
  57352. /**
  57353. * Stores the rotation quaternion
  57354. */
  57355. rotationQuaternion: Nullable<Quaternion>;
  57356. /**
  57357. * Stores the scaling vector
  57358. */
  57359. scaling: Vector3;
  57360. /**
  57361. * Convert the Mesh to CSG
  57362. * @param mesh The Mesh to convert to CSG
  57363. * @returns A new CSG from the Mesh
  57364. */
  57365. static FromMesh(mesh: Mesh): CSG;
  57366. /**
  57367. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  57368. * @param polygons Polygons used to construct a CSG solid
  57369. */
  57370. private static FromPolygons;
  57371. /**
  57372. * Clones, or makes a deep copy, of the CSG
  57373. * @returns A new CSG
  57374. */
  57375. clone(): CSG;
  57376. /**
  57377. * Unions this CSG with another CSG
  57378. * @param csg The CSG to union against this CSG
  57379. * @returns The unioned CSG
  57380. */
  57381. union(csg: CSG): CSG;
  57382. /**
  57383. * Unions this CSG with another CSG in place
  57384. * @param csg The CSG to union against this CSG
  57385. */
  57386. unionInPlace(csg: CSG): void;
  57387. /**
  57388. * Subtracts this CSG with another CSG
  57389. * @param csg The CSG to subtract against this CSG
  57390. * @returns A new CSG
  57391. */
  57392. subtract(csg: CSG): CSG;
  57393. /**
  57394. * Subtracts this CSG with another CSG in place
  57395. * @param csg The CSG to subtact against this CSG
  57396. */
  57397. subtractInPlace(csg: CSG): void;
  57398. /**
  57399. * Intersect this CSG with another CSG
  57400. * @param csg The CSG to intersect against this CSG
  57401. * @returns A new CSG
  57402. */
  57403. intersect(csg: CSG): CSG;
  57404. /**
  57405. * Intersects this CSG with another CSG in place
  57406. * @param csg The CSG to intersect against this CSG
  57407. */
  57408. intersectInPlace(csg: CSG): void;
  57409. /**
  57410. * Return a new CSG solid with solid and empty space switched. This solid is
  57411. * not modified.
  57412. * @returns A new CSG solid with solid and empty space switched
  57413. */
  57414. inverse(): CSG;
  57415. /**
  57416. * Inverses the CSG in place
  57417. */
  57418. inverseInPlace(): void;
  57419. /**
  57420. * This is used to keep meshes transformations so they can be restored
  57421. * when we build back a Babylon Mesh
  57422. * NB : All CSG operations are performed in world coordinates
  57423. * @param csg The CSG to copy the transform attributes from
  57424. * @returns This CSG
  57425. */
  57426. copyTransformAttributes(csg: CSG): CSG;
  57427. /**
  57428. * Build Raw mesh from CSG
  57429. * Coordinates here are in world space
  57430. * @param name The name of the mesh geometry
  57431. * @param scene The Scene
  57432. * @param keepSubMeshes Specifies if the submeshes should be kept
  57433. * @returns A new Mesh
  57434. */
  57435. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  57436. /**
  57437. * Build Mesh from CSG taking material and transforms into account
  57438. * @param name The name of the Mesh
  57439. * @param material The material of the Mesh
  57440. * @param scene The Scene
  57441. * @param keepSubMeshes Specifies if submeshes should be kept
  57442. * @returns The new Mesh
  57443. */
  57444. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  57445. }
  57446. }
  57447. declare module "babylonjs/Meshes/trailMesh" {
  57448. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57449. import { Mesh } from "babylonjs/Meshes/mesh";
  57450. import { Scene } from "babylonjs/scene";
  57451. /**
  57452. * Class used to create a trail following a mesh
  57453. */
  57454. export class TrailMesh extends Mesh {
  57455. private _generator;
  57456. private _autoStart;
  57457. private _running;
  57458. private _diameter;
  57459. private _length;
  57460. private _sectionPolygonPointsCount;
  57461. private _sectionVectors;
  57462. private _sectionNormalVectors;
  57463. private _beforeRenderObserver;
  57464. /**
  57465. * @constructor
  57466. * @param name The value used by scene.getMeshByName() to do a lookup.
  57467. * @param generator The mesh to generate a trail.
  57468. * @param scene The scene to add this mesh to.
  57469. * @param diameter Diameter of trailing mesh. Default is 1.
  57470. * @param length Length of trailing mesh. Default is 60.
  57471. * @param autoStart Automatically start trailing mesh. Default true.
  57472. */
  57473. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  57474. /**
  57475. * "TrailMesh"
  57476. * @returns "TrailMesh"
  57477. */
  57478. getClassName(): string;
  57479. private _createMesh;
  57480. /**
  57481. * Start trailing mesh.
  57482. */
  57483. start(): void;
  57484. /**
  57485. * Stop trailing mesh.
  57486. */
  57487. stop(): void;
  57488. /**
  57489. * Update trailing mesh geometry.
  57490. */
  57491. update(): void;
  57492. /**
  57493. * Returns a new TrailMesh object.
  57494. * @param name is a string, the name given to the new mesh
  57495. * @param newGenerator use new generator object for cloned trail mesh
  57496. * @returns a new mesh
  57497. */
  57498. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  57499. /**
  57500. * Serializes this trail mesh
  57501. * @param serializationObject object to write serialization to
  57502. */
  57503. serialize(serializationObject: any): void;
  57504. /**
  57505. * Parses a serialized trail mesh
  57506. * @param parsedMesh the serialized mesh
  57507. * @param scene the scene to create the trail mesh in
  57508. * @returns the created trail mesh
  57509. */
  57510. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  57511. }
  57512. }
  57513. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  57514. import { Nullable } from "babylonjs/types";
  57515. import { Scene } from "babylonjs/scene";
  57516. import { Vector4 } from "babylonjs/Maths/math.vector";
  57517. import { Color4 } from "babylonjs/Maths/math.color";
  57518. import { Mesh } from "babylonjs/Meshes/mesh";
  57519. /**
  57520. * Class containing static functions to help procedurally build meshes
  57521. */
  57522. export class TiledBoxBuilder {
  57523. /**
  57524. * Creates a box mesh
  57525. * 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)
  57526. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57527. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57528. * * If you create a double-sided mesh, you can choose what parts of 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
  57529. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57530. * @param name defines the name of the mesh
  57531. * @param options defines the options used to create the mesh
  57532. * @param scene defines the hosting scene
  57533. * @returns the box mesh
  57534. */
  57535. static CreateTiledBox(name: string, options: {
  57536. pattern?: number;
  57537. width?: number;
  57538. height?: number;
  57539. depth?: number;
  57540. tileSize?: number;
  57541. tileWidth?: number;
  57542. tileHeight?: number;
  57543. alignHorizontal?: number;
  57544. alignVertical?: number;
  57545. faceUV?: Vector4[];
  57546. faceColors?: Color4[];
  57547. sideOrientation?: number;
  57548. updatable?: boolean;
  57549. }, scene?: Nullable<Scene>): Mesh;
  57550. }
  57551. }
  57552. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  57553. import { Vector4 } from "babylonjs/Maths/math.vector";
  57554. import { Mesh } from "babylonjs/Meshes/mesh";
  57555. /**
  57556. * Class containing static functions to help procedurally build meshes
  57557. */
  57558. export class TorusKnotBuilder {
  57559. /**
  57560. * Creates a torus knot mesh
  57561. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  57562. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  57563. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  57564. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  57565. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57566. * * If you create a double-sided mesh, you can choose what parts of 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
  57567. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57568. * @param name defines the name of the mesh
  57569. * @param options defines the options used to create the mesh
  57570. * @param scene defines the hosting scene
  57571. * @returns the torus knot mesh
  57572. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  57573. */
  57574. static CreateTorusKnot(name: string, options: {
  57575. radius?: number;
  57576. tube?: number;
  57577. radialSegments?: number;
  57578. tubularSegments?: number;
  57579. p?: number;
  57580. q?: number;
  57581. updatable?: boolean;
  57582. sideOrientation?: number;
  57583. frontUVs?: Vector4;
  57584. backUVs?: Vector4;
  57585. }, scene: any): Mesh;
  57586. }
  57587. }
  57588. declare module "babylonjs/Meshes/polygonMesh" {
  57589. import { Scene } from "babylonjs/scene";
  57590. import { Vector2 } from "babylonjs/Maths/math.vector";
  57591. import { Mesh } from "babylonjs/Meshes/mesh";
  57592. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  57593. import { Path2 } from "babylonjs/Maths/math.path";
  57594. /**
  57595. * Polygon
  57596. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  57597. */
  57598. export class Polygon {
  57599. /**
  57600. * Creates a rectangle
  57601. * @param xmin bottom X coord
  57602. * @param ymin bottom Y coord
  57603. * @param xmax top X coord
  57604. * @param ymax top Y coord
  57605. * @returns points that make the resulting rectation
  57606. */
  57607. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  57608. /**
  57609. * Creates a circle
  57610. * @param radius radius of circle
  57611. * @param cx scale in x
  57612. * @param cy scale in y
  57613. * @param numberOfSides number of sides that make up the circle
  57614. * @returns points that make the resulting circle
  57615. */
  57616. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  57617. /**
  57618. * Creates a polygon from input string
  57619. * @param input Input polygon data
  57620. * @returns the parsed points
  57621. */
  57622. static Parse(input: string): Vector2[];
  57623. /**
  57624. * Starts building a polygon from x and y coordinates
  57625. * @param x x coordinate
  57626. * @param y y coordinate
  57627. * @returns the started path2
  57628. */
  57629. static StartingAt(x: number, y: number): Path2;
  57630. }
  57631. /**
  57632. * Builds a polygon
  57633. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  57634. */
  57635. export class PolygonMeshBuilder {
  57636. private _points;
  57637. private _outlinepoints;
  57638. private _holes;
  57639. private _name;
  57640. private _scene;
  57641. private _epoints;
  57642. private _eholes;
  57643. private _addToepoint;
  57644. /**
  57645. * Babylon reference to the earcut plugin.
  57646. */
  57647. bjsEarcut: any;
  57648. /**
  57649. * Creates a PolygonMeshBuilder
  57650. * @param name name of the builder
  57651. * @param contours Path of the polygon
  57652. * @param scene scene to add to when creating the mesh
  57653. * @param earcutInjection can be used to inject your own earcut reference
  57654. */
  57655. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  57656. /**
  57657. * Adds a whole within the polygon
  57658. * @param hole Array of points defining the hole
  57659. * @returns this
  57660. */
  57661. addHole(hole: Vector2[]): PolygonMeshBuilder;
  57662. /**
  57663. * Creates the polygon
  57664. * @param updatable If the mesh should be updatable
  57665. * @param depth The depth of the mesh created
  57666. * @returns the created mesh
  57667. */
  57668. build(updatable?: boolean, depth?: number): Mesh;
  57669. /**
  57670. * Creates the polygon
  57671. * @param depth The depth of the mesh created
  57672. * @returns the created VertexData
  57673. */
  57674. buildVertexData(depth?: number): VertexData;
  57675. /**
  57676. * Adds a side to the polygon
  57677. * @param positions points that make the polygon
  57678. * @param normals normals of the polygon
  57679. * @param uvs uvs of the polygon
  57680. * @param indices indices of the polygon
  57681. * @param bounds bounds of the polygon
  57682. * @param points points of the polygon
  57683. * @param depth depth of the polygon
  57684. * @param flip flip of the polygon
  57685. */
  57686. private addSide;
  57687. }
  57688. }
  57689. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  57690. import { Scene } from "babylonjs/scene";
  57691. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57692. import { Color4 } from "babylonjs/Maths/math.color";
  57693. import { Mesh } from "babylonjs/Meshes/mesh";
  57694. import { Nullable } from "babylonjs/types";
  57695. /**
  57696. * Class containing static functions to help procedurally build meshes
  57697. */
  57698. export class PolygonBuilder {
  57699. /**
  57700. * Creates a polygon mesh
  57701. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  57702. * * 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
  57703. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57704. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57705. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  57706. * * Remember you can only change the shape positions, not their number when updating a polygon
  57707. * @param name defines the name of the mesh
  57708. * @param options defines the options used to create the mesh
  57709. * @param scene defines the hosting scene
  57710. * @param earcutInjection can be used to inject your own earcut reference
  57711. * @returns the polygon mesh
  57712. */
  57713. static CreatePolygon(name: string, options: {
  57714. shape: Vector3[];
  57715. holes?: Vector3[][];
  57716. depth?: number;
  57717. faceUV?: Vector4[];
  57718. faceColors?: Color4[];
  57719. updatable?: boolean;
  57720. sideOrientation?: number;
  57721. frontUVs?: Vector4;
  57722. backUVs?: Vector4;
  57723. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57724. /**
  57725. * Creates an extruded polygon mesh, with depth in the Y direction.
  57726. * * 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)
  57727. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57728. * @param name defines the name of the mesh
  57729. * @param options defines the options used to create the mesh
  57730. * @param scene defines the hosting scene
  57731. * @param earcutInjection can be used to inject your own earcut reference
  57732. * @returns the polygon mesh
  57733. */
  57734. static ExtrudePolygon(name: string, options: {
  57735. shape: Vector3[];
  57736. holes?: Vector3[][];
  57737. depth?: number;
  57738. faceUV?: Vector4[];
  57739. faceColors?: Color4[];
  57740. updatable?: boolean;
  57741. sideOrientation?: number;
  57742. frontUVs?: Vector4;
  57743. backUVs?: Vector4;
  57744. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57745. }
  57746. }
  57747. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  57748. import { Scene } from "babylonjs/scene";
  57749. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57750. import { Mesh } from "babylonjs/Meshes/mesh";
  57751. import { Nullable } from "babylonjs/types";
  57752. /**
  57753. * Class containing static functions to help procedurally build meshes
  57754. */
  57755. export class LatheBuilder {
  57756. /**
  57757. * Creates lathe mesh.
  57758. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  57759. * * 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
  57760. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  57761. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  57762. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  57763. * * 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
  57764. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  57765. * * 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
  57766. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57767. * * If you create a double-sided mesh, you can choose what parts of 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
  57768. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57769. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57770. * @param name defines the name of the mesh
  57771. * @param options defines the options used to create the mesh
  57772. * @param scene defines the hosting scene
  57773. * @returns the lathe mesh
  57774. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  57775. */
  57776. static CreateLathe(name: string, options: {
  57777. shape: Vector3[];
  57778. radius?: number;
  57779. tessellation?: number;
  57780. clip?: number;
  57781. arc?: number;
  57782. closed?: boolean;
  57783. updatable?: boolean;
  57784. sideOrientation?: number;
  57785. frontUVs?: Vector4;
  57786. backUVs?: Vector4;
  57787. cap?: number;
  57788. invertUV?: boolean;
  57789. }, scene?: Nullable<Scene>): Mesh;
  57790. }
  57791. }
  57792. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  57793. import { Nullable } from "babylonjs/types";
  57794. import { Scene } from "babylonjs/scene";
  57795. import { Vector4 } from "babylonjs/Maths/math.vector";
  57796. import { Mesh } from "babylonjs/Meshes/mesh";
  57797. /**
  57798. * Class containing static functions to help procedurally build meshes
  57799. */
  57800. export class TiledPlaneBuilder {
  57801. /**
  57802. * Creates a tiled plane mesh
  57803. * * The parameter `pattern` will, depending on value, do nothing or
  57804. * * * flip (reflect about central vertical) alternate tiles across and up
  57805. * * * flip every tile on alternate rows
  57806. * * * rotate (180 degs) alternate tiles across and up
  57807. * * * rotate every tile on alternate rows
  57808. * * * flip and rotate alternate tiles across and up
  57809. * * * flip and rotate every tile on alternate rows
  57810. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  57811. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  57812. * * If you create a double-sided mesh, you can choose what parts of 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
  57813. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57814. * * 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)
  57815. * * 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)
  57816. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  57817. * @param name defines the name of the mesh
  57818. * @param options defines the options used to create the mesh
  57819. * @param scene defines the hosting scene
  57820. * @returns the box mesh
  57821. */
  57822. static CreateTiledPlane(name: string, options: {
  57823. pattern?: number;
  57824. tileSize?: number;
  57825. tileWidth?: number;
  57826. tileHeight?: number;
  57827. size?: number;
  57828. width?: number;
  57829. height?: number;
  57830. alignHorizontal?: number;
  57831. alignVertical?: number;
  57832. sideOrientation?: number;
  57833. frontUVs?: Vector4;
  57834. backUVs?: Vector4;
  57835. updatable?: boolean;
  57836. }, scene?: Nullable<Scene>): Mesh;
  57837. }
  57838. }
  57839. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  57840. import { Nullable } from "babylonjs/types";
  57841. import { Scene } from "babylonjs/scene";
  57842. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57843. import { Mesh } from "babylonjs/Meshes/mesh";
  57844. /**
  57845. * Class containing static functions to help procedurally build meshes
  57846. */
  57847. export class TubeBuilder {
  57848. /**
  57849. * Creates a tube mesh.
  57850. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57851. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  57852. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  57853. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  57854. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  57855. * * 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)
  57856. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  57857. * * 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
  57858. * * 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
  57859. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57860. * * If you create a double-sided mesh, you can choose what parts of 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
  57861. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57862. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57863. * @param name defines the name of the mesh
  57864. * @param options defines the options used to create the mesh
  57865. * @param scene defines the hosting scene
  57866. * @returns the tube mesh
  57867. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57868. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  57869. */
  57870. static CreateTube(name: string, options: {
  57871. path: Vector3[];
  57872. radius?: number;
  57873. tessellation?: number;
  57874. radiusFunction?: {
  57875. (i: number, distance: number): number;
  57876. };
  57877. cap?: number;
  57878. arc?: number;
  57879. updatable?: boolean;
  57880. sideOrientation?: number;
  57881. frontUVs?: Vector4;
  57882. backUVs?: Vector4;
  57883. instance?: Mesh;
  57884. invertUV?: boolean;
  57885. }, scene?: Nullable<Scene>): Mesh;
  57886. }
  57887. }
  57888. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  57889. import { Scene } from "babylonjs/scene";
  57890. import { Vector4 } from "babylonjs/Maths/math.vector";
  57891. import { Mesh } from "babylonjs/Meshes/mesh";
  57892. import { Nullable } from "babylonjs/types";
  57893. /**
  57894. * Class containing static functions to help procedurally build meshes
  57895. */
  57896. export class IcoSphereBuilder {
  57897. /**
  57898. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  57899. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  57900. * * 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`)
  57901. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  57902. * * 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
  57903. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57904. * * If you create a double-sided mesh, you can choose what parts of 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
  57905. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57906. * @param name defines the name of the mesh
  57907. * @param options defines the options used to create the mesh
  57908. * @param scene defines the hosting scene
  57909. * @returns the icosahedron mesh
  57910. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  57911. */
  57912. static CreateIcoSphere(name: string, options: {
  57913. radius?: number;
  57914. radiusX?: number;
  57915. radiusY?: number;
  57916. radiusZ?: number;
  57917. flat?: boolean;
  57918. subdivisions?: number;
  57919. sideOrientation?: number;
  57920. frontUVs?: Vector4;
  57921. backUVs?: Vector4;
  57922. updatable?: boolean;
  57923. }, scene?: Nullable<Scene>): Mesh;
  57924. }
  57925. }
  57926. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  57927. import { Vector3 } from "babylonjs/Maths/math.vector";
  57928. import { Mesh } from "babylonjs/Meshes/mesh";
  57929. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57930. /**
  57931. * Class containing static functions to help procedurally build meshes
  57932. */
  57933. export class DecalBuilder {
  57934. /**
  57935. * Creates a decal mesh.
  57936. * 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
  57937. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  57938. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  57939. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  57940. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  57941. * @param name defines the name of the mesh
  57942. * @param sourceMesh defines the mesh where the decal must be applied
  57943. * @param options defines the options used to create the mesh
  57944. * @param scene defines the hosting scene
  57945. * @returns the decal mesh
  57946. * @see https://doc.babylonjs.com/how_to/decals
  57947. */
  57948. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  57949. position?: Vector3;
  57950. normal?: Vector3;
  57951. size?: Vector3;
  57952. angle?: number;
  57953. }): Mesh;
  57954. }
  57955. }
  57956. declare module "babylonjs/Meshes/meshBuilder" {
  57957. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  57958. import { Nullable } from "babylonjs/types";
  57959. import { Scene } from "babylonjs/scene";
  57960. import { Mesh } from "babylonjs/Meshes/mesh";
  57961. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  57962. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  57963. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57964. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  57965. import { Plane } from "babylonjs/Maths/math.plane";
  57966. /**
  57967. * Class containing static functions to help procedurally build meshes
  57968. */
  57969. export class MeshBuilder {
  57970. /**
  57971. * Creates a box mesh
  57972. * * The parameter `size` sets the size (float) of each box side (default 1)
  57973. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  57974. * * 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)
  57975. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57976. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57977. * * If you create a double-sided mesh, you can choose what parts of 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
  57978. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57979. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  57980. * @param name defines the name of the mesh
  57981. * @param options defines the options used to create the mesh
  57982. * @param scene defines the hosting scene
  57983. * @returns the box mesh
  57984. */
  57985. static CreateBox(name: string, options: {
  57986. size?: number;
  57987. width?: number;
  57988. height?: number;
  57989. depth?: number;
  57990. faceUV?: Vector4[];
  57991. faceColors?: Color4[];
  57992. sideOrientation?: number;
  57993. frontUVs?: Vector4;
  57994. backUVs?: Vector4;
  57995. updatable?: boolean;
  57996. }, scene?: Nullable<Scene>): Mesh;
  57997. /**
  57998. * Creates a tiled box mesh
  57999. * * faceTiles sets the pattern, tile size and number of tiles for a face
  58000. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58001. * @param name defines the name of the mesh
  58002. * @param options defines the options used to create the mesh
  58003. * @param scene defines the hosting scene
  58004. * @returns the tiled box mesh
  58005. */
  58006. static CreateTiledBox(name: string, options: {
  58007. pattern?: number;
  58008. size?: number;
  58009. width?: number;
  58010. height?: number;
  58011. depth: number;
  58012. tileSize?: number;
  58013. tileWidth?: number;
  58014. tileHeight?: number;
  58015. faceUV?: Vector4[];
  58016. faceColors?: Color4[];
  58017. alignHorizontal?: number;
  58018. alignVertical?: number;
  58019. sideOrientation?: number;
  58020. updatable?: boolean;
  58021. }, scene?: Nullable<Scene>): Mesh;
  58022. /**
  58023. * Creates a sphere mesh
  58024. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  58025. * * 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`)
  58026. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  58027. * * 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
  58028. * * 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)
  58029. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58030. * * If you create a double-sided mesh, you can choose what parts of 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
  58031. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58032. * @param name defines the name of the mesh
  58033. * @param options defines the options used to create the mesh
  58034. * @param scene defines the hosting scene
  58035. * @returns the sphere mesh
  58036. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  58037. */
  58038. static CreateSphere(name: string, options: {
  58039. segments?: number;
  58040. diameter?: number;
  58041. diameterX?: number;
  58042. diameterY?: number;
  58043. diameterZ?: number;
  58044. arc?: number;
  58045. slice?: number;
  58046. sideOrientation?: number;
  58047. frontUVs?: Vector4;
  58048. backUVs?: Vector4;
  58049. updatable?: boolean;
  58050. }, scene?: Nullable<Scene>): Mesh;
  58051. /**
  58052. * Creates a plane polygonal mesh. By default, this is a disc
  58053. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  58054. * * 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
  58055. * * 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
  58056. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58057. * * If you create a double-sided mesh, you can choose what parts of 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
  58058. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58059. * @param name defines the name of the mesh
  58060. * @param options defines the options used to create the mesh
  58061. * @param scene defines the hosting scene
  58062. * @returns the plane polygonal mesh
  58063. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  58064. */
  58065. static CreateDisc(name: string, options: {
  58066. radius?: number;
  58067. tessellation?: number;
  58068. arc?: number;
  58069. updatable?: boolean;
  58070. sideOrientation?: number;
  58071. frontUVs?: Vector4;
  58072. backUVs?: Vector4;
  58073. }, scene?: Nullable<Scene>): Mesh;
  58074. /**
  58075. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  58076. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  58077. * * 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`)
  58078. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  58079. * * 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
  58080. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58081. * * If you create a double-sided mesh, you can choose what parts of 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
  58082. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58083. * @param name defines the name of the mesh
  58084. * @param options defines the options used to create the mesh
  58085. * @param scene defines the hosting scene
  58086. * @returns the icosahedron mesh
  58087. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  58088. */
  58089. static CreateIcoSphere(name: string, options: {
  58090. radius?: number;
  58091. radiusX?: number;
  58092. radiusY?: number;
  58093. radiusZ?: number;
  58094. flat?: boolean;
  58095. subdivisions?: number;
  58096. sideOrientation?: number;
  58097. frontUVs?: Vector4;
  58098. backUVs?: Vector4;
  58099. updatable?: boolean;
  58100. }, scene?: Nullable<Scene>): Mesh;
  58101. /**
  58102. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  58103. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  58104. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  58105. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  58106. * * 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
  58107. * * 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
  58108. * * 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
  58109. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58110. * * If you create a double-sided mesh, you can choose what parts of 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
  58111. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58112. * * 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
  58113. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  58114. * * 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
  58115. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  58116. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58117. * @param name defines the name of the mesh
  58118. * @param options defines the options used to create the mesh
  58119. * @param scene defines the hosting scene
  58120. * @returns the ribbon mesh
  58121. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  58122. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58123. */
  58124. static CreateRibbon(name: string, options: {
  58125. pathArray: Vector3[][];
  58126. closeArray?: boolean;
  58127. closePath?: boolean;
  58128. offset?: number;
  58129. updatable?: boolean;
  58130. sideOrientation?: number;
  58131. frontUVs?: Vector4;
  58132. backUVs?: Vector4;
  58133. instance?: Mesh;
  58134. invertUV?: boolean;
  58135. uvs?: Vector2[];
  58136. colors?: Color4[];
  58137. }, scene?: Nullable<Scene>): Mesh;
  58138. /**
  58139. * Creates a cylinder or a cone mesh
  58140. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  58141. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  58142. * * 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.
  58143. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  58144. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  58145. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  58146. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  58147. * * 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).
  58148. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  58149. * * 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).
  58150. * * 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
  58151. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  58152. * * 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
  58153. * * 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.
  58154. * * If `enclose` is false, a ring surface is one element.
  58155. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  58156. * * 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
  58157. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58158. * * If you create a double-sided mesh, you can choose what parts of 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
  58159. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58160. * @param name defines the name of the mesh
  58161. * @param options defines the options used to create the mesh
  58162. * @param scene defines the hosting scene
  58163. * @returns the cylinder mesh
  58164. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  58165. */
  58166. static CreateCylinder(name: string, options: {
  58167. height?: number;
  58168. diameterTop?: number;
  58169. diameterBottom?: number;
  58170. diameter?: number;
  58171. tessellation?: number;
  58172. subdivisions?: number;
  58173. arc?: number;
  58174. faceColors?: Color4[];
  58175. faceUV?: Vector4[];
  58176. updatable?: boolean;
  58177. hasRings?: boolean;
  58178. enclose?: boolean;
  58179. cap?: number;
  58180. sideOrientation?: number;
  58181. frontUVs?: Vector4;
  58182. backUVs?: Vector4;
  58183. }, scene?: Nullable<Scene>): Mesh;
  58184. /**
  58185. * Creates a torus mesh
  58186. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  58187. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  58188. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  58189. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58190. * * If you create a double-sided mesh, you can choose what parts of 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
  58191. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58192. * @param name defines the name of the mesh
  58193. * @param options defines the options used to create the mesh
  58194. * @param scene defines the hosting scene
  58195. * @returns the torus mesh
  58196. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  58197. */
  58198. static CreateTorus(name: string, options: {
  58199. diameter?: number;
  58200. thickness?: number;
  58201. tessellation?: number;
  58202. updatable?: boolean;
  58203. sideOrientation?: number;
  58204. frontUVs?: Vector4;
  58205. backUVs?: Vector4;
  58206. }, scene?: Nullable<Scene>): Mesh;
  58207. /**
  58208. * Creates a torus knot mesh
  58209. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  58210. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  58211. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  58212. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  58213. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58214. * * If you create a double-sided mesh, you can choose what parts of 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
  58215. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58216. * @param name defines the name of the mesh
  58217. * @param options defines the options used to create the mesh
  58218. * @param scene defines the hosting scene
  58219. * @returns the torus knot mesh
  58220. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  58221. */
  58222. static CreateTorusKnot(name: string, options: {
  58223. radius?: number;
  58224. tube?: number;
  58225. radialSegments?: number;
  58226. tubularSegments?: number;
  58227. p?: number;
  58228. q?: number;
  58229. updatable?: boolean;
  58230. sideOrientation?: number;
  58231. frontUVs?: Vector4;
  58232. backUVs?: Vector4;
  58233. }, scene?: Nullable<Scene>): Mesh;
  58234. /**
  58235. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  58236. * * 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
  58237. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  58238. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  58239. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  58240. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  58241. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  58242. * * 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
  58243. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  58244. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58245. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  58246. * @param name defines the name of the new line system
  58247. * @param options defines the options used to create the line system
  58248. * @param scene defines the hosting scene
  58249. * @returns a new line system mesh
  58250. */
  58251. static CreateLineSystem(name: string, options: {
  58252. lines: Vector3[][];
  58253. updatable?: boolean;
  58254. instance?: Nullable<LinesMesh>;
  58255. colors?: Nullable<Color4[][]>;
  58256. useVertexAlpha?: boolean;
  58257. }, scene: Nullable<Scene>): LinesMesh;
  58258. /**
  58259. * Creates a line mesh
  58260. * 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
  58261. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  58262. * * The parameter `points` is an array successive Vector3
  58263. * * 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
  58264. * * The optional parameter `colors` is an array of successive Color4, one per line point
  58265. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  58266. * * When updating an instance, remember that only point positions can change, not the number of points
  58267. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58268. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  58269. * @param name defines the name of the new line system
  58270. * @param options defines the options used to create the line system
  58271. * @param scene defines the hosting scene
  58272. * @returns a new line mesh
  58273. */
  58274. static CreateLines(name: string, options: {
  58275. points: Vector3[];
  58276. updatable?: boolean;
  58277. instance?: Nullable<LinesMesh>;
  58278. colors?: Color4[];
  58279. useVertexAlpha?: boolean;
  58280. }, scene?: Nullable<Scene>): LinesMesh;
  58281. /**
  58282. * Creates a dashed line mesh
  58283. * * 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
  58284. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  58285. * * The parameter `points` is an array successive Vector3
  58286. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  58287. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  58288. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  58289. * * 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
  58290. * * When updating an instance, remember that only point positions can change, not the number of points
  58291. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58292. * @param name defines the name of the mesh
  58293. * @param options defines the options used to create the mesh
  58294. * @param scene defines the hosting scene
  58295. * @returns the dashed line mesh
  58296. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  58297. */
  58298. static CreateDashedLines(name: string, options: {
  58299. points: Vector3[];
  58300. dashSize?: number;
  58301. gapSize?: number;
  58302. dashNb?: number;
  58303. updatable?: boolean;
  58304. instance?: LinesMesh;
  58305. }, scene?: Nullable<Scene>): LinesMesh;
  58306. /**
  58307. * 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.
  58308. * * 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.
  58309. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  58310. * * 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.
  58311. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  58312. * * 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
  58313. * * 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
  58314. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  58315. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58316. * * If you create a double-sided mesh, you can choose what parts of 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
  58317. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  58318. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58319. * @param name defines the name of the mesh
  58320. * @param options defines the options used to create the mesh
  58321. * @param scene defines the hosting scene
  58322. * @returns the extruded shape mesh
  58323. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58324. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  58325. */
  58326. static ExtrudeShape(name: string, options: {
  58327. shape: Vector3[];
  58328. path: Vector3[];
  58329. scale?: number;
  58330. rotation?: number;
  58331. cap?: number;
  58332. updatable?: boolean;
  58333. sideOrientation?: number;
  58334. frontUVs?: Vector4;
  58335. backUVs?: Vector4;
  58336. instance?: Mesh;
  58337. invertUV?: boolean;
  58338. }, scene?: Nullable<Scene>): Mesh;
  58339. /**
  58340. * Creates an custom extruded shape mesh.
  58341. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  58342. * * 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.
  58343. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  58344. * * 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
  58345. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  58346. * * 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
  58347. * * It must returns a float value that will be the scale value applied to the shape on each path point
  58348. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  58349. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  58350. * * 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
  58351. * * 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
  58352. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  58353. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58354. * * If you create a double-sided mesh, you can choose what parts of 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
  58355. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58356. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58357. * @param name defines the name of the mesh
  58358. * @param options defines the options used to create the mesh
  58359. * @param scene defines the hosting scene
  58360. * @returns the custom extruded shape mesh
  58361. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  58362. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58363. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  58364. */
  58365. static ExtrudeShapeCustom(name: string, options: {
  58366. shape: Vector3[];
  58367. path: Vector3[];
  58368. scaleFunction?: any;
  58369. rotationFunction?: any;
  58370. ribbonCloseArray?: boolean;
  58371. ribbonClosePath?: boolean;
  58372. cap?: number;
  58373. updatable?: boolean;
  58374. sideOrientation?: number;
  58375. frontUVs?: Vector4;
  58376. backUVs?: Vector4;
  58377. instance?: Mesh;
  58378. invertUV?: boolean;
  58379. }, scene?: Nullable<Scene>): Mesh;
  58380. /**
  58381. * Creates lathe mesh.
  58382. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  58383. * * 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
  58384. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  58385. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  58386. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  58387. * * 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
  58388. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  58389. * * 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
  58390. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58391. * * If you create a double-sided mesh, you can choose what parts of 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
  58392. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58393. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58394. * @param name defines the name of the mesh
  58395. * @param options defines the options used to create the mesh
  58396. * @param scene defines the hosting scene
  58397. * @returns the lathe mesh
  58398. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  58399. */
  58400. static CreateLathe(name: string, options: {
  58401. shape: Vector3[];
  58402. radius?: number;
  58403. tessellation?: number;
  58404. clip?: number;
  58405. arc?: number;
  58406. closed?: boolean;
  58407. updatable?: boolean;
  58408. sideOrientation?: number;
  58409. frontUVs?: Vector4;
  58410. backUVs?: Vector4;
  58411. cap?: number;
  58412. invertUV?: boolean;
  58413. }, scene?: Nullable<Scene>): Mesh;
  58414. /**
  58415. * Creates a tiled plane mesh
  58416. * * You can set a limited pattern arrangement with the tiles
  58417. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58418. * * If you create a double-sided mesh, you can choose what parts of 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
  58419. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58420. * @param name defines the name of the mesh
  58421. * @param options defines the options used to create the mesh
  58422. * @param scene defines the hosting scene
  58423. * @returns the plane mesh
  58424. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  58425. */
  58426. static CreateTiledPlane(name: string, options: {
  58427. pattern?: number;
  58428. tileSize?: number;
  58429. tileWidth?: number;
  58430. tileHeight?: number;
  58431. size?: number;
  58432. width?: number;
  58433. height?: number;
  58434. alignHorizontal?: number;
  58435. alignVertical?: number;
  58436. sideOrientation?: number;
  58437. frontUVs?: Vector4;
  58438. backUVs?: Vector4;
  58439. updatable?: boolean;
  58440. }, scene?: Nullable<Scene>): Mesh;
  58441. /**
  58442. * Creates a plane mesh
  58443. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  58444. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  58445. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  58446. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58447. * * If you create a double-sided mesh, you can choose what parts of 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
  58448. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58449. * @param name defines the name of the mesh
  58450. * @param options defines the options used to create the mesh
  58451. * @param scene defines the hosting scene
  58452. * @returns the plane mesh
  58453. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  58454. */
  58455. static CreatePlane(name: string, options: {
  58456. size?: number;
  58457. width?: number;
  58458. height?: number;
  58459. sideOrientation?: number;
  58460. frontUVs?: Vector4;
  58461. backUVs?: Vector4;
  58462. updatable?: boolean;
  58463. sourcePlane?: Plane;
  58464. }, scene?: Nullable<Scene>): Mesh;
  58465. /**
  58466. * Creates a ground mesh
  58467. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  58468. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  58469. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58470. * @param name defines the name of the mesh
  58471. * @param options defines the options used to create the mesh
  58472. * @param scene defines the hosting scene
  58473. * @returns the ground mesh
  58474. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  58475. */
  58476. static CreateGround(name: string, options: {
  58477. width?: number;
  58478. height?: number;
  58479. subdivisions?: number;
  58480. subdivisionsX?: number;
  58481. subdivisionsY?: number;
  58482. updatable?: boolean;
  58483. }, scene?: Nullable<Scene>): Mesh;
  58484. /**
  58485. * Creates a tiled ground mesh
  58486. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  58487. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  58488. * * 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
  58489. * * 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
  58490. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58491. * @param name defines the name of the mesh
  58492. * @param options defines the options used to create the mesh
  58493. * @param scene defines the hosting scene
  58494. * @returns the tiled ground mesh
  58495. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  58496. */
  58497. static CreateTiledGround(name: string, options: {
  58498. xmin: number;
  58499. zmin: number;
  58500. xmax: number;
  58501. zmax: number;
  58502. subdivisions?: {
  58503. w: number;
  58504. h: number;
  58505. };
  58506. precision?: {
  58507. w: number;
  58508. h: number;
  58509. };
  58510. updatable?: boolean;
  58511. }, scene?: Nullable<Scene>): Mesh;
  58512. /**
  58513. * Creates a ground mesh from a height map
  58514. * * The parameter `url` sets the URL of the height map image resource.
  58515. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  58516. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  58517. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  58518. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  58519. * * 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.
  58520. * * 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).
  58521. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  58522. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58523. * @param name defines the name of the mesh
  58524. * @param url defines the url to the height map
  58525. * @param options defines the options used to create the mesh
  58526. * @param scene defines the hosting scene
  58527. * @returns the ground mesh
  58528. * @see https://doc.babylonjs.com/babylon101/height_map
  58529. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  58530. */
  58531. static CreateGroundFromHeightMap(name: string, url: string, options: {
  58532. width?: number;
  58533. height?: number;
  58534. subdivisions?: number;
  58535. minHeight?: number;
  58536. maxHeight?: number;
  58537. colorFilter?: Color3;
  58538. alphaFilter?: number;
  58539. updatable?: boolean;
  58540. onReady?: (mesh: GroundMesh) => void;
  58541. }, scene?: Nullable<Scene>): GroundMesh;
  58542. /**
  58543. * Creates a polygon mesh
  58544. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  58545. * * 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
  58546. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  58547. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58548. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  58549. * * Remember you can only change the shape positions, not their number when updating a polygon
  58550. * @param name defines the name of the mesh
  58551. * @param options defines the options used to create the mesh
  58552. * @param scene defines the hosting scene
  58553. * @param earcutInjection can be used to inject your own earcut reference
  58554. * @returns the polygon mesh
  58555. */
  58556. static CreatePolygon(name: string, options: {
  58557. shape: Vector3[];
  58558. holes?: Vector3[][];
  58559. depth?: number;
  58560. faceUV?: Vector4[];
  58561. faceColors?: Color4[];
  58562. updatable?: boolean;
  58563. sideOrientation?: number;
  58564. frontUVs?: Vector4;
  58565. backUVs?: Vector4;
  58566. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  58567. /**
  58568. * Creates an extruded polygon mesh, with depth in the Y direction.
  58569. * * 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)
  58570. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  58571. * @param name defines the name of the mesh
  58572. * @param options defines the options used to create the mesh
  58573. * @param scene defines the hosting scene
  58574. * @param earcutInjection can be used to inject your own earcut reference
  58575. * @returns the polygon mesh
  58576. */
  58577. static ExtrudePolygon(name: string, options: {
  58578. shape: Vector3[];
  58579. holes?: Vector3[][];
  58580. depth?: number;
  58581. faceUV?: Vector4[];
  58582. faceColors?: Color4[];
  58583. updatable?: boolean;
  58584. sideOrientation?: number;
  58585. frontUVs?: Vector4;
  58586. backUVs?: Vector4;
  58587. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  58588. /**
  58589. * Creates a tube mesh.
  58590. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  58591. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  58592. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  58593. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  58594. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  58595. * * 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)
  58596. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  58597. * * 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
  58598. * * 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
  58599. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58600. * * If you create a double-sided mesh, you can choose what parts of 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
  58601. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58602. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58603. * @param name defines the name of the mesh
  58604. * @param options defines the options used to create the mesh
  58605. * @param scene defines the hosting scene
  58606. * @returns the tube mesh
  58607. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58608. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  58609. */
  58610. static CreateTube(name: string, options: {
  58611. path: Vector3[];
  58612. radius?: number;
  58613. tessellation?: number;
  58614. radiusFunction?: {
  58615. (i: number, distance: number): number;
  58616. };
  58617. cap?: number;
  58618. arc?: number;
  58619. updatable?: boolean;
  58620. sideOrientation?: number;
  58621. frontUVs?: Vector4;
  58622. backUVs?: Vector4;
  58623. instance?: Mesh;
  58624. invertUV?: boolean;
  58625. }, scene?: Nullable<Scene>): Mesh;
  58626. /**
  58627. * Creates a polyhedron mesh
  58628. * * 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
  58629. * * The parameter `size` (positive float, default 1) sets the polygon size
  58630. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  58631. * * 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`
  58632. * * 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
  58633. * * 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)`)
  58634. * * 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
  58635. * * 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
  58636. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58637. * * If you create a double-sided mesh, you can choose what parts of 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
  58638. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58639. * @param name defines the name of the mesh
  58640. * @param options defines the options used to create the mesh
  58641. * @param scene defines the hosting scene
  58642. * @returns the polyhedron mesh
  58643. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  58644. */
  58645. static CreatePolyhedron(name: string, options: {
  58646. type?: number;
  58647. size?: number;
  58648. sizeX?: number;
  58649. sizeY?: number;
  58650. sizeZ?: number;
  58651. custom?: any;
  58652. faceUV?: Vector4[];
  58653. faceColors?: Color4[];
  58654. flat?: boolean;
  58655. updatable?: boolean;
  58656. sideOrientation?: number;
  58657. frontUVs?: Vector4;
  58658. backUVs?: Vector4;
  58659. }, scene?: Nullable<Scene>): Mesh;
  58660. /**
  58661. * Creates a decal mesh.
  58662. * 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
  58663. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  58664. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  58665. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  58666. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  58667. * @param name defines the name of the mesh
  58668. * @param sourceMesh defines the mesh where the decal must be applied
  58669. * @param options defines the options used to create the mesh
  58670. * @param scene defines the hosting scene
  58671. * @returns the decal mesh
  58672. * @see https://doc.babylonjs.com/how_to/decals
  58673. */
  58674. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  58675. position?: Vector3;
  58676. normal?: Vector3;
  58677. size?: Vector3;
  58678. angle?: number;
  58679. }): Mesh;
  58680. }
  58681. }
  58682. declare module "babylonjs/Meshes/meshSimplification" {
  58683. import { Mesh } from "babylonjs/Meshes/mesh";
  58684. /**
  58685. * A simplifier interface for future simplification implementations
  58686. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58687. */
  58688. export interface ISimplifier {
  58689. /**
  58690. * Simplification of a given mesh according to the given settings.
  58691. * Since this requires computation, it is assumed that the function runs async.
  58692. * @param settings The settings of the simplification, including quality and distance
  58693. * @param successCallback A callback that will be called after the mesh was simplified.
  58694. * @param errorCallback in case of an error, this callback will be called. optional.
  58695. */
  58696. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  58697. }
  58698. /**
  58699. * Expected simplification settings.
  58700. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  58701. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58702. */
  58703. export interface ISimplificationSettings {
  58704. /**
  58705. * Gets or sets the expected quality
  58706. */
  58707. quality: number;
  58708. /**
  58709. * Gets or sets the distance when this optimized version should be used
  58710. */
  58711. distance: number;
  58712. /**
  58713. * Gets an already optimized mesh
  58714. */
  58715. optimizeMesh?: boolean;
  58716. }
  58717. /**
  58718. * Class used to specify simplification options
  58719. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58720. */
  58721. export class SimplificationSettings implements ISimplificationSettings {
  58722. /** expected quality */
  58723. quality: number;
  58724. /** distance when this optimized version should be used */
  58725. distance: number;
  58726. /** already optimized mesh */
  58727. optimizeMesh?: boolean | undefined;
  58728. /**
  58729. * Creates a SimplificationSettings
  58730. * @param quality expected quality
  58731. * @param distance distance when this optimized version should be used
  58732. * @param optimizeMesh already optimized mesh
  58733. */
  58734. constructor(
  58735. /** expected quality */
  58736. quality: number,
  58737. /** distance when this optimized version should be used */
  58738. distance: number,
  58739. /** already optimized mesh */
  58740. optimizeMesh?: boolean | undefined);
  58741. }
  58742. /**
  58743. * Interface used to define a simplification task
  58744. */
  58745. export interface ISimplificationTask {
  58746. /**
  58747. * Array of settings
  58748. */
  58749. settings: Array<ISimplificationSettings>;
  58750. /**
  58751. * Simplification type
  58752. */
  58753. simplificationType: SimplificationType;
  58754. /**
  58755. * Mesh to simplify
  58756. */
  58757. mesh: Mesh;
  58758. /**
  58759. * Callback called on success
  58760. */
  58761. successCallback?: () => void;
  58762. /**
  58763. * Defines if parallel processing can be used
  58764. */
  58765. parallelProcessing: boolean;
  58766. }
  58767. /**
  58768. * Queue used to order the simplification tasks
  58769. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58770. */
  58771. export class SimplificationQueue {
  58772. private _simplificationArray;
  58773. /**
  58774. * Gets a boolean indicating that the process is still running
  58775. */
  58776. running: boolean;
  58777. /**
  58778. * Creates a new queue
  58779. */
  58780. constructor();
  58781. /**
  58782. * Adds a new simplification task
  58783. * @param task defines a task to add
  58784. */
  58785. addTask(task: ISimplificationTask): void;
  58786. /**
  58787. * Execute next task
  58788. */
  58789. executeNext(): void;
  58790. /**
  58791. * Execute a simplification task
  58792. * @param task defines the task to run
  58793. */
  58794. runSimplification(task: ISimplificationTask): void;
  58795. private getSimplifier;
  58796. }
  58797. /**
  58798. * The implemented types of simplification
  58799. * At the moment only Quadratic Error Decimation is implemented
  58800. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58801. */
  58802. export enum SimplificationType {
  58803. /** Quadratic error decimation */
  58804. QUADRATIC = 0
  58805. }
  58806. }
  58807. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  58808. import { Scene } from "babylonjs/scene";
  58809. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  58810. import { ISceneComponent } from "babylonjs/sceneComponent";
  58811. module "babylonjs/scene" {
  58812. interface Scene {
  58813. /** @hidden (Backing field) */
  58814. _simplificationQueue: SimplificationQueue;
  58815. /**
  58816. * Gets or sets the simplification queue attached to the scene
  58817. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58818. */
  58819. simplificationQueue: SimplificationQueue;
  58820. }
  58821. }
  58822. module "babylonjs/Meshes/mesh" {
  58823. interface Mesh {
  58824. /**
  58825. * Simplify the mesh according to the given array of settings.
  58826. * Function will return immediately and will simplify async
  58827. * @param settings a collection of simplification settings
  58828. * @param parallelProcessing should all levels calculate parallel or one after the other
  58829. * @param simplificationType the type of simplification to run
  58830. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  58831. * @returns the current mesh
  58832. */
  58833. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  58834. }
  58835. }
  58836. /**
  58837. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  58838. * created in a scene
  58839. */
  58840. export class SimplicationQueueSceneComponent implements ISceneComponent {
  58841. /**
  58842. * The component name helpfull to identify the component in the list of scene components.
  58843. */
  58844. readonly name: string;
  58845. /**
  58846. * The scene the component belongs to.
  58847. */
  58848. scene: Scene;
  58849. /**
  58850. * Creates a new instance of the component for the given scene
  58851. * @param scene Defines the scene to register the component in
  58852. */
  58853. constructor(scene: Scene);
  58854. /**
  58855. * Registers the component in a given scene
  58856. */
  58857. register(): void;
  58858. /**
  58859. * Rebuilds the elements related to this component in case of
  58860. * context lost for instance.
  58861. */
  58862. rebuild(): void;
  58863. /**
  58864. * Disposes the component and the associated ressources
  58865. */
  58866. dispose(): void;
  58867. private _beforeCameraUpdate;
  58868. }
  58869. }
  58870. declare module "babylonjs/Meshes/Builders/index" {
  58871. export * from "babylonjs/Meshes/Builders/boxBuilder";
  58872. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  58873. export * from "babylonjs/Meshes/Builders/discBuilder";
  58874. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  58875. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  58876. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  58877. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  58878. export * from "babylonjs/Meshes/Builders/torusBuilder";
  58879. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  58880. export * from "babylonjs/Meshes/Builders/linesBuilder";
  58881. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  58882. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  58883. export * from "babylonjs/Meshes/Builders/latheBuilder";
  58884. export * from "babylonjs/Meshes/Builders/planeBuilder";
  58885. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  58886. export * from "babylonjs/Meshes/Builders/groundBuilder";
  58887. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  58888. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  58889. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  58890. export * from "babylonjs/Meshes/Builders/decalBuilder";
  58891. }
  58892. declare module "babylonjs/Meshes/index" {
  58893. export * from "babylonjs/Meshes/abstractMesh";
  58894. export * from "babylonjs/Meshes/buffer";
  58895. export * from "babylonjs/Meshes/Compression/index";
  58896. export * from "babylonjs/Meshes/csg";
  58897. export * from "babylonjs/Meshes/geometry";
  58898. export * from "babylonjs/Meshes/groundMesh";
  58899. export * from "babylonjs/Meshes/trailMesh";
  58900. export * from "babylonjs/Meshes/instancedMesh";
  58901. export * from "babylonjs/Meshes/linesMesh";
  58902. export * from "babylonjs/Meshes/mesh";
  58903. export * from "babylonjs/Meshes/mesh.vertexData";
  58904. export * from "babylonjs/Meshes/meshBuilder";
  58905. export * from "babylonjs/Meshes/meshSimplification";
  58906. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  58907. export * from "babylonjs/Meshes/polygonMesh";
  58908. export * from "babylonjs/Meshes/subMesh";
  58909. export * from "babylonjs/Meshes/meshLODLevel";
  58910. export * from "babylonjs/Meshes/transformNode";
  58911. export * from "babylonjs/Meshes/Builders/index";
  58912. export * from "babylonjs/Meshes/dataBuffer";
  58913. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  58914. }
  58915. declare module "babylonjs/Morph/index" {
  58916. export * from "babylonjs/Morph/morphTarget";
  58917. export * from "babylonjs/Morph/morphTargetManager";
  58918. }
  58919. declare module "babylonjs/Navigation/INavigationEngine" {
  58920. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58921. import { Vector3 } from "babylonjs/Maths/math";
  58922. import { Mesh } from "babylonjs/Meshes/mesh";
  58923. import { Scene } from "babylonjs/scene";
  58924. /**
  58925. * Navigation plugin interface to add navigation constrained by a navigation mesh
  58926. */
  58927. export interface INavigationEnginePlugin {
  58928. /**
  58929. * plugin name
  58930. */
  58931. name: string;
  58932. /**
  58933. * Creates a navigation mesh
  58934. * @param meshes array of all the geometry used to compute the navigatio mesh
  58935. * @param parameters bunch of parameters used to filter geometry
  58936. */
  58937. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  58938. /**
  58939. * Create a navigation mesh debug mesh
  58940. * @param scene is where the mesh will be added
  58941. * @returns debug display mesh
  58942. */
  58943. createDebugNavMesh(scene: Scene): Mesh;
  58944. /**
  58945. * Get a navigation mesh constrained position, closest to the parameter position
  58946. * @param position world position
  58947. * @returns the closest point to position constrained by the navigation mesh
  58948. */
  58949. getClosestPoint(position: Vector3): Vector3;
  58950. /**
  58951. * Get a navigation mesh constrained position, within a particular radius
  58952. * @param position world position
  58953. * @param maxRadius the maximum distance to the constrained world position
  58954. * @returns the closest point to position constrained by the navigation mesh
  58955. */
  58956. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  58957. /**
  58958. * Compute the final position from a segment made of destination-position
  58959. * @param position world position
  58960. * @param destination world position
  58961. * @returns the resulting point along the navmesh
  58962. */
  58963. moveAlong(position: Vector3, destination: Vector3): Vector3;
  58964. /**
  58965. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  58966. * @param start world position
  58967. * @param end world position
  58968. * @returns array containing world position composing the path
  58969. */
  58970. computePath(start: Vector3, end: Vector3): Vector3[];
  58971. /**
  58972. * If this plugin is supported
  58973. * @returns true if plugin is supported
  58974. */
  58975. isSupported(): boolean;
  58976. /**
  58977. * Create a new Crowd so you can add agents
  58978. * @param maxAgents the maximum agent count in the crowd
  58979. * @param maxAgentRadius the maximum radius an agent can have
  58980. * @param scene to attach the crowd to
  58981. * @returns the crowd you can add agents to
  58982. */
  58983. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  58984. /**
  58985. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  58986. * The queries will try to find a solution within those bounds
  58987. * default is (1,1,1)
  58988. * @param extent x,y,z value that define the extent around the queries point of reference
  58989. */
  58990. setDefaultQueryExtent(extent: Vector3): void;
  58991. /**
  58992. * Get the Bounding box extent specified by setDefaultQueryExtent
  58993. * @returns the box extent values
  58994. */
  58995. getDefaultQueryExtent(): Vector3;
  58996. /**
  58997. * Release all resources
  58998. */
  58999. dispose(): void;
  59000. }
  59001. /**
  59002. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  59003. */
  59004. export interface ICrowd {
  59005. /**
  59006. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  59007. * You can attach anything to that node. The node position is updated in the scene update tick.
  59008. * @param pos world position that will be constrained by the navigation mesh
  59009. * @param parameters agent parameters
  59010. * @param transform hooked to the agent that will be update by the scene
  59011. * @returns agent index
  59012. */
  59013. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  59014. /**
  59015. * Returns the agent position in world space
  59016. * @param index agent index returned by addAgent
  59017. * @returns world space position
  59018. */
  59019. getAgentPosition(index: number): Vector3;
  59020. /**
  59021. * Gets the agent velocity in world space
  59022. * @param index agent index returned by addAgent
  59023. * @returns world space velocity
  59024. */
  59025. getAgentVelocity(index: number): Vector3;
  59026. /**
  59027. * remove a particular agent previously created
  59028. * @param index agent index returned by addAgent
  59029. */
  59030. removeAgent(index: number): void;
  59031. /**
  59032. * get the list of all agents attached to this crowd
  59033. * @returns list of agent indices
  59034. */
  59035. getAgents(): number[];
  59036. /**
  59037. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  59038. * @param deltaTime in seconds
  59039. */
  59040. update(deltaTime: number): void;
  59041. /**
  59042. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  59043. * @param index agent index returned by addAgent
  59044. * @param destination targeted world position
  59045. */
  59046. agentGoto(index: number, destination: Vector3): void;
  59047. /**
  59048. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59049. * The queries will try to find a solution within those bounds
  59050. * default is (1,1,1)
  59051. * @param extent x,y,z value that define the extent around the queries point of reference
  59052. */
  59053. setDefaultQueryExtent(extent: Vector3): void;
  59054. /**
  59055. * Get the Bounding box extent specified by setDefaultQueryExtent
  59056. * @returns the box extent values
  59057. */
  59058. getDefaultQueryExtent(): Vector3;
  59059. /**
  59060. * Release all resources
  59061. */
  59062. dispose(): void;
  59063. }
  59064. /**
  59065. * Configures an agent
  59066. */
  59067. export interface IAgentParameters {
  59068. /**
  59069. * Agent radius. [Limit: >= 0]
  59070. */
  59071. radius: number;
  59072. /**
  59073. * Agent height. [Limit: > 0]
  59074. */
  59075. height: number;
  59076. /**
  59077. * Maximum allowed acceleration. [Limit: >= 0]
  59078. */
  59079. maxAcceleration: number;
  59080. /**
  59081. * Maximum allowed speed. [Limit: >= 0]
  59082. */
  59083. maxSpeed: number;
  59084. /**
  59085. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  59086. */
  59087. collisionQueryRange: number;
  59088. /**
  59089. * The path visibility optimization range. [Limit: > 0]
  59090. */
  59091. pathOptimizationRange: number;
  59092. /**
  59093. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  59094. */
  59095. separationWeight: number;
  59096. }
  59097. /**
  59098. * Configures the navigation mesh creation
  59099. */
  59100. export interface INavMeshParameters {
  59101. /**
  59102. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  59103. */
  59104. cs: number;
  59105. /**
  59106. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  59107. */
  59108. ch: number;
  59109. /**
  59110. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  59111. */
  59112. walkableSlopeAngle: number;
  59113. /**
  59114. * Minimum floor to 'ceiling' height that will still allow the floor area to
  59115. * be considered walkable. [Limit: >= 3] [Units: vx]
  59116. */
  59117. walkableHeight: number;
  59118. /**
  59119. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  59120. */
  59121. walkableClimb: number;
  59122. /**
  59123. * The distance to erode/shrink the walkable area of the heightfield away from
  59124. * obstructions. [Limit: >=0] [Units: vx]
  59125. */
  59126. walkableRadius: number;
  59127. /**
  59128. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  59129. */
  59130. maxEdgeLen: number;
  59131. /**
  59132. * The maximum distance a simplfied contour's border edges should deviate
  59133. * the original raw contour. [Limit: >=0] [Units: vx]
  59134. */
  59135. maxSimplificationError: number;
  59136. /**
  59137. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  59138. */
  59139. minRegionArea: number;
  59140. /**
  59141. * Any regions with a span count smaller than this value will, if possible,
  59142. * be merged with larger regions. [Limit: >=0] [Units: vx]
  59143. */
  59144. mergeRegionArea: number;
  59145. /**
  59146. * The maximum number of vertices allowed for polygons generated during the
  59147. * contour to polygon conversion process. [Limit: >= 3]
  59148. */
  59149. maxVertsPerPoly: number;
  59150. /**
  59151. * Sets the sampling distance to use when generating the detail mesh.
  59152. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  59153. */
  59154. detailSampleDist: number;
  59155. /**
  59156. * The maximum distance the detail mesh surface should deviate from heightfield
  59157. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  59158. */
  59159. detailSampleMaxError: number;
  59160. }
  59161. }
  59162. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  59163. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  59164. import { Mesh } from "babylonjs/Meshes/mesh";
  59165. import { Scene } from "babylonjs/scene";
  59166. import { Vector3 } from "babylonjs/Maths/math";
  59167. import { TransformNode } from "babylonjs/Meshes/transformNode";
  59168. /**
  59169. * RecastJS navigation plugin
  59170. */
  59171. export class RecastJSPlugin implements INavigationEnginePlugin {
  59172. /**
  59173. * Reference to the Recast library
  59174. */
  59175. bjsRECAST: any;
  59176. /**
  59177. * plugin name
  59178. */
  59179. name: string;
  59180. /**
  59181. * the first navmesh created. We might extend this to support multiple navmeshes
  59182. */
  59183. navMesh: any;
  59184. /**
  59185. * Initializes the recastJS plugin
  59186. * @param recastInjection can be used to inject your own recast reference
  59187. */
  59188. constructor(recastInjection?: any);
  59189. /**
  59190. * Creates a navigation mesh
  59191. * @param meshes array of all the geometry used to compute the navigatio mesh
  59192. * @param parameters bunch of parameters used to filter geometry
  59193. */
  59194. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  59195. /**
  59196. * Create a navigation mesh debug mesh
  59197. * @param scene is where the mesh will be added
  59198. * @returns debug display mesh
  59199. */
  59200. createDebugNavMesh(scene: Scene): Mesh;
  59201. /**
  59202. * Get a navigation mesh constrained position, closest to the parameter position
  59203. * @param position world position
  59204. * @returns the closest point to position constrained by the navigation mesh
  59205. */
  59206. getClosestPoint(position: Vector3): Vector3;
  59207. /**
  59208. * Get a navigation mesh constrained position, within a particular radius
  59209. * @param position world position
  59210. * @param maxRadius the maximum distance to the constrained world position
  59211. * @returns the closest point to position constrained by the navigation mesh
  59212. */
  59213. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  59214. /**
  59215. * Compute the final position from a segment made of destination-position
  59216. * @param position world position
  59217. * @param destination world position
  59218. * @returns the resulting point along the navmesh
  59219. */
  59220. moveAlong(position: Vector3, destination: Vector3): Vector3;
  59221. /**
  59222. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  59223. * @param start world position
  59224. * @param end world position
  59225. * @returns array containing world position composing the path
  59226. */
  59227. computePath(start: Vector3, end: Vector3): Vector3[];
  59228. /**
  59229. * Create a new Crowd so you can add agents
  59230. * @param maxAgents the maximum agent count in the crowd
  59231. * @param maxAgentRadius the maximum radius an agent can have
  59232. * @param scene to attach the crowd to
  59233. * @returns the crowd you can add agents to
  59234. */
  59235. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  59236. /**
  59237. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59238. * The queries will try to find a solution within those bounds
  59239. * default is (1,1,1)
  59240. * @param extent x,y,z value that define the extent around the queries point of reference
  59241. */
  59242. setDefaultQueryExtent(extent: Vector3): void;
  59243. /**
  59244. * Get the Bounding box extent specified by setDefaultQueryExtent
  59245. * @returns the box extent values
  59246. */
  59247. getDefaultQueryExtent(): Vector3;
  59248. /**
  59249. * Disposes
  59250. */
  59251. dispose(): void;
  59252. /**
  59253. * If this plugin is supported
  59254. * @returns true if plugin is supported
  59255. */
  59256. isSupported(): boolean;
  59257. }
  59258. /**
  59259. * Recast detour crowd implementation
  59260. */
  59261. export class RecastJSCrowd implements ICrowd {
  59262. /**
  59263. * Recast/detour plugin
  59264. */
  59265. bjsRECASTPlugin: RecastJSPlugin;
  59266. /**
  59267. * Link to the detour crowd
  59268. */
  59269. recastCrowd: any;
  59270. /**
  59271. * One transform per agent
  59272. */
  59273. transforms: TransformNode[];
  59274. /**
  59275. * All agents created
  59276. */
  59277. agents: number[];
  59278. /**
  59279. * Link to the scene is kept to unregister the crowd from the scene
  59280. */
  59281. private _scene;
  59282. /**
  59283. * Observer for crowd updates
  59284. */
  59285. private _onBeforeAnimationsObserver;
  59286. /**
  59287. * Constructor
  59288. * @param plugin recastJS plugin
  59289. * @param maxAgents the maximum agent count in the crowd
  59290. * @param maxAgentRadius the maximum radius an agent can have
  59291. * @param scene to attach the crowd to
  59292. * @returns the crowd you can add agents to
  59293. */
  59294. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  59295. /**
  59296. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  59297. * You can attach anything to that node. The node position is updated in the scene update tick.
  59298. * @param pos world position that will be constrained by the navigation mesh
  59299. * @param parameters agent parameters
  59300. * @param transform hooked to the agent that will be update by the scene
  59301. * @returns agent index
  59302. */
  59303. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  59304. /**
  59305. * Returns the agent position in world space
  59306. * @param index agent index returned by addAgent
  59307. * @returns world space position
  59308. */
  59309. getAgentPosition(index: number): Vector3;
  59310. /**
  59311. * Returns the agent velocity in world space
  59312. * @param index agent index returned by addAgent
  59313. * @returns world space velocity
  59314. */
  59315. getAgentVelocity(index: number): Vector3;
  59316. /**
  59317. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  59318. * @param index agent index returned by addAgent
  59319. * @param destination targeted world position
  59320. */
  59321. agentGoto(index: number, destination: Vector3): void;
  59322. /**
  59323. * remove a particular agent previously created
  59324. * @param index agent index returned by addAgent
  59325. */
  59326. removeAgent(index: number): void;
  59327. /**
  59328. * get the list of all agents attached to this crowd
  59329. * @returns list of agent indices
  59330. */
  59331. getAgents(): number[];
  59332. /**
  59333. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  59334. * @param deltaTime in seconds
  59335. */
  59336. update(deltaTime: number): void;
  59337. /**
  59338. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59339. * The queries will try to find a solution within those bounds
  59340. * default is (1,1,1)
  59341. * @param extent x,y,z value that define the extent around the queries point of reference
  59342. */
  59343. setDefaultQueryExtent(extent: Vector3): void;
  59344. /**
  59345. * Get the Bounding box extent specified by setDefaultQueryExtent
  59346. * @returns the box extent values
  59347. */
  59348. getDefaultQueryExtent(): Vector3;
  59349. /**
  59350. * Release all resources
  59351. */
  59352. dispose(): void;
  59353. }
  59354. }
  59355. declare module "babylonjs/Navigation/Plugins/index" {
  59356. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  59357. }
  59358. declare module "babylonjs/Navigation/index" {
  59359. export * from "babylonjs/Navigation/INavigationEngine";
  59360. export * from "babylonjs/Navigation/Plugins/index";
  59361. }
  59362. declare module "babylonjs/Offline/database" {
  59363. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  59364. /**
  59365. * Class used to enable access to IndexedDB
  59366. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  59367. */
  59368. export class Database implements IOfflineProvider {
  59369. private _callbackManifestChecked;
  59370. private _currentSceneUrl;
  59371. private _db;
  59372. private _enableSceneOffline;
  59373. private _enableTexturesOffline;
  59374. private _manifestVersionFound;
  59375. private _mustUpdateRessources;
  59376. private _hasReachedQuota;
  59377. private _isSupported;
  59378. private _idbFactory;
  59379. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  59380. private static IsUASupportingBlobStorage;
  59381. /**
  59382. * Gets a boolean indicating if Database storate is enabled (off by default)
  59383. */
  59384. static IDBStorageEnabled: boolean;
  59385. /**
  59386. * Gets a boolean indicating if scene must be saved in the database
  59387. */
  59388. readonly enableSceneOffline: boolean;
  59389. /**
  59390. * Gets a boolean indicating if textures must be saved in the database
  59391. */
  59392. readonly enableTexturesOffline: boolean;
  59393. /**
  59394. * Creates a new Database
  59395. * @param urlToScene defines the url to load the scene
  59396. * @param callbackManifestChecked defines the callback to use when manifest is checked
  59397. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  59398. */
  59399. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  59400. private static _ParseURL;
  59401. private static _ReturnFullUrlLocation;
  59402. private _checkManifestFile;
  59403. /**
  59404. * Open the database and make it available
  59405. * @param successCallback defines the callback to call on success
  59406. * @param errorCallback defines the callback to call on error
  59407. */
  59408. open(successCallback: () => void, errorCallback: () => void): void;
  59409. /**
  59410. * Loads an image from the database
  59411. * @param url defines the url to load from
  59412. * @param image defines the target DOM image
  59413. */
  59414. loadImage(url: string, image: HTMLImageElement): void;
  59415. private _loadImageFromDBAsync;
  59416. private _saveImageIntoDBAsync;
  59417. private _checkVersionFromDB;
  59418. private _loadVersionFromDBAsync;
  59419. private _saveVersionIntoDBAsync;
  59420. /**
  59421. * Loads a file from database
  59422. * @param url defines the URL to load from
  59423. * @param sceneLoaded defines a callback to call on success
  59424. * @param progressCallBack defines a callback to call when progress changed
  59425. * @param errorCallback defines a callback to call on error
  59426. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  59427. */
  59428. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  59429. private _loadFileAsync;
  59430. private _saveFileAsync;
  59431. /**
  59432. * Validates if xhr data is correct
  59433. * @param xhr defines the request to validate
  59434. * @param dataType defines the expected data type
  59435. * @returns true if data is correct
  59436. */
  59437. private static _ValidateXHRData;
  59438. }
  59439. }
  59440. declare module "babylonjs/Offline/index" {
  59441. export * from "babylonjs/Offline/database";
  59442. export * from "babylonjs/Offline/IOfflineProvider";
  59443. }
  59444. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  59445. /** @hidden */
  59446. export var gpuUpdateParticlesPixelShader: {
  59447. name: string;
  59448. shader: string;
  59449. };
  59450. }
  59451. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  59452. /** @hidden */
  59453. export var gpuUpdateParticlesVertexShader: {
  59454. name: string;
  59455. shader: string;
  59456. };
  59457. }
  59458. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  59459. /** @hidden */
  59460. export var clipPlaneFragmentDeclaration2: {
  59461. name: string;
  59462. shader: string;
  59463. };
  59464. }
  59465. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  59466. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  59467. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  59468. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59469. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  59470. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  59471. /** @hidden */
  59472. export var gpuRenderParticlesPixelShader: {
  59473. name: string;
  59474. shader: string;
  59475. };
  59476. }
  59477. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  59478. /** @hidden */
  59479. export var clipPlaneVertexDeclaration2: {
  59480. name: string;
  59481. shader: string;
  59482. };
  59483. }
  59484. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  59485. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  59486. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  59487. /** @hidden */
  59488. export var gpuRenderParticlesVertexShader: {
  59489. name: string;
  59490. shader: string;
  59491. };
  59492. }
  59493. declare module "babylonjs/Particles/gpuParticleSystem" {
  59494. import { Nullable } from "babylonjs/types";
  59495. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  59496. import { Observable } from "babylonjs/Misc/observable";
  59497. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  59498. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59499. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  59500. import { Scene, IDisposable } from "babylonjs/scene";
  59501. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  59502. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  59503. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  59504. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  59505. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  59506. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  59507. /**
  59508. * This represents a GPU particle system in Babylon
  59509. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  59510. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  59511. */
  59512. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  59513. /**
  59514. * The layer mask we are rendering the particles through.
  59515. */
  59516. layerMask: number;
  59517. private _capacity;
  59518. private _activeCount;
  59519. private _currentActiveCount;
  59520. private _accumulatedCount;
  59521. private _renderEffect;
  59522. private _updateEffect;
  59523. private _buffer0;
  59524. private _buffer1;
  59525. private _spriteBuffer;
  59526. private _updateVAO;
  59527. private _renderVAO;
  59528. private _targetIndex;
  59529. private _sourceBuffer;
  59530. private _targetBuffer;
  59531. private _engine;
  59532. private _currentRenderId;
  59533. private _started;
  59534. private _stopped;
  59535. private _timeDelta;
  59536. private _randomTexture;
  59537. private _randomTexture2;
  59538. private _attributesStrideSize;
  59539. private _updateEffectOptions;
  59540. private _randomTextureSize;
  59541. private _actualFrame;
  59542. private readonly _rawTextureWidth;
  59543. /**
  59544. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  59545. */
  59546. static readonly IsSupported: boolean;
  59547. /**
  59548. * An event triggered when the system is disposed.
  59549. */
  59550. onDisposeObservable: Observable<GPUParticleSystem>;
  59551. /**
  59552. * Gets the maximum number of particles active at the same time.
  59553. * @returns The max number of active particles.
  59554. */
  59555. getCapacity(): number;
  59556. /**
  59557. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  59558. * to override the particles.
  59559. */
  59560. forceDepthWrite: boolean;
  59561. /**
  59562. * Gets or set the number of active particles
  59563. */
  59564. activeParticleCount: number;
  59565. private _preWarmDone;
  59566. /**
  59567. * Is this system ready to be used/rendered
  59568. * @return true if the system is ready
  59569. */
  59570. isReady(): boolean;
  59571. /**
  59572. * Gets if the system has been started. (Note: this will still be true after stop is called)
  59573. * @returns True if it has been started, otherwise false.
  59574. */
  59575. isStarted(): boolean;
  59576. /**
  59577. * Starts the particle system and begins to emit
  59578. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  59579. */
  59580. start(delay?: number): void;
  59581. /**
  59582. * Stops the particle system.
  59583. */
  59584. stop(): void;
  59585. /**
  59586. * Remove all active particles
  59587. */
  59588. reset(): void;
  59589. /**
  59590. * Returns the string "GPUParticleSystem"
  59591. * @returns a string containing the class name
  59592. */
  59593. getClassName(): string;
  59594. private _colorGradientsTexture;
  59595. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  59596. /**
  59597. * Adds a new color gradient
  59598. * @param gradient defines the gradient to use (between 0 and 1)
  59599. * @param color1 defines the color to affect to the specified gradient
  59600. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  59601. * @returns the current particle system
  59602. */
  59603. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  59604. /**
  59605. * Remove a specific color gradient
  59606. * @param gradient defines the gradient to remove
  59607. * @returns the current particle system
  59608. */
  59609. removeColorGradient(gradient: number): GPUParticleSystem;
  59610. private _angularSpeedGradientsTexture;
  59611. private _sizeGradientsTexture;
  59612. private _velocityGradientsTexture;
  59613. private _limitVelocityGradientsTexture;
  59614. private _dragGradientsTexture;
  59615. private _addFactorGradient;
  59616. /**
  59617. * Adds a new size gradient
  59618. * @param gradient defines the gradient to use (between 0 and 1)
  59619. * @param factor defines the size factor to affect to the specified gradient
  59620. * @returns the current particle system
  59621. */
  59622. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  59623. /**
  59624. * Remove a specific size gradient
  59625. * @param gradient defines the gradient to remove
  59626. * @returns the current particle system
  59627. */
  59628. removeSizeGradient(gradient: number): GPUParticleSystem;
  59629. /**
  59630. * Adds a new angular speed gradient
  59631. * @param gradient defines the gradient to use (between 0 and 1)
  59632. * @param factor defines the angular speed to affect to the specified gradient
  59633. * @returns the current particle system
  59634. */
  59635. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  59636. /**
  59637. * Remove a specific angular speed gradient
  59638. * @param gradient defines the gradient to remove
  59639. * @returns the current particle system
  59640. */
  59641. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  59642. /**
  59643. * Adds a new velocity gradient
  59644. * @param gradient defines the gradient to use (between 0 and 1)
  59645. * @param factor defines the velocity to affect to the specified gradient
  59646. * @returns the current particle system
  59647. */
  59648. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  59649. /**
  59650. * Remove a specific velocity gradient
  59651. * @param gradient defines the gradient to remove
  59652. * @returns the current particle system
  59653. */
  59654. removeVelocityGradient(gradient: number): GPUParticleSystem;
  59655. /**
  59656. * Adds a new limit velocity gradient
  59657. * @param gradient defines the gradient to use (between 0 and 1)
  59658. * @param factor defines the limit velocity value to affect to the specified gradient
  59659. * @returns the current particle system
  59660. */
  59661. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  59662. /**
  59663. * Remove a specific limit velocity gradient
  59664. * @param gradient defines the gradient to remove
  59665. * @returns the current particle system
  59666. */
  59667. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  59668. /**
  59669. * Adds a new drag gradient
  59670. * @param gradient defines the gradient to use (between 0 and 1)
  59671. * @param factor defines the drag value to affect to the specified gradient
  59672. * @returns the current particle system
  59673. */
  59674. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  59675. /**
  59676. * Remove a specific drag gradient
  59677. * @param gradient defines the gradient to remove
  59678. * @returns the current particle system
  59679. */
  59680. removeDragGradient(gradient: number): GPUParticleSystem;
  59681. /**
  59682. * Not supported by GPUParticleSystem
  59683. * @param gradient defines the gradient to use (between 0 and 1)
  59684. * @param factor defines the emit rate value to affect to the specified gradient
  59685. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59686. * @returns the current particle system
  59687. */
  59688. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59689. /**
  59690. * Not supported by GPUParticleSystem
  59691. * @param gradient defines the gradient to remove
  59692. * @returns the current particle system
  59693. */
  59694. removeEmitRateGradient(gradient: number): IParticleSystem;
  59695. /**
  59696. * Not supported by GPUParticleSystem
  59697. * @param gradient defines the gradient to use (between 0 and 1)
  59698. * @param factor defines the start size value to affect to the specified gradient
  59699. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59700. * @returns the current particle system
  59701. */
  59702. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59703. /**
  59704. * Not supported by GPUParticleSystem
  59705. * @param gradient defines the gradient to remove
  59706. * @returns the current particle system
  59707. */
  59708. removeStartSizeGradient(gradient: number): IParticleSystem;
  59709. /**
  59710. * Not supported by GPUParticleSystem
  59711. * @param gradient defines the gradient to use (between 0 and 1)
  59712. * @param min defines the color remap minimal range
  59713. * @param max defines the color remap maximal range
  59714. * @returns the current particle system
  59715. */
  59716. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  59717. /**
  59718. * Not supported by GPUParticleSystem
  59719. * @param gradient defines the gradient to remove
  59720. * @returns the current particle system
  59721. */
  59722. removeColorRemapGradient(): IParticleSystem;
  59723. /**
  59724. * Not supported by GPUParticleSystem
  59725. * @param gradient defines the gradient to use (between 0 and 1)
  59726. * @param min defines the alpha remap minimal range
  59727. * @param max defines the alpha remap maximal range
  59728. * @returns the current particle system
  59729. */
  59730. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  59731. /**
  59732. * Not supported by GPUParticleSystem
  59733. * @param gradient defines the gradient to remove
  59734. * @returns the current particle system
  59735. */
  59736. removeAlphaRemapGradient(): IParticleSystem;
  59737. /**
  59738. * Not supported by GPUParticleSystem
  59739. * @param gradient defines the gradient to use (between 0 and 1)
  59740. * @param color defines the color to affect to the specified gradient
  59741. * @returns the current particle system
  59742. */
  59743. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  59744. /**
  59745. * Not supported by GPUParticleSystem
  59746. * @param gradient defines the gradient to remove
  59747. * @returns the current particle system
  59748. */
  59749. removeRampGradient(): IParticleSystem;
  59750. /**
  59751. * Not supported by GPUParticleSystem
  59752. * @returns the list of ramp gradients
  59753. */
  59754. getRampGradients(): Nullable<Array<Color3Gradient>>;
  59755. /**
  59756. * Not supported by GPUParticleSystem
  59757. * Gets or sets a boolean indicating that ramp gradients must be used
  59758. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  59759. */
  59760. useRampGradients: boolean;
  59761. /**
  59762. * Not supported by GPUParticleSystem
  59763. * @param gradient defines the gradient to use (between 0 and 1)
  59764. * @param factor defines the life time factor to affect to the specified gradient
  59765. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59766. * @returns the current particle system
  59767. */
  59768. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59769. /**
  59770. * Not supported by GPUParticleSystem
  59771. * @param gradient defines the gradient to remove
  59772. * @returns the current particle system
  59773. */
  59774. removeLifeTimeGradient(gradient: number): IParticleSystem;
  59775. /**
  59776. * Instantiates a GPU particle system.
  59777. * 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.
  59778. * @param name The name of the particle system
  59779. * @param options The options used to create the system
  59780. * @param scene The scene the particle system belongs to
  59781. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  59782. */
  59783. constructor(name: string, options: Partial<{
  59784. capacity: number;
  59785. randomTextureSize: number;
  59786. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  59787. protected _reset(): void;
  59788. private _createUpdateVAO;
  59789. private _createRenderVAO;
  59790. private _initialize;
  59791. /** @hidden */
  59792. _recreateUpdateEffect(): void;
  59793. /** @hidden */
  59794. _recreateRenderEffect(): void;
  59795. /**
  59796. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  59797. * @param preWarm defines if we are in the pre-warmimg phase
  59798. */
  59799. animate(preWarm?: boolean): void;
  59800. private _createFactorGradientTexture;
  59801. private _createSizeGradientTexture;
  59802. private _createAngularSpeedGradientTexture;
  59803. private _createVelocityGradientTexture;
  59804. private _createLimitVelocityGradientTexture;
  59805. private _createDragGradientTexture;
  59806. private _createColorGradientTexture;
  59807. /**
  59808. * Renders the particle system in its current state
  59809. * @param preWarm defines if the system should only update the particles but not render them
  59810. * @returns the current number of particles
  59811. */
  59812. render(preWarm?: boolean): number;
  59813. /**
  59814. * Rebuilds the particle system
  59815. */
  59816. rebuild(): void;
  59817. private _releaseBuffers;
  59818. private _releaseVAOs;
  59819. /**
  59820. * Disposes the particle system and free the associated resources
  59821. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  59822. */
  59823. dispose(disposeTexture?: boolean): void;
  59824. /**
  59825. * Clones the particle system.
  59826. * @param name The name of the cloned object
  59827. * @param newEmitter The new emitter to use
  59828. * @returns the cloned particle system
  59829. */
  59830. clone(name: string, newEmitter: any): GPUParticleSystem;
  59831. /**
  59832. * Serializes the particle system to a JSON object.
  59833. * @returns the JSON object
  59834. */
  59835. serialize(): any;
  59836. /**
  59837. * Parses a JSON object to create a GPU particle system.
  59838. * @param parsedParticleSystem The JSON object to parse
  59839. * @param scene The scene to create the particle system in
  59840. * @param rootUrl The root url to use to load external dependencies like texture
  59841. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  59842. * @returns the parsed GPU particle system
  59843. */
  59844. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  59845. }
  59846. }
  59847. declare module "babylonjs/Particles/particleSystemSet" {
  59848. import { Nullable } from "babylonjs/types";
  59849. import { Color3 } from "babylonjs/Maths/math.color";
  59850. import { TransformNode } from "babylonjs/Meshes/transformNode";
  59851. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59852. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59853. import { Scene, IDisposable } from "babylonjs/scene";
  59854. /**
  59855. * Represents a set of particle systems working together to create a specific effect
  59856. */
  59857. export class ParticleSystemSet implements IDisposable {
  59858. private _emitterCreationOptions;
  59859. private _emitterNode;
  59860. /**
  59861. * Gets the particle system list
  59862. */
  59863. systems: IParticleSystem[];
  59864. /**
  59865. * Gets the emitter node used with this set
  59866. */
  59867. readonly emitterNode: Nullable<TransformNode>;
  59868. /**
  59869. * Creates a new emitter mesh as a sphere
  59870. * @param options defines the options used to create the sphere
  59871. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  59872. * @param scene defines the hosting scene
  59873. */
  59874. setEmitterAsSphere(options: {
  59875. diameter: number;
  59876. segments: number;
  59877. color: Color3;
  59878. }, renderingGroupId: number, scene: Scene): void;
  59879. /**
  59880. * Starts all particle systems of the set
  59881. * @param emitter defines an optional mesh to use as emitter for the particle systems
  59882. */
  59883. start(emitter?: AbstractMesh): void;
  59884. /**
  59885. * Release all associated resources
  59886. */
  59887. dispose(): void;
  59888. /**
  59889. * Serialize the set into a JSON compatible object
  59890. * @returns a JSON compatible representation of the set
  59891. */
  59892. serialize(): any;
  59893. /**
  59894. * Parse a new ParticleSystemSet from a serialized source
  59895. * @param data defines a JSON compatible representation of the set
  59896. * @param scene defines the hosting scene
  59897. * @param gpu defines if we want GPU particles or CPU particles
  59898. * @returns a new ParticleSystemSet
  59899. */
  59900. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  59901. }
  59902. }
  59903. declare module "babylonjs/Particles/particleHelper" {
  59904. import { Nullable } from "babylonjs/types";
  59905. import { Scene } from "babylonjs/scene";
  59906. import { Vector3 } from "babylonjs/Maths/math.vector";
  59907. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59908. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59909. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  59910. /**
  59911. * This class is made for on one-liner static method to help creating particle system set.
  59912. */
  59913. export class ParticleHelper {
  59914. /**
  59915. * Gets or sets base Assets URL
  59916. */
  59917. static BaseAssetsUrl: string;
  59918. /**
  59919. * Create a default particle system that you can tweak
  59920. * @param emitter defines the emitter to use
  59921. * @param capacity defines the system capacity (default is 500 particles)
  59922. * @param scene defines the hosting scene
  59923. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  59924. * @returns the new Particle system
  59925. */
  59926. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  59927. /**
  59928. * This is the main static method (one-liner) of this helper to create different particle systems
  59929. * @param type This string represents the type to the particle system to create
  59930. * @param scene The scene where the particle system should live
  59931. * @param gpu If the system will use gpu
  59932. * @returns the ParticleSystemSet created
  59933. */
  59934. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  59935. /**
  59936. * Static function used to export a particle system to a ParticleSystemSet variable.
  59937. * Please note that the emitter shape is not exported
  59938. * @param systems defines the particle systems to export
  59939. * @returns the created particle system set
  59940. */
  59941. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  59942. }
  59943. }
  59944. declare module "babylonjs/Particles/particleSystemComponent" {
  59945. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59946. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  59947. import "babylonjs/Shaders/particles.vertex";
  59948. module "babylonjs/Engines/engine" {
  59949. interface Engine {
  59950. /**
  59951. * Create an effect to use with particle systems.
  59952. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  59953. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  59954. * @param uniformsNames defines a list of attribute names
  59955. * @param samplers defines an array of string used to represent textures
  59956. * @param defines defines the string containing the defines to use to compile the shaders
  59957. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  59958. * @param onCompiled defines a function to call when the effect creation is successful
  59959. * @param onError defines a function to call when the effect creation has failed
  59960. * @returns the new Effect
  59961. */
  59962. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  59963. }
  59964. }
  59965. module "babylonjs/Meshes/mesh" {
  59966. interface Mesh {
  59967. /**
  59968. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  59969. * @returns an array of IParticleSystem
  59970. */
  59971. getEmittedParticleSystems(): IParticleSystem[];
  59972. /**
  59973. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  59974. * @returns an array of IParticleSystem
  59975. */
  59976. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  59977. }
  59978. }
  59979. /**
  59980. * @hidden
  59981. */
  59982. export var _IDoNeedToBeInTheBuild: number;
  59983. }
  59984. declare module "babylonjs/Particles/index" {
  59985. export * from "babylonjs/Particles/baseParticleSystem";
  59986. export * from "babylonjs/Particles/EmitterTypes/index";
  59987. export * from "babylonjs/Particles/gpuParticleSystem";
  59988. export * from "babylonjs/Particles/IParticleSystem";
  59989. export * from "babylonjs/Particles/particle";
  59990. export * from "babylonjs/Particles/particleHelper";
  59991. export * from "babylonjs/Particles/particleSystem";
  59992. export * from "babylonjs/Particles/particleSystemComponent";
  59993. export * from "babylonjs/Particles/particleSystemSet";
  59994. export * from "babylonjs/Particles/solidParticle";
  59995. export * from "babylonjs/Particles/solidParticleSystem";
  59996. export * from "babylonjs/Particles/subEmitter";
  59997. }
  59998. declare module "babylonjs/Physics/physicsEngineComponent" {
  59999. import { Nullable } from "babylonjs/types";
  60000. import { Observable, Observer } from "babylonjs/Misc/observable";
  60001. import { Vector3 } from "babylonjs/Maths/math.vector";
  60002. import { Mesh } from "babylonjs/Meshes/mesh";
  60003. import { ISceneComponent } from "babylonjs/sceneComponent";
  60004. import { Scene } from "babylonjs/scene";
  60005. import { Node } from "babylonjs/node";
  60006. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  60007. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  60008. module "babylonjs/scene" {
  60009. interface Scene {
  60010. /** @hidden (Backing field) */
  60011. _physicsEngine: Nullable<IPhysicsEngine>;
  60012. /**
  60013. * Gets the current physics engine
  60014. * @returns a IPhysicsEngine or null if none attached
  60015. */
  60016. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  60017. /**
  60018. * Enables physics to the current scene
  60019. * @param gravity defines the scene's gravity for the physics engine
  60020. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  60021. * @return a boolean indicating if the physics engine was initialized
  60022. */
  60023. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  60024. /**
  60025. * Disables and disposes the physics engine associated with the scene
  60026. */
  60027. disablePhysicsEngine(): void;
  60028. /**
  60029. * Gets a boolean indicating if there is an active physics engine
  60030. * @returns a boolean indicating if there is an active physics engine
  60031. */
  60032. isPhysicsEnabled(): boolean;
  60033. /**
  60034. * Deletes a physics compound impostor
  60035. * @param compound defines the compound to delete
  60036. */
  60037. deleteCompoundImpostor(compound: any): void;
  60038. /**
  60039. * An event triggered when physic simulation is about to be run
  60040. */
  60041. onBeforePhysicsObservable: Observable<Scene>;
  60042. /**
  60043. * An event triggered when physic simulation has been done
  60044. */
  60045. onAfterPhysicsObservable: Observable<Scene>;
  60046. }
  60047. }
  60048. module "babylonjs/Meshes/abstractMesh" {
  60049. interface AbstractMesh {
  60050. /** @hidden */
  60051. _physicsImpostor: Nullable<PhysicsImpostor>;
  60052. /**
  60053. * Gets or sets impostor used for physic simulation
  60054. * @see http://doc.babylonjs.com/features/physics_engine
  60055. */
  60056. physicsImpostor: Nullable<PhysicsImpostor>;
  60057. /**
  60058. * Gets the current physics impostor
  60059. * @see http://doc.babylonjs.com/features/physics_engine
  60060. * @returns a physics impostor or null
  60061. */
  60062. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  60063. /** Apply a physic impulse to the mesh
  60064. * @param force defines the force to apply
  60065. * @param contactPoint defines where to apply the force
  60066. * @returns the current mesh
  60067. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  60068. */
  60069. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  60070. /**
  60071. * Creates a physic joint between two meshes
  60072. * @param otherMesh defines the other mesh to use
  60073. * @param pivot1 defines the pivot to use on this mesh
  60074. * @param pivot2 defines the pivot to use on the other mesh
  60075. * @param options defines additional options (can be plugin dependent)
  60076. * @returns the current mesh
  60077. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  60078. */
  60079. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  60080. /** @hidden */
  60081. _disposePhysicsObserver: Nullable<Observer<Node>>;
  60082. }
  60083. }
  60084. /**
  60085. * Defines the physics engine scene component responsible to manage a physics engine
  60086. */
  60087. export class PhysicsEngineSceneComponent implements ISceneComponent {
  60088. /**
  60089. * The component name helpful to identify the component in the list of scene components.
  60090. */
  60091. readonly name: string;
  60092. /**
  60093. * The scene the component belongs to.
  60094. */
  60095. scene: Scene;
  60096. /**
  60097. * Creates a new instance of the component for the given scene
  60098. * @param scene Defines the scene to register the component in
  60099. */
  60100. constructor(scene: Scene);
  60101. /**
  60102. * Registers the component in a given scene
  60103. */
  60104. register(): void;
  60105. /**
  60106. * Rebuilds the elements related to this component in case of
  60107. * context lost for instance.
  60108. */
  60109. rebuild(): void;
  60110. /**
  60111. * Disposes the component and the associated ressources
  60112. */
  60113. dispose(): void;
  60114. }
  60115. }
  60116. declare module "babylonjs/Physics/physicsHelper" {
  60117. import { Nullable } from "babylonjs/types";
  60118. import { Vector3 } from "babylonjs/Maths/math.vector";
  60119. import { Mesh } from "babylonjs/Meshes/mesh";
  60120. import { Scene } from "babylonjs/scene";
  60121. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  60122. /**
  60123. * A helper for physics simulations
  60124. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60125. */
  60126. export class PhysicsHelper {
  60127. private _scene;
  60128. private _physicsEngine;
  60129. /**
  60130. * Initializes the Physics helper
  60131. * @param scene Babylon.js scene
  60132. */
  60133. constructor(scene: Scene);
  60134. /**
  60135. * Applies a radial explosion impulse
  60136. * @param origin the origin of the explosion
  60137. * @param radiusOrEventOptions the radius or the options of radial explosion
  60138. * @param strength the explosion strength
  60139. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60140. * @returns A physics radial explosion event, or null
  60141. */
  60142. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  60143. /**
  60144. * Applies a radial explosion force
  60145. * @param origin the origin of the explosion
  60146. * @param radiusOrEventOptions the radius or the options of radial explosion
  60147. * @param strength the explosion strength
  60148. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60149. * @returns A physics radial explosion event, or null
  60150. */
  60151. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  60152. /**
  60153. * Creates a gravitational field
  60154. * @param origin the origin of the explosion
  60155. * @param radiusOrEventOptions the radius or the options of radial explosion
  60156. * @param strength the explosion strength
  60157. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60158. * @returns A physics gravitational field event, or null
  60159. */
  60160. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  60161. /**
  60162. * Creates a physics updraft event
  60163. * @param origin the origin of the updraft
  60164. * @param radiusOrEventOptions the radius or the options of the updraft
  60165. * @param strength the strength of the updraft
  60166. * @param height the height of the updraft
  60167. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  60168. * @returns A physics updraft event, or null
  60169. */
  60170. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  60171. /**
  60172. * Creates a physics vortex event
  60173. * @param origin the of the vortex
  60174. * @param radiusOrEventOptions the radius or the options of the vortex
  60175. * @param strength the strength of the vortex
  60176. * @param height the height of the vortex
  60177. * @returns a Physics vortex event, or null
  60178. * A physics vortex event or null
  60179. */
  60180. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  60181. }
  60182. /**
  60183. * Represents a physics radial explosion event
  60184. */
  60185. class PhysicsRadialExplosionEvent {
  60186. private _scene;
  60187. private _options;
  60188. private _sphere;
  60189. private _dataFetched;
  60190. /**
  60191. * Initializes a radial explosioin event
  60192. * @param _scene BabylonJS scene
  60193. * @param _options The options for the vortex event
  60194. */
  60195. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  60196. /**
  60197. * Returns the data related to the radial explosion event (sphere).
  60198. * @returns The radial explosion event data
  60199. */
  60200. getData(): PhysicsRadialExplosionEventData;
  60201. /**
  60202. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  60203. * @param impostor A physics imposter
  60204. * @param origin the origin of the explosion
  60205. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  60206. */
  60207. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  60208. /**
  60209. * Triggers affecterd impostors callbacks
  60210. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  60211. */
  60212. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  60213. /**
  60214. * Disposes the sphere.
  60215. * @param force Specifies if the sphere should be disposed by force
  60216. */
  60217. dispose(force?: boolean): void;
  60218. /*** Helpers ***/
  60219. private _prepareSphere;
  60220. private _intersectsWithSphere;
  60221. }
  60222. /**
  60223. * Represents a gravitational field event
  60224. */
  60225. class PhysicsGravitationalFieldEvent {
  60226. private _physicsHelper;
  60227. private _scene;
  60228. private _origin;
  60229. private _options;
  60230. private _tickCallback;
  60231. private _sphere;
  60232. private _dataFetched;
  60233. /**
  60234. * Initializes the physics gravitational field event
  60235. * @param _physicsHelper A physics helper
  60236. * @param _scene BabylonJS scene
  60237. * @param _origin The origin position of the gravitational field event
  60238. * @param _options The options for the vortex event
  60239. */
  60240. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  60241. /**
  60242. * Returns the data related to the gravitational field event (sphere).
  60243. * @returns A gravitational field event
  60244. */
  60245. getData(): PhysicsGravitationalFieldEventData;
  60246. /**
  60247. * Enables the gravitational field.
  60248. */
  60249. enable(): void;
  60250. /**
  60251. * Disables the gravitational field.
  60252. */
  60253. disable(): void;
  60254. /**
  60255. * Disposes the sphere.
  60256. * @param force The force to dispose from the gravitational field event
  60257. */
  60258. dispose(force?: boolean): void;
  60259. private _tick;
  60260. }
  60261. /**
  60262. * Represents a physics updraft event
  60263. */
  60264. class PhysicsUpdraftEvent {
  60265. private _scene;
  60266. private _origin;
  60267. private _options;
  60268. private _physicsEngine;
  60269. private _originTop;
  60270. private _originDirection;
  60271. private _tickCallback;
  60272. private _cylinder;
  60273. private _cylinderPosition;
  60274. private _dataFetched;
  60275. /**
  60276. * Initializes the physics updraft event
  60277. * @param _scene BabylonJS scene
  60278. * @param _origin The origin position of the updraft
  60279. * @param _options The options for the updraft event
  60280. */
  60281. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  60282. /**
  60283. * Returns the data related to the updraft event (cylinder).
  60284. * @returns A physics updraft event
  60285. */
  60286. getData(): PhysicsUpdraftEventData;
  60287. /**
  60288. * Enables the updraft.
  60289. */
  60290. enable(): void;
  60291. /**
  60292. * Disables the updraft.
  60293. */
  60294. disable(): void;
  60295. /**
  60296. * Disposes the cylinder.
  60297. * @param force Specifies if the updraft should be disposed by force
  60298. */
  60299. dispose(force?: boolean): void;
  60300. private getImpostorHitData;
  60301. private _tick;
  60302. /*** Helpers ***/
  60303. private _prepareCylinder;
  60304. private _intersectsWithCylinder;
  60305. }
  60306. /**
  60307. * Represents a physics vortex event
  60308. */
  60309. class PhysicsVortexEvent {
  60310. private _scene;
  60311. private _origin;
  60312. private _options;
  60313. private _physicsEngine;
  60314. private _originTop;
  60315. private _tickCallback;
  60316. private _cylinder;
  60317. private _cylinderPosition;
  60318. private _dataFetched;
  60319. /**
  60320. * Initializes the physics vortex event
  60321. * @param _scene The BabylonJS scene
  60322. * @param _origin The origin position of the vortex
  60323. * @param _options The options for the vortex event
  60324. */
  60325. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  60326. /**
  60327. * Returns the data related to the vortex event (cylinder).
  60328. * @returns The physics vortex event data
  60329. */
  60330. getData(): PhysicsVortexEventData;
  60331. /**
  60332. * Enables the vortex.
  60333. */
  60334. enable(): void;
  60335. /**
  60336. * Disables the cortex.
  60337. */
  60338. disable(): void;
  60339. /**
  60340. * Disposes the sphere.
  60341. * @param force
  60342. */
  60343. dispose(force?: boolean): void;
  60344. private getImpostorHitData;
  60345. private _tick;
  60346. /*** Helpers ***/
  60347. private _prepareCylinder;
  60348. private _intersectsWithCylinder;
  60349. }
  60350. /**
  60351. * Options fot the radial explosion event
  60352. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60353. */
  60354. export class PhysicsRadialExplosionEventOptions {
  60355. /**
  60356. * The radius of the sphere for the radial explosion.
  60357. */
  60358. radius: number;
  60359. /**
  60360. * The strenth of the explosion.
  60361. */
  60362. strength: number;
  60363. /**
  60364. * The strenght of the force in correspondence to the distance of the affected object
  60365. */
  60366. falloff: PhysicsRadialImpulseFalloff;
  60367. /**
  60368. * Sphere options for the radial explosion.
  60369. */
  60370. sphere: {
  60371. segments: number;
  60372. diameter: number;
  60373. };
  60374. /**
  60375. * Sphere options for the radial explosion.
  60376. */
  60377. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  60378. }
  60379. /**
  60380. * Options fot the updraft event
  60381. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60382. */
  60383. export class PhysicsUpdraftEventOptions {
  60384. /**
  60385. * The radius of the cylinder for the vortex
  60386. */
  60387. radius: number;
  60388. /**
  60389. * The strenth of the updraft.
  60390. */
  60391. strength: number;
  60392. /**
  60393. * The height of the cylinder for the updraft.
  60394. */
  60395. height: number;
  60396. /**
  60397. * The mode for the the updraft.
  60398. */
  60399. updraftMode: PhysicsUpdraftMode;
  60400. }
  60401. /**
  60402. * Options fot the vortex event
  60403. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60404. */
  60405. export class PhysicsVortexEventOptions {
  60406. /**
  60407. * The radius of the cylinder for the vortex
  60408. */
  60409. radius: number;
  60410. /**
  60411. * The strenth of the vortex.
  60412. */
  60413. strength: number;
  60414. /**
  60415. * The height of the cylinder for the vortex.
  60416. */
  60417. height: number;
  60418. /**
  60419. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  60420. */
  60421. centripetalForceThreshold: number;
  60422. /**
  60423. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  60424. */
  60425. centripetalForceMultiplier: number;
  60426. /**
  60427. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  60428. */
  60429. centrifugalForceMultiplier: number;
  60430. /**
  60431. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  60432. */
  60433. updraftForceMultiplier: number;
  60434. }
  60435. /**
  60436. * The strenght of the force in correspondence to the distance of the affected object
  60437. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60438. */
  60439. export enum PhysicsRadialImpulseFalloff {
  60440. /** Defines that impulse is constant in strength across it's whole radius */
  60441. Constant = 0,
  60442. /** Defines that impulse gets weaker if it's further from the origin */
  60443. Linear = 1
  60444. }
  60445. /**
  60446. * The strength of the force in correspondence to the distance of the affected object
  60447. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60448. */
  60449. export enum PhysicsUpdraftMode {
  60450. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  60451. Center = 0,
  60452. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  60453. Perpendicular = 1
  60454. }
  60455. /**
  60456. * Interface for a physics hit data
  60457. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60458. */
  60459. export interface PhysicsHitData {
  60460. /**
  60461. * The force applied at the contact point
  60462. */
  60463. force: Vector3;
  60464. /**
  60465. * The contact point
  60466. */
  60467. contactPoint: Vector3;
  60468. /**
  60469. * The distance from the origin to the contact point
  60470. */
  60471. distanceFromOrigin: number;
  60472. }
  60473. /**
  60474. * Interface for radial explosion event data
  60475. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60476. */
  60477. export interface PhysicsRadialExplosionEventData {
  60478. /**
  60479. * A sphere used for the radial explosion event
  60480. */
  60481. sphere: Mesh;
  60482. }
  60483. /**
  60484. * Interface for gravitational field event data
  60485. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60486. */
  60487. export interface PhysicsGravitationalFieldEventData {
  60488. /**
  60489. * A sphere mesh used for the gravitational field event
  60490. */
  60491. sphere: Mesh;
  60492. }
  60493. /**
  60494. * Interface for updraft event data
  60495. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60496. */
  60497. export interface PhysicsUpdraftEventData {
  60498. /**
  60499. * A cylinder used for the updraft event
  60500. */
  60501. cylinder: Mesh;
  60502. }
  60503. /**
  60504. * Interface for vortex event data
  60505. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60506. */
  60507. export interface PhysicsVortexEventData {
  60508. /**
  60509. * A cylinder used for the vortex event
  60510. */
  60511. cylinder: Mesh;
  60512. }
  60513. /**
  60514. * Interface for an affected physics impostor
  60515. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60516. */
  60517. export interface PhysicsAffectedImpostorWithData {
  60518. /**
  60519. * The impostor affected by the effect
  60520. */
  60521. impostor: PhysicsImpostor;
  60522. /**
  60523. * The data about the hit/horce from the explosion
  60524. */
  60525. hitData: PhysicsHitData;
  60526. }
  60527. }
  60528. declare module "babylonjs/Physics/Plugins/index" {
  60529. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  60530. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  60531. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  60532. }
  60533. declare module "babylonjs/Physics/index" {
  60534. export * from "babylonjs/Physics/IPhysicsEngine";
  60535. export * from "babylonjs/Physics/physicsEngine";
  60536. export * from "babylonjs/Physics/physicsEngineComponent";
  60537. export * from "babylonjs/Physics/physicsHelper";
  60538. export * from "babylonjs/Physics/physicsImpostor";
  60539. export * from "babylonjs/Physics/physicsJoint";
  60540. export * from "babylonjs/Physics/Plugins/index";
  60541. }
  60542. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  60543. /** @hidden */
  60544. export var blackAndWhitePixelShader: {
  60545. name: string;
  60546. shader: string;
  60547. };
  60548. }
  60549. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  60550. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60551. import { Camera } from "babylonjs/Cameras/camera";
  60552. import { Engine } from "babylonjs/Engines/engine";
  60553. import "babylonjs/Shaders/blackAndWhite.fragment";
  60554. /**
  60555. * Post process used to render in black and white
  60556. */
  60557. export class BlackAndWhitePostProcess extends PostProcess {
  60558. /**
  60559. * Linear about to convert he result to black and white (default: 1)
  60560. */
  60561. degree: number;
  60562. /**
  60563. * Creates a black and white post process
  60564. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  60565. * @param name The name of the effect.
  60566. * @param options The required width/height ratio to downsize to before computing the render pass.
  60567. * @param camera The camera to apply the render pass to.
  60568. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60569. * @param engine The engine which the post process will be applied. (default: current engine)
  60570. * @param reusable If the post process can be reused on the same frame. (default: false)
  60571. */
  60572. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60573. }
  60574. }
  60575. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  60576. import { Nullable } from "babylonjs/types";
  60577. import { Camera } from "babylonjs/Cameras/camera";
  60578. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60579. import { Engine } from "babylonjs/Engines/engine";
  60580. /**
  60581. * This represents a set of one or more post processes in Babylon.
  60582. * A post process can be used to apply a shader to a texture after it is rendered.
  60583. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60584. */
  60585. export class PostProcessRenderEffect {
  60586. private _postProcesses;
  60587. private _getPostProcesses;
  60588. private _singleInstance;
  60589. private _cameras;
  60590. private _indicesForCamera;
  60591. /**
  60592. * Name of the effect
  60593. * @hidden
  60594. */
  60595. _name: string;
  60596. /**
  60597. * Instantiates a post process render effect.
  60598. * A post process can be used to apply a shader to a texture after it is rendered.
  60599. * @param engine The engine the effect is tied to
  60600. * @param name The name of the effect
  60601. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  60602. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  60603. */
  60604. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  60605. /**
  60606. * Checks if all the post processes in the effect are supported.
  60607. */
  60608. readonly isSupported: boolean;
  60609. /**
  60610. * Updates the current state of the effect
  60611. * @hidden
  60612. */
  60613. _update(): void;
  60614. /**
  60615. * Attaches the effect on cameras
  60616. * @param cameras The camera to attach to.
  60617. * @hidden
  60618. */
  60619. _attachCameras(cameras: Camera): void;
  60620. /**
  60621. * Attaches the effect on cameras
  60622. * @param cameras The camera to attach to.
  60623. * @hidden
  60624. */
  60625. _attachCameras(cameras: Camera[]): void;
  60626. /**
  60627. * Detaches the effect on cameras
  60628. * @param cameras The camera to detatch from.
  60629. * @hidden
  60630. */
  60631. _detachCameras(cameras: Camera): void;
  60632. /**
  60633. * Detatches the effect on cameras
  60634. * @param cameras The camera to detatch from.
  60635. * @hidden
  60636. */
  60637. _detachCameras(cameras: Camera[]): void;
  60638. /**
  60639. * Enables the effect on given cameras
  60640. * @param cameras The camera to enable.
  60641. * @hidden
  60642. */
  60643. _enable(cameras: Camera): void;
  60644. /**
  60645. * Enables the effect on given cameras
  60646. * @param cameras The camera to enable.
  60647. * @hidden
  60648. */
  60649. _enable(cameras: Nullable<Camera[]>): void;
  60650. /**
  60651. * Disables the effect on the given cameras
  60652. * @param cameras The camera to disable.
  60653. * @hidden
  60654. */
  60655. _disable(cameras: Camera): void;
  60656. /**
  60657. * Disables the effect on the given cameras
  60658. * @param cameras The camera to disable.
  60659. * @hidden
  60660. */
  60661. _disable(cameras: Nullable<Camera[]>): void;
  60662. /**
  60663. * Gets a list of the post processes contained in the effect.
  60664. * @param camera The camera to get the post processes on.
  60665. * @returns The list of the post processes in the effect.
  60666. */
  60667. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  60668. }
  60669. }
  60670. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  60671. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  60672. /** @hidden */
  60673. export var extractHighlightsPixelShader: {
  60674. name: string;
  60675. shader: string;
  60676. };
  60677. }
  60678. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  60679. import { Nullable } from "babylonjs/types";
  60680. import { Camera } from "babylonjs/Cameras/camera";
  60681. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60682. import { Engine } from "babylonjs/Engines/engine";
  60683. import "babylonjs/Shaders/extractHighlights.fragment";
  60684. /**
  60685. * 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.
  60686. */
  60687. export class ExtractHighlightsPostProcess extends PostProcess {
  60688. /**
  60689. * The luminance threshold, pixels below this value will be set to black.
  60690. */
  60691. threshold: number;
  60692. /** @hidden */
  60693. _exposure: number;
  60694. /**
  60695. * Post process which has the input texture to be used when performing highlight extraction
  60696. * @hidden
  60697. */
  60698. _inputPostProcess: Nullable<PostProcess>;
  60699. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60700. }
  60701. }
  60702. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  60703. /** @hidden */
  60704. export var bloomMergePixelShader: {
  60705. name: string;
  60706. shader: string;
  60707. };
  60708. }
  60709. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  60710. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60711. import { Nullable } from "babylonjs/types";
  60712. import { Engine } from "babylonjs/Engines/engine";
  60713. import { Camera } from "babylonjs/Cameras/camera";
  60714. import "babylonjs/Shaders/bloomMerge.fragment";
  60715. /**
  60716. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  60717. */
  60718. export class BloomMergePostProcess extends PostProcess {
  60719. /** Weight of the bloom to be added to the original input. */
  60720. weight: number;
  60721. /**
  60722. * Creates a new instance of @see BloomMergePostProcess
  60723. * @param name The name of the effect.
  60724. * @param originalFromInput Post process which's input will be used for the merge.
  60725. * @param blurred Blurred highlights post process which's output will be used.
  60726. * @param weight Weight of the bloom to be added to the original input.
  60727. * @param options The required width/height ratio to downsize to before computing the render pass.
  60728. * @param camera The camera to apply the render pass to.
  60729. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60730. * @param engine The engine which the post process will be applied. (default: current engine)
  60731. * @param reusable If the post process can be reused on the same frame. (default: false)
  60732. * @param textureType Type of textures used when performing the post process. (default: 0)
  60733. * @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)
  60734. */
  60735. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  60736. /** Weight of the bloom to be added to the original input. */
  60737. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60738. }
  60739. }
  60740. declare module "babylonjs/PostProcesses/bloomEffect" {
  60741. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60742. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60743. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  60744. import { Camera } from "babylonjs/Cameras/camera";
  60745. import { Scene } from "babylonjs/scene";
  60746. /**
  60747. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  60748. */
  60749. export class BloomEffect extends PostProcessRenderEffect {
  60750. private bloomScale;
  60751. /**
  60752. * @hidden Internal
  60753. */
  60754. _effects: Array<PostProcess>;
  60755. /**
  60756. * @hidden Internal
  60757. */
  60758. _downscale: ExtractHighlightsPostProcess;
  60759. private _blurX;
  60760. private _blurY;
  60761. private _merge;
  60762. /**
  60763. * The luminance threshold to find bright areas of the image to bloom.
  60764. */
  60765. threshold: number;
  60766. /**
  60767. * The strength of the bloom.
  60768. */
  60769. weight: number;
  60770. /**
  60771. * Specifies the size of the bloom blur kernel, relative to the final output size
  60772. */
  60773. kernel: number;
  60774. /**
  60775. * Creates a new instance of @see BloomEffect
  60776. * @param scene The scene the effect belongs to.
  60777. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  60778. * @param bloomKernel The size of the kernel to be used when applying the blur.
  60779. * @param bloomWeight The the strength of bloom.
  60780. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  60781. * @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)
  60782. */
  60783. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  60784. /**
  60785. * Disposes each of the internal effects for a given camera.
  60786. * @param camera The camera to dispose the effect on.
  60787. */
  60788. disposeEffects(camera: Camera): void;
  60789. /**
  60790. * @hidden Internal
  60791. */
  60792. _updateEffects(): void;
  60793. /**
  60794. * Internal
  60795. * @returns if all the contained post processes are ready.
  60796. * @hidden
  60797. */
  60798. _isReady(): boolean;
  60799. }
  60800. }
  60801. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  60802. /** @hidden */
  60803. export var chromaticAberrationPixelShader: {
  60804. name: string;
  60805. shader: string;
  60806. };
  60807. }
  60808. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  60809. import { Vector2 } from "babylonjs/Maths/math.vector";
  60810. import { Nullable } from "babylonjs/types";
  60811. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60812. import { Camera } from "babylonjs/Cameras/camera";
  60813. import { Engine } from "babylonjs/Engines/engine";
  60814. import "babylonjs/Shaders/chromaticAberration.fragment";
  60815. /**
  60816. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  60817. */
  60818. export class ChromaticAberrationPostProcess extends PostProcess {
  60819. /**
  60820. * The amount of seperation of rgb channels (default: 30)
  60821. */
  60822. aberrationAmount: number;
  60823. /**
  60824. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  60825. */
  60826. radialIntensity: number;
  60827. /**
  60828. * 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))
  60829. */
  60830. direction: Vector2;
  60831. /**
  60832. * 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))
  60833. */
  60834. centerPosition: Vector2;
  60835. /**
  60836. * Creates a new instance ChromaticAberrationPostProcess
  60837. * @param name The name of the effect.
  60838. * @param screenWidth The width of the screen to apply the effect on.
  60839. * @param screenHeight The height of the screen to apply the effect on.
  60840. * @param options The required width/height ratio to downsize to before computing the render pass.
  60841. * @param camera The camera to apply the render pass to.
  60842. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60843. * @param engine The engine which the post process will be applied. (default: current engine)
  60844. * @param reusable If the post process can be reused on the same frame. (default: false)
  60845. * @param textureType Type of textures used when performing the post process. (default: 0)
  60846. * @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)
  60847. */
  60848. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60849. }
  60850. }
  60851. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  60852. /** @hidden */
  60853. export var circleOfConfusionPixelShader: {
  60854. name: string;
  60855. shader: string;
  60856. };
  60857. }
  60858. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  60859. import { Nullable } from "babylonjs/types";
  60860. import { Engine } from "babylonjs/Engines/engine";
  60861. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60862. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  60863. import { Camera } from "babylonjs/Cameras/camera";
  60864. import "babylonjs/Shaders/circleOfConfusion.fragment";
  60865. /**
  60866. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  60867. */
  60868. export class CircleOfConfusionPostProcess extends PostProcess {
  60869. /**
  60870. * 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.
  60871. */
  60872. lensSize: number;
  60873. /**
  60874. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  60875. */
  60876. fStop: number;
  60877. /**
  60878. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  60879. */
  60880. focusDistance: number;
  60881. /**
  60882. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  60883. */
  60884. focalLength: number;
  60885. private _depthTexture;
  60886. /**
  60887. * Creates a new instance CircleOfConfusionPostProcess
  60888. * @param name The name of the effect.
  60889. * @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.
  60890. * @param options The required width/height ratio to downsize to before computing the render pass.
  60891. * @param camera The camera to apply the render pass to.
  60892. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60893. * @param engine The engine which the post process will be applied. (default: current engine)
  60894. * @param reusable If the post process can be reused on the same frame. (default: false)
  60895. * @param textureType Type of textures used when performing the post process. (default: 0)
  60896. * @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)
  60897. */
  60898. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60899. /**
  60900. * 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.
  60901. */
  60902. depthTexture: RenderTargetTexture;
  60903. }
  60904. }
  60905. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  60906. /** @hidden */
  60907. export var colorCorrectionPixelShader: {
  60908. name: string;
  60909. shader: string;
  60910. };
  60911. }
  60912. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  60913. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60914. import { Engine } from "babylonjs/Engines/engine";
  60915. import { Camera } from "babylonjs/Cameras/camera";
  60916. import "babylonjs/Shaders/colorCorrection.fragment";
  60917. /**
  60918. *
  60919. * This post-process allows the modification of rendered colors by using
  60920. * a 'look-up table' (LUT). This effect is also called Color Grading.
  60921. *
  60922. * The object needs to be provided an url to a texture containing the color
  60923. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  60924. * Use an image editing software to tweak the LUT to match your needs.
  60925. *
  60926. * For an example of a color LUT, see here:
  60927. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  60928. * For explanations on color grading, see here:
  60929. * @see http://udn.epicgames.com/Three/ColorGrading.html
  60930. *
  60931. */
  60932. export class ColorCorrectionPostProcess extends PostProcess {
  60933. private _colorTableTexture;
  60934. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60935. }
  60936. }
  60937. declare module "babylonjs/Shaders/convolution.fragment" {
  60938. /** @hidden */
  60939. export var convolutionPixelShader: {
  60940. name: string;
  60941. shader: string;
  60942. };
  60943. }
  60944. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  60945. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60946. import { Nullable } from "babylonjs/types";
  60947. import { Camera } from "babylonjs/Cameras/camera";
  60948. import { Engine } from "babylonjs/Engines/engine";
  60949. import "babylonjs/Shaders/convolution.fragment";
  60950. /**
  60951. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  60952. * input texture to perform effects such as edge detection or sharpening
  60953. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  60954. */
  60955. export class ConvolutionPostProcess extends PostProcess {
  60956. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  60957. kernel: number[];
  60958. /**
  60959. * Creates a new instance ConvolutionPostProcess
  60960. * @param name The name of the effect.
  60961. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  60962. * @param options The required width/height ratio to downsize to before computing the render pass.
  60963. * @param camera The camera to apply the render pass to.
  60964. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60965. * @param engine The engine which the post process will be applied. (default: current engine)
  60966. * @param reusable If the post process can be reused on the same frame. (default: false)
  60967. * @param textureType Type of textures used when performing the post process. (default: 0)
  60968. */
  60969. constructor(name: string,
  60970. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  60971. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60972. /**
  60973. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60974. */
  60975. static EdgeDetect0Kernel: number[];
  60976. /**
  60977. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60978. */
  60979. static EdgeDetect1Kernel: number[];
  60980. /**
  60981. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60982. */
  60983. static EdgeDetect2Kernel: number[];
  60984. /**
  60985. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60986. */
  60987. static SharpenKernel: number[];
  60988. /**
  60989. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60990. */
  60991. static EmbossKernel: number[];
  60992. /**
  60993. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60994. */
  60995. static GaussianKernel: number[];
  60996. }
  60997. }
  60998. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  60999. import { Nullable } from "babylonjs/types";
  61000. import { Vector2 } from "babylonjs/Maths/math.vector";
  61001. import { Camera } from "babylonjs/Cameras/camera";
  61002. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61003. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  61004. import { Engine } from "babylonjs/Engines/engine";
  61005. import { Scene } from "babylonjs/scene";
  61006. /**
  61007. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  61008. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  61009. * based on samples that have a large difference in distance than the center pixel.
  61010. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  61011. */
  61012. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  61013. direction: Vector2;
  61014. /**
  61015. * Creates a new instance CircleOfConfusionPostProcess
  61016. * @param name The name of the effect.
  61017. * @param scene The scene the effect belongs to.
  61018. * @param direction The direction the blur should be applied.
  61019. * @param kernel The size of the kernel used to blur.
  61020. * @param options The required width/height ratio to downsize to before computing the render pass.
  61021. * @param camera The camera to apply the render pass to.
  61022. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  61023. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  61024. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61025. * @param engine The engine which the post process will be applied. (default: current engine)
  61026. * @param reusable If the post process can be reused on the same frame. (default: false)
  61027. * @param textureType Type of textures used when performing the post process. (default: 0)
  61028. * @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)
  61029. */
  61030. 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);
  61031. }
  61032. }
  61033. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  61034. /** @hidden */
  61035. export var depthOfFieldMergePixelShader: {
  61036. name: string;
  61037. shader: string;
  61038. };
  61039. }
  61040. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  61041. import { Nullable } from "babylonjs/types";
  61042. import { Camera } from "babylonjs/Cameras/camera";
  61043. import { Effect } from "babylonjs/Materials/effect";
  61044. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61045. import { Engine } from "babylonjs/Engines/engine";
  61046. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  61047. /**
  61048. * Options to be set when merging outputs from the default pipeline.
  61049. */
  61050. export class DepthOfFieldMergePostProcessOptions {
  61051. /**
  61052. * The original image to merge on top of
  61053. */
  61054. originalFromInput: PostProcess;
  61055. /**
  61056. * Parameters to perform the merge of the depth of field effect
  61057. */
  61058. depthOfField?: {
  61059. circleOfConfusion: PostProcess;
  61060. blurSteps: Array<PostProcess>;
  61061. };
  61062. /**
  61063. * Parameters to perform the merge of bloom effect
  61064. */
  61065. bloom?: {
  61066. blurred: PostProcess;
  61067. weight: number;
  61068. };
  61069. }
  61070. /**
  61071. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  61072. */
  61073. export class DepthOfFieldMergePostProcess extends PostProcess {
  61074. private blurSteps;
  61075. /**
  61076. * Creates a new instance of DepthOfFieldMergePostProcess
  61077. * @param name The name of the effect.
  61078. * @param originalFromInput Post process which's input will be used for the merge.
  61079. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  61080. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  61081. * @param options The required width/height ratio to downsize to before computing the render pass.
  61082. * @param camera The camera to apply the render pass to.
  61083. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61084. * @param engine The engine which the post process will be applied. (default: current engine)
  61085. * @param reusable If the post process can be reused on the same frame. (default: false)
  61086. * @param textureType Type of textures used when performing the post process. (default: 0)
  61087. * @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)
  61088. */
  61089. 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);
  61090. /**
  61091. * Updates the effect with the current post process compile time values and recompiles the shader.
  61092. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  61093. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  61094. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  61095. * @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
  61096. * @param onCompiled Called when the shader has been compiled.
  61097. * @param onError Called if there is an error when compiling a shader.
  61098. */
  61099. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  61100. }
  61101. }
  61102. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  61103. import { Nullable } from "babylonjs/types";
  61104. import { Camera } from "babylonjs/Cameras/camera";
  61105. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61106. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61107. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61108. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  61109. import { Scene } from "babylonjs/scene";
  61110. /**
  61111. * Specifies the level of max blur that should be applied when using the depth of field effect
  61112. */
  61113. export enum DepthOfFieldEffectBlurLevel {
  61114. /**
  61115. * Subtle blur
  61116. */
  61117. Low = 0,
  61118. /**
  61119. * Medium blur
  61120. */
  61121. Medium = 1,
  61122. /**
  61123. * Large blur
  61124. */
  61125. High = 2
  61126. }
  61127. /**
  61128. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  61129. */
  61130. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  61131. private _circleOfConfusion;
  61132. /**
  61133. * @hidden Internal, blurs from high to low
  61134. */
  61135. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  61136. private _depthOfFieldBlurY;
  61137. private _dofMerge;
  61138. /**
  61139. * @hidden Internal post processes in depth of field effect
  61140. */
  61141. _effects: Array<PostProcess>;
  61142. /**
  61143. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  61144. */
  61145. focalLength: number;
  61146. /**
  61147. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  61148. */
  61149. fStop: number;
  61150. /**
  61151. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  61152. */
  61153. focusDistance: number;
  61154. /**
  61155. * 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.
  61156. */
  61157. lensSize: number;
  61158. /**
  61159. * Creates a new instance DepthOfFieldEffect
  61160. * @param scene The scene the effect belongs to.
  61161. * @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.
  61162. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  61163. * @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)
  61164. */
  61165. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  61166. /**
  61167. * Get the current class name of the current effet
  61168. * @returns "DepthOfFieldEffect"
  61169. */
  61170. getClassName(): string;
  61171. /**
  61172. * 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.
  61173. */
  61174. depthTexture: RenderTargetTexture;
  61175. /**
  61176. * Disposes each of the internal effects for a given camera.
  61177. * @param camera The camera to dispose the effect on.
  61178. */
  61179. disposeEffects(camera: Camera): void;
  61180. /**
  61181. * @hidden Internal
  61182. */
  61183. _updateEffects(): void;
  61184. /**
  61185. * Internal
  61186. * @returns if all the contained post processes are ready.
  61187. * @hidden
  61188. */
  61189. _isReady(): boolean;
  61190. }
  61191. }
  61192. declare module "babylonjs/Shaders/displayPass.fragment" {
  61193. /** @hidden */
  61194. export var displayPassPixelShader: {
  61195. name: string;
  61196. shader: string;
  61197. };
  61198. }
  61199. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  61200. import { Nullable } from "babylonjs/types";
  61201. import { Camera } from "babylonjs/Cameras/camera";
  61202. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61203. import { Engine } from "babylonjs/Engines/engine";
  61204. import "babylonjs/Shaders/displayPass.fragment";
  61205. /**
  61206. * DisplayPassPostProcess which produces an output the same as it's input
  61207. */
  61208. export class DisplayPassPostProcess extends PostProcess {
  61209. /**
  61210. * Creates the DisplayPassPostProcess
  61211. * @param name The name of the effect.
  61212. * @param options The required width/height ratio to downsize to before computing the render pass.
  61213. * @param camera The camera to apply the render pass to.
  61214. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61215. * @param engine The engine which the post process will be applied. (default: current engine)
  61216. * @param reusable If the post process can be reused on the same frame. (default: false)
  61217. */
  61218. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61219. }
  61220. }
  61221. declare module "babylonjs/Shaders/filter.fragment" {
  61222. /** @hidden */
  61223. export var filterPixelShader: {
  61224. name: string;
  61225. shader: string;
  61226. };
  61227. }
  61228. declare module "babylonjs/PostProcesses/filterPostProcess" {
  61229. import { Nullable } from "babylonjs/types";
  61230. import { Matrix } from "babylonjs/Maths/math.vector";
  61231. import { Camera } from "babylonjs/Cameras/camera";
  61232. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61233. import { Engine } from "babylonjs/Engines/engine";
  61234. import "babylonjs/Shaders/filter.fragment";
  61235. /**
  61236. * Applies a kernel filter to the image
  61237. */
  61238. export class FilterPostProcess extends PostProcess {
  61239. /** The matrix to be applied to the image */
  61240. kernelMatrix: Matrix;
  61241. /**
  61242. *
  61243. * @param name The name of the effect.
  61244. * @param kernelMatrix The matrix to be applied to the image
  61245. * @param options The required width/height ratio to downsize to before computing the render pass.
  61246. * @param camera The camera to apply the render pass to.
  61247. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61248. * @param engine The engine which the post process will be applied. (default: current engine)
  61249. * @param reusable If the post process can be reused on the same frame. (default: false)
  61250. */
  61251. constructor(name: string,
  61252. /** The matrix to be applied to the image */
  61253. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61254. }
  61255. }
  61256. declare module "babylonjs/Shaders/fxaa.fragment" {
  61257. /** @hidden */
  61258. export var fxaaPixelShader: {
  61259. name: string;
  61260. shader: string;
  61261. };
  61262. }
  61263. declare module "babylonjs/Shaders/fxaa.vertex" {
  61264. /** @hidden */
  61265. export var fxaaVertexShader: {
  61266. name: string;
  61267. shader: string;
  61268. };
  61269. }
  61270. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  61271. import { Nullable } from "babylonjs/types";
  61272. import { Camera } from "babylonjs/Cameras/camera";
  61273. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61274. import { Engine } from "babylonjs/Engines/engine";
  61275. import "babylonjs/Shaders/fxaa.fragment";
  61276. import "babylonjs/Shaders/fxaa.vertex";
  61277. /**
  61278. * Fxaa post process
  61279. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  61280. */
  61281. export class FxaaPostProcess extends PostProcess {
  61282. /** @hidden */
  61283. texelWidth: number;
  61284. /** @hidden */
  61285. texelHeight: number;
  61286. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  61287. private _getDefines;
  61288. }
  61289. }
  61290. declare module "babylonjs/Shaders/grain.fragment" {
  61291. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61292. /** @hidden */
  61293. export var grainPixelShader: {
  61294. name: string;
  61295. shader: string;
  61296. };
  61297. }
  61298. declare module "babylonjs/PostProcesses/grainPostProcess" {
  61299. import { Nullable } from "babylonjs/types";
  61300. import { Camera } from "babylonjs/Cameras/camera";
  61301. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61302. import { Engine } from "babylonjs/Engines/engine";
  61303. import "babylonjs/Shaders/grain.fragment";
  61304. /**
  61305. * The GrainPostProcess adds noise to the image at mid luminance levels
  61306. */
  61307. export class GrainPostProcess extends PostProcess {
  61308. /**
  61309. * The intensity of the grain added (default: 30)
  61310. */
  61311. intensity: number;
  61312. /**
  61313. * If the grain should be randomized on every frame
  61314. */
  61315. animated: boolean;
  61316. /**
  61317. * Creates a new instance of @see GrainPostProcess
  61318. * @param name The name of the effect.
  61319. * @param options The required width/height ratio to downsize to before computing the render pass.
  61320. * @param camera The camera to apply the render pass to.
  61321. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61322. * @param engine The engine which the post process will be applied. (default: current engine)
  61323. * @param reusable If the post process can be reused on the same frame. (default: false)
  61324. * @param textureType Type of textures used when performing the post process. (default: 0)
  61325. * @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)
  61326. */
  61327. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61328. }
  61329. }
  61330. declare module "babylonjs/Shaders/highlights.fragment" {
  61331. /** @hidden */
  61332. export var highlightsPixelShader: {
  61333. name: string;
  61334. shader: string;
  61335. };
  61336. }
  61337. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  61338. import { Nullable } from "babylonjs/types";
  61339. import { Camera } from "babylonjs/Cameras/camera";
  61340. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61341. import { Engine } from "babylonjs/Engines/engine";
  61342. import "babylonjs/Shaders/highlights.fragment";
  61343. /**
  61344. * Extracts highlights from the image
  61345. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  61346. */
  61347. export class HighlightsPostProcess extends PostProcess {
  61348. /**
  61349. * Extracts highlights from the image
  61350. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  61351. * @param name The name of the effect.
  61352. * @param options The required width/height ratio to downsize to before computing the render pass.
  61353. * @param camera The camera to apply the render pass to.
  61354. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61355. * @param engine The engine which the post process will be applied. (default: current engine)
  61356. * @param reusable If the post process can be reused on the same frame. (default: false)
  61357. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  61358. */
  61359. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  61360. }
  61361. }
  61362. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  61363. /** @hidden */
  61364. export var mrtFragmentDeclaration: {
  61365. name: string;
  61366. shader: string;
  61367. };
  61368. }
  61369. declare module "babylonjs/Shaders/geometry.fragment" {
  61370. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  61371. /** @hidden */
  61372. export var geometryPixelShader: {
  61373. name: string;
  61374. shader: string;
  61375. };
  61376. }
  61377. declare module "babylonjs/Shaders/geometry.vertex" {
  61378. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61379. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61380. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61381. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61382. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61383. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61384. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61385. /** @hidden */
  61386. export var geometryVertexShader: {
  61387. name: string;
  61388. shader: string;
  61389. };
  61390. }
  61391. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  61392. import { Matrix } from "babylonjs/Maths/math.vector";
  61393. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61394. import { Mesh } from "babylonjs/Meshes/mesh";
  61395. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  61396. import { Effect } from "babylonjs/Materials/effect";
  61397. import { Scene } from "babylonjs/scene";
  61398. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61399. import "babylonjs/Shaders/geometry.fragment";
  61400. import "babylonjs/Shaders/geometry.vertex";
  61401. /** @hidden */
  61402. interface ISavedTransformationMatrix {
  61403. world: Matrix;
  61404. viewProjection: Matrix;
  61405. }
  61406. /**
  61407. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  61408. */
  61409. export class GeometryBufferRenderer {
  61410. /**
  61411. * Constant used to retrieve the position texture index in the G-Buffer textures array
  61412. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  61413. */
  61414. static readonly POSITION_TEXTURE_TYPE: number;
  61415. /**
  61416. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  61417. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  61418. */
  61419. static readonly VELOCITY_TEXTURE_TYPE: number;
  61420. /**
  61421. * Dictionary used to store the previous transformation matrices of each rendered mesh
  61422. * in order to compute objects velocities when enableVelocity is set to "true"
  61423. * @hidden
  61424. */
  61425. _previousTransformationMatrices: {
  61426. [index: number]: ISavedTransformationMatrix;
  61427. };
  61428. /**
  61429. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  61430. * in order to compute objects velocities when enableVelocity is set to "true"
  61431. * @hidden
  61432. */
  61433. _previousBonesTransformationMatrices: {
  61434. [index: number]: Float32Array;
  61435. };
  61436. /**
  61437. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  61438. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  61439. */
  61440. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  61441. private _scene;
  61442. private _multiRenderTarget;
  61443. private _ratio;
  61444. private _enablePosition;
  61445. private _enableVelocity;
  61446. private _positionIndex;
  61447. private _velocityIndex;
  61448. protected _effect: Effect;
  61449. protected _cachedDefines: string;
  61450. /**
  61451. * Set the render list (meshes to be rendered) used in the G buffer.
  61452. */
  61453. renderList: Mesh[];
  61454. /**
  61455. * Gets wether or not G buffer are supported by the running hardware.
  61456. * This requires draw buffer supports
  61457. */
  61458. readonly isSupported: boolean;
  61459. /**
  61460. * Returns the index of the given texture type in the G-Buffer textures array
  61461. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  61462. * @returns the index of the given texture type in the G-Buffer textures array
  61463. */
  61464. getTextureIndex(textureType: number): number;
  61465. /**
  61466. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  61467. */
  61468. /**
  61469. * Sets whether or not objects positions are enabled for the G buffer.
  61470. */
  61471. enablePosition: boolean;
  61472. /**
  61473. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  61474. */
  61475. /**
  61476. * Sets wether or not objects velocities are enabled for the G buffer.
  61477. */
  61478. enableVelocity: boolean;
  61479. /**
  61480. * Gets the scene associated with the buffer.
  61481. */
  61482. readonly scene: Scene;
  61483. /**
  61484. * Gets the ratio used by the buffer during its creation.
  61485. * How big is the buffer related to the main canvas.
  61486. */
  61487. readonly ratio: number;
  61488. /** @hidden */
  61489. static _SceneComponentInitialization: (scene: Scene) => void;
  61490. /**
  61491. * Creates a new G Buffer for the scene
  61492. * @param scene The scene the buffer belongs to
  61493. * @param ratio How big is the buffer related to the main canvas.
  61494. */
  61495. constructor(scene: Scene, ratio?: number);
  61496. /**
  61497. * Checks wether everything is ready to render a submesh to the G buffer.
  61498. * @param subMesh the submesh to check readiness for
  61499. * @param useInstances is the mesh drawn using instance or not
  61500. * @returns true if ready otherwise false
  61501. */
  61502. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61503. /**
  61504. * Gets the current underlying G Buffer.
  61505. * @returns the buffer
  61506. */
  61507. getGBuffer(): MultiRenderTarget;
  61508. /**
  61509. * Gets the number of samples used to render the buffer (anti aliasing).
  61510. */
  61511. /**
  61512. * Sets the number of samples used to render the buffer (anti aliasing).
  61513. */
  61514. samples: number;
  61515. /**
  61516. * Disposes the renderer and frees up associated resources.
  61517. */
  61518. dispose(): void;
  61519. protected _createRenderTargets(): void;
  61520. private _copyBonesTransformationMatrices;
  61521. }
  61522. }
  61523. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  61524. import { Nullable } from "babylonjs/types";
  61525. import { Scene } from "babylonjs/scene";
  61526. import { ISceneComponent } from "babylonjs/sceneComponent";
  61527. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  61528. module "babylonjs/scene" {
  61529. interface Scene {
  61530. /** @hidden (Backing field) */
  61531. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  61532. /**
  61533. * Gets or Sets the current geometry buffer associated to the scene.
  61534. */
  61535. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  61536. /**
  61537. * Enables a GeometryBufferRender and associates it with the scene
  61538. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  61539. * @returns the GeometryBufferRenderer
  61540. */
  61541. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  61542. /**
  61543. * Disables the GeometryBufferRender associated with the scene
  61544. */
  61545. disableGeometryBufferRenderer(): void;
  61546. }
  61547. }
  61548. /**
  61549. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  61550. * in several rendering techniques.
  61551. */
  61552. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  61553. /**
  61554. * The component name helpful to identify the component in the list of scene components.
  61555. */
  61556. readonly name: string;
  61557. /**
  61558. * The scene the component belongs to.
  61559. */
  61560. scene: Scene;
  61561. /**
  61562. * Creates a new instance of the component for the given scene
  61563. * @param scene Defines the scene to register the component in
  61564. */
  61565. constructor(scene: Scene);
  61566. /**
  61567. * Registers the component in a given scene
  61568. */
  61569. register(): void;
  61570. /**
  61571. * Rebuilds the elements related to this component in case of
  61572. * context lost for instance.
  61573. */
  61574. rebuild(): void;
  61575. /**
  61576. * Disposes the component and the associated ressources
  61577. */
  61578. dispose(): void;
  61579. private _gatherRenderTargets;
  61580. }
  61581. }
  61582. declare module "babylonjs/Shaders/motionBlur.fragment" {
  61583. /** @hidden */
  61584. export var motionBlurPixelShader: {
  61585. name: string;
  61586. shader: string;
  61587. };
  61588. }
  61589. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  61590. import { Nullable } from "babylonjs/types";
  61591. import { Camera } from "babylonjs/Cameras/camera";
  61592. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61593. import { Scene } from "babylonjs/scene";
  61594. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61595. import "babylonjs/Animations/animatable";
  61596. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  61597. import "babylonjs/Shaders/motionBlur.fragment";
  61598. import { Engine } from "babylonjs/Engines/engine";
  61599. /**
  61600. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  61601. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  61602. * As an example, all you have to do is to create the post-process:
  61603. * var mb = new BABYLON.MotionBlurPostProcess(
  61604. * 'mb', // The name of the effect.
  61605. * scene, // The scene containing the objects to blur according to their velocity.
  61606. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  61607. * camera // The camera to apply the render pass to.
  61608. * );
  61609. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  61610. */
  61611. export class MotionBlurPostProcess extends PostProcess {
  61612. /**
  61613. * Defines how much the image is blurred by the movement. Default value is equal to 1
  61614. */
  61615. motionStrength: number;
  61616. /**
  61617. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  61618. */
  61619. /**
  61620. * Sets the number of iterations to be used for motion blur quality
  61621. */
  61622. motionBlurSamples: number;
  61623. private _motionBlurSamples;
  61624. private _geometryBufferRenderer;
  61625. /**
  61626. * Creates a new instance MotionBlurPostProcess
  61627. * @param name The name of the effect.
  61628. * @param scene The scene containing the objects to blur according to their velocity.
  61629. * @param options The required width/height ratio to downsize to before computing the render pass.
  61630. * @param camera The camera to apply the render pass to.
  61631. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61632. * @param engine The engine which the post process will be applied. (default: current engine)
  61633. * @param reusable If the post process can be reused on the same frame. (default: false)
  61634. * @param textureType Type of textures used when performing the post process. (default: 0)
  61635. * @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)
  61636. */
  61637. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61638. /**
  61639. * Excludes the given skinned mesh from computing bones velocities.
  61640. * 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.
  61641. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  61642. */
  61643. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  61644. /**
  61645. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  61646. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  61647. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  61648. */
  61649. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  61650. /**
  61651. * Disposes the post process.
  61652. * @param camera The camera to dispose the post process on.
  61653. */
  61654. dispose(camera?: Camera): void;
  61655. }
  61656. }
  61657. declare module "babylonjs/Shaders/refraction.fragment" {
  61658. /** @hidden */
  61659. export var refractionPixelShader: {
  61660. name: string;
  61661. shader: string;
  61662. };
  61663. }
  61664. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  61665. import { Color3 } from "babylonjs/Maths/math.color";
  61666. import { Camera } from "babylonjs/Cameras/camera";
  61667. import { Texture } from "babylonjs/Materials/Textures/texture";
  61668. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61669. import { Engine } from "babylonjs/Engines/engine";
  61670. import "babylonjs/Shaders/refraction.fragment";
  61671. /**
  61672. * Post process which applies a refractin texture
  61673. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  61674. */
  61675. export class RefractionPostProcess extends PostProcess {
  61676. /** the base color of the refraction (used to taint the rendering) */
  61677. color: Color3;
  61678. /** simulated refraction depth */
  61679. depth: number;
  61680. /** the coefficient of the base color (0 to remove base color tainting) */
  61681. colorLevel: number;
  61682. private _refTexture;
  61683. private _ownRefractionTexture;
  61684. /**
  61685. * Gets or sets the refraction texture
  61686. * Please note that you are responsible for disposing the texture if you set it manually
  61687. */
  61688. refractionTexture: Texture;
  61689. /**
  61690. * Initializes the RefractionPostProcess
  61691. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  61692. * @param name The name of the effect.
  61693. * @param refractionTextureUrl Url of the refraction texture to use
  61694. * @param color the base color of the refraction (used to taint the rendering)
  61695. * @param depth simulated refraction depth
  61696. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  61697. * @param camera The camera to apply the render pass to.
  61698. * @param options The required width/height ratio to downsize to before computing the render pass.
  61699. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61700. * @param engine The engine which the post process will be applied. (default: current engine)
  61701. * @param reusable If the post process can be reused on the same frame. (default: false)
  61702. */
  61703. constructor(name: string, refractionTextureUrl: string,
  61704. /** the base color of the refraction (used to taint the rendering) */
  61705. color: Color3,
  61706. /** simulated refraction depth */
  61707. depth: number,
  61708. /** the coefficient of the base color (0 to remove base color tainting) */
  61709. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61710. /**
  61711. * Disposes of the post process
  61712. * @param camera Camera to dispose post process on
  61713. */
  61714. dispose(camera: Camera): void;
  61715. }
  61716. }
  61717. declare module "babylonjs/Shaders/sharpen.fragment" {
  61718. /** @hidden */
  61719. export var sharpenPixelShader: {
  61720. name: string;
  61721. shader: string;
  61722. };
  61723. }
  61724. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  61725. import { Nullable } from "babylonjs/types";
  61726. import { Camera } from "babylonjs/Cameras/camera";
  61727. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61728. import "babylonjs/Shaders/sharpen.fragment";
  61729. import { Engine } from "babylonjs/Engines/engine";
  61730. /**
  61731. * The SharpenPostProcess applies a sharpen kernel to every pixel
  61732. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  61733. */
  61734. export class SharpenPostProcess extends PostProcess {
  61735. /**
  61736. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  61737. */
  61738. colorAmount: number;
  61739. /**
  61740. * How much sharpness should be applied (default: 0.3)
  61741. */
  61742. edgeAmount: number;
  61743. /**
  61744. * Creates a new instance ConvolutionPostProcess
  61745. * @param name The name of the effect.
  61746. * @param options The required width/height ratio to downsize to before computing the render pass.
  61747. * @param camera The camera to apply the render pass to.
  61748. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61749. * @param engine The engine which the post process will be applied. (default: current engine)
  61750. * @param reusable If the post process can be reused on the same frame. (default: false)
  61751. * @param textureType Type of textures used when performing the post process. (default: 0)
  61752. * @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)
  61753. */
  61754. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61755. }
  61756. }
  61757. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  61758. import { Nullable } from "babylonjs/types";
  61759. import { Camera } from "babylonjs/Cameras/camera";
  61760. import { Engine } from "babylonjs/Engines/engine";
  61761. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61762. import { IInspectable } from "babylonjs/Misc/iInspectable";
  61763. /**
  61764. * PostProcessRenderPipeline
  61765. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61766. */
  61767. export class PostProcessRenderPipeline {
  61768. private engine;
  61769. private _renderEffects;
  61770. private _renderEffectsForIsolatedPass;
  61771. /**
  61772. * List of inspectable custom properties (used by the Inspector)
  61773. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  61774. */
  61775. inspectableCustomProperties: IInspectable[];
  61776. /**
  61777. * @hidden
  61778. */
  61779. protected _cameras: Camera[];
  61780. /** @hidden */
  61781. _name: string;
  61782. /**
  61783. * Gets pipeline name
  61784. */
  61785. readonly name: string;
  61786. /**
  61787. * Initializes a PostProcessRenderPipeline
  61788. * @param engine engine to add the pipeline to
  61789. * @param name name of the pipeline
  61790. */
  61791. constructor(engine: Engine, name: string);
  61792. /**
  61793. * Gets the class name
  61794. * @returns "PostProcessRenderPipeline"
  61795. */
  61796. getClassName(): string;
  61797. /**
  61798. * If all the render effects in the pipeline are supported
  61799. */
  61800. readonly isSupported: boolean;
  61801. /**
  61802. * Adds an effect to the pipeline
  61803. * @param renderEffect the effect to add
  61804. */
  61805. addEffect(renderEffect: PostProcessRenderEffect): void;
  61806. /** @hidden */
  61807. _rebuild(): void;
  61808. /** @hidden */
  61809. _enableEffect(renderEffectName: string, cameras: Camera): void;
  61810. /** @hidden */
  61811. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  61812. /** @hidden */
  61813. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  61814. /** @hidden */
  61815. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  61816. /** @hidden */
  61817. _attachCameras(cameras: Camera, unique: boolean): void;
  61818. /** @hidden */
  61819. _attachCameras(cameras: Camera[], unique: boolean): void;
  61820. /** @hidden */
  61821. _detachCameras(cameras: Camera): void;
  61822. /** @hidden */
  61823. _detachCameras(cameras: Nullable<Camera[]>): void;
  61824. /** @hidden */
  61825. _update(): void;
  61826. /** @hidden */
  61827. _reset(): void;
  61828. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  61829. /**
  61830. * Disposes of the pipeline
  61831. */
  61832. dispose(): void;
  61833. }
  61834. }
  61835. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  61836. import { Camera } from "babylonjs/Cameras/camera";
  61837. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61838. /**
  61839. * PostProcessRenderPipelineManager class
  61840. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61841. */
  61842. export class PostProcessRenderPipelineManager {
  61843. private _renderPipelines;
  61844. /**
  61845. * Initializes a PostProcessRenderPipelineManager
  61846. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61847. */
  61848. constructor();
  61849. /**
  61850. * Gets the list of supported render pipelines
  61851. */
  61852. readonly supportedPipelines: PostProcessRenderPipeline[];
  61853. /**
  61854. * Adds a pipeline to the manager
  61855. * @param renderPipeline The pipeline to add
  61856. */
  61857. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  61858. /**
  61859. * Attaches a camera to the pipeline
  61860. * @param renderPipelineName The name of the pipeline to attach to
  61861. * @param cameras the camera to attach
  61862. * @param unique if the camera can be attached multiple times to the pipeline
  61863. */
  61864. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  61865. /**
  61866. * Detaches a camera from the pipeline
  61867. * @param renderPipelineName The name of the pipeline to detach from
  61868. * @param cameras the camera to detach
  61869. */
  61870. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  61871. /**
  61872. * Enables an effect by name on a pipeline
  61873. * @param renderPipelineName the name of the pipeline to enable the effect in
  61874. * @param renderEffectName the name of the effect to enable
  61875. * @param cameras the cameras that the effect should be enabled on
  61876. */
  61877. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  61878. /**
  61879. * Disables an effect by name on a pipeline
  61880. * @param renderPipelineName the name of the pipeline to disable the effect in
  61881. * @param renderEffectName the name of the effect to disable
  61882. * @param cameras the cameras that the effect should be disabled on
  61883. */
  61884. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  61885. /**
  61886. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  61887. */
  61888. update(): void;
  61889. /** @hidden */
  61890. _rebuild(): void;
  61891. /**
  61892. * Disposes of the manager and pipelines
  61893. */
  61894. dispose(): void;
  61895. }
  61896. }
  61897. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  61898. import { ISceneComponent } from "babylonjs/sceneComponent";
  61899. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  61900. import { Scene } from "babylonjs/scene";
  61901. module "babylonjs/scene" {
  61902. interface Scene {
  61903. /** @hidden (Backing field) */
  61904. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  61905. /**
  61906. * Gets the postprocess render pipeline manager
  61907. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61908. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  61909. */
  61910. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  61911. }
  61912. }
  61913. /**
  61914. * Defines the Render Pipeline scene component responsible to rendering pipelines
  61915. */
  61916. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  61917. /**
  61918. * The component name helpfull to identify the component in the list of scene components.
  61919. */
  61920. readonly name: string;
  61921. /**
  61922. * The scene the component belongs to.
  61923. */
  61924. scene: Scene;
  61925. /**
  61926. * Creates a new instance of the component for the given scene
  61927. * @param scene Defines the scene to register the component in
  61928. */
  61929. constructor(scene: Scene);
  61930. /**
  61931. * Registers the component in a given scene
  61932. */
  61933. register(): void;
  61934. /**
  61935. * Rebuilds the elements related to this component in case of
  61936. * context lost for instance.
  61937. */
  61938. rebuild(): void;
  61939. /**
  61940. * Disposes the component and the associated ressources
  61941. */
  61942. dispose(): void;
  61943. private _gatherRenderTargets;
  61944. }
  61945. }
  61946. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  61947. import { Nullable } from "babylonjs/types";
  61948. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61949. import { Camera } from "babylonjs/Cameras/camera";
  61950. import { IDisposable } from "babylonjs/scene";
  61951. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  61952. import { Scene } from "babylonjs/scene";
  61953. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  61954. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  61955. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  61956. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  61957. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  61958. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61959. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  61960. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61961. import { Animation } from "babylonjs/Animations/animation";
  61962. /**
  61963. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  61964. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  61965. */
  61966. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  61967. private _scene;
  61968. private _camerasToBeAttached;
  61969. /**
  61970. * ID of the sharpen post process,
  61971. */
  61972. private readonly SharpenPostProcessId;
  61973. /**
  61974. * @ignore
  61975. * ID of the image processing post process;
  61976. */
  61977. readonly ImageProcessingPostProcessId: string;
  61978. /**
  61979. * @ignore
  61980. * ID of the Fast Approximate Anti-Aliasing post process;
  61981. */
  61982. readonly FxaaPostProcessId: string;
  61983. /**
  61984. * ID of the chromatic aberration post process,
  61985. */
  61986. private readonly ChromaticAberrationPostProcessId;
  61987. /**
  61988. * ID of the grain post process
  61989. */
  61990. private readonly GrainPostProcessId;
  61991. /**
  61992. * Sharpen post process which will apply a sharpen convolution to enhance edges
  61993. */
  61994. sharpen: SharpenPostProcess;
  61995. private _sharpenEffect;
  61996. private bloom;
  61997. /**
  61998. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  61999. */
  62000. depthOfField: DepthOfFieldEffect;
  62001. /**
  62002. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  62003. */
  62004. fxaa: FxaaPostProcess;
  62005. /**
  62006. * Image post processing pass used to perform operations such as tone mapping or color grading.
  62007. */
  62008. imageProcessing: ImageProcessingPostProcess;
  62009. /**
  62010. * Chromatic aberration post process which will shift rgb colors in the image
  62011. */
  62012. chromaticAberration: ChromaticAberrationPostProcess;
  62013. private _chromaticAberrationEffect;
  62014. /**
  62015. * Grain post process which add noise to the image
  62016. */
  62017. grain: GrainPostProcess;
  62018. private _grainEffect;
  62019. /**
  62020. * Glow post process which adds a glow to emissive areas of the image
  62021. */
  62022. private _glowLayer;
  62023. /**
  62024. * Animations which can be used to tweak settings over a period of time
  62025. */
  62026. animations: Animation[];
  62027. private _imageProcessingConfigurationObserver;
  62028. private _sharpenEnabled;
  62029. private _bloomEnabled;
  62030. private _depthOfFieldEnabled;
  62031. private _depthOfFieldBlurLevel;
  62032. private _fxaaEnabled;
  62033. private _imageProcessingEnabled;
  62034. private _defaultPipelineTextureType;
  62035. private _bloomScale;
  62036. private _chromaticAberrationEnabled;
  62037. private _grainEnabled;
  62038. private _buildAllowed;
  62039. /**
  62040. * Gets active scene
  62041. */
  62042. readonly scene: Scene;
  62043. /**
  62044. * Enable or disable the sharpen process from the pipeline
  62045. */
  62046. sharpenEnabled: boolean;
  62047. private _resizeObserver;
  62048. private _hardwareScaleLevel;
  62049. private _bloomKernel;
  62050. /**
  62051. * Specifies the size of the bloom blur kernel, relative to the final output size
  62052. */
  62053. bloomKernel: number;
  62054. /**
  62055. * Specifies the weight of the bloom in the final rendering
  62056. */
  62057. private _bloomWeight;
  62058. /**
  62059. * Specifies the luma threshold for the area that will be blurred by the bloom
  62060. */
  62061. private _bloomThreshold;
  62062. private _hdr;
  62063. /**
  62064. * The strength of the bloom.
  62065. */
  62066. bloomWeight: number;
  62067. /**
  62068. * The strength of the bloom.
  62069. */
  62070. bloomThreshold: number;
  62071. /**
  62072. * The scale of the bloom, lower value will provide better performance.
  62073. */
  62074. bloomScale: number;
  62075. /**
  62076. * Enable or disable the bloom from the pipeline
  62077. */
  62078. bloomEnabled: boolean;
  62079. private _rebuildBloom;
  62080. /**
  62081. * If the depth of field is enabled.
  62082. */
  62083. depthOfFieldEnabled: boolean;
  62084. /**
  62085. * Blur level of the depth of field effect. (Higher blur will effect performance)
  62086. */
  62087. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  62088. /**
  62089. * If the anti aliasing is enabled.
  62090. */
  62091. fxaaEnabled: boolean;
  62092. private _samples;
  62093. /**
  62094. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  62095. */
  62096. samples: number;
  62097. /**
  62098. * If image processing is enabled.
  62099. */
  62100. imageProcessingEnabled: boolean;
  62101. /**
  62102. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  62103. */
  62104. glowLayerEnabled: boolean;
  62105. /**
  62106. * Gets the glow layer (or null if not defined)
  62107. */
  62108. readonly glowLayer: Nullable<GlowLayer>;
  62109. /**
  62110. * Enable or disable the chromaticAberration process from the pipeline
  62111. */
  62112. chromaticAberrationEnabled: boolean;
  62113. /**
  62114. * Enable or disable the grain process from the pipeline
  62115. */
  62116. grainEnabled: boolean;
  62117. /**
  62118. * @constructor
  62119. * @param name - The rendering pipeline name (default: "")
  62120. * @param hdr - If high dynamic range textures should be used (default: true)
  62121. * @param scene - The scene linked to this pipeline (default: the last created scene)
  62122. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  62123. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  62124. */
  62125. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  62126. /**
  62127. * Get the class name
  62128. * @returns "DefaultRenderingPipeline"
  62129. */
  62130. getClassName(): string;
  62131. /**
  62132. * Force the compilation of the entire pipeline.
  62133. */
  62134. prepare(): void;
  62135. private _hasCleared;
  62136. private _prevPostProcess;
  62137. private _prevPrevPostProcess;
  62138. private _setAutoClearAndTextureSharing;
  62139. private _depthOfFieldSceneObserver;
  62140. private _buildPipeline;
  62141. private _disposePostProcesses;
  62142. /**
  62143. * Adds a camera to the pipeline
  62144. * @param camera the camera to be added
  62145. */
  62146. addCamera(camera: Camera): void;
  62147. /**
  62148. * Removes a camera from the pipeline
  62149. * @param camera the camera to remove
  62150. */
  62151. removeCamera(camera: Camera): void;
  62152. /**
  62153. * Dispose of the pipeline and stop all post processes
  62154. */
  62155. dispose(): void;
  62156. /**
  62157. * Serialize the rendering pipeline (Used when exporting)
  62158. * @returns the serialized object
  62159. */
  62160. serialize(): any;
  62161. /**
  62162. * Parse the serialized pipeline
  62163. * @param source Source pipeline.
  62164. * @param scene The scene to load the pipeline to.
  62165. * @param rootUrl The URL of the serialized pipeline.
  62166. * @returns An instantiated pipeline from the serialized object.
  62167. */
  62168. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  62169. }
  62170. }
  62171. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  62172. /** @hidden */
  62173. export var lensHighlightsPixelShader: {
  62174. name: string;
  62175. shader: string;
  62176. };
  62177. }
  62178. declare module "babylonjs/Shaders/depthOfField.fragment" {
  62179. /** @hidden */
  62180. export var depthOfFieldPixelShader: {
  62181. name: string;
  62182. shader: string;
  62183. };
  62184. }
  62185. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  62186. import { Camera } from "babylonjs/Cameras/camera";
  62187. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62188. import { Scene } from "babylonjs/scene";
  62189. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62190. import "babylonjs/Shaders/chromaticAberration.fragment";
  62191. import "babylonjs/Shaders/lensHighlights.fragment";
  62192. import "babylonjs/Shaders/depthOfField.fragment";
  62193. /**
  62194. * BABYLON.JS Chromatic Aberration GLSL Shader
  62195. * Author: Olivier Guyot
  62196. * Separates very slightly R, G and B colors on the edges of the screen
  62197. * Inspired by Francois Tarlier & Martins Upitis
  62198. */
  62199. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  62200. /**
  62201. * @ignore
  62202. * The chromatic aberration PostProcess id in the pipeline
  62203. */
  62204. LensChromaticAberrationEffect: string;
  62205. /**
  62206. * @ignore
  62207. * The highlights enhancing PostProcess id in the pipeline
  62208. */
  62209. HighlightsEnhancingEffect: string;
  62210. /**
  62211. * @ignore
  62212. * The depth-of-field PostProcess id in the pipeline
  62213. */
  62214. LensDepthOfFieldEffect: string;
  62215. private _scene;
  62216. private _depthTexture;
  62217. private _grainTexture;
  62218. private _chromaticAberrationPostProcess;
  62219. private _highlightsPostProcess;
  62220. private _depthOfFieldPostProcess;
  62221. private _edgeBlur;
  62222. private _grainAmount;
  62223. private _chromaticAberration;
  62224. private _distortion;
  62225. private _highlightsGain;
  62226. private _highlightsThreshold;
  62227. private _dofDistance;
  62228. private _dofAperture;
  62229. private _dofDarken;
  62230. private _dofPentagon;
  62231. private _blurNoise;
  62232. /**
  62233. * @constructor
  62234. *
  62235. * Effect parameters are as follow:
  62236. * {
  62237. * chromatic_aberration: number; // from 0 to x (1 for realism)
  62238. * edge_blur: number; // from 0 to x (1 for realism)
  62239. * distortion: number; // from 0 to x (1 for realism)
  62240. * grain_amount: number; // from 0 to 1
  62241. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  62242. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  62243. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  62244. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  62245. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  62246. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  62247. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  62248. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  62249. * }
  62250. * Note: if an effect parameter is unset, effect is disabled
  62251. *
  62252. * @param name The rendering pipeline name
  62253. * @param parameters - An object containing all parameters (see above)
  62254. * @param scene The scene linked to this pipeline
  62255. * @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)
  62256. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62257. */
  62258. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  62259. /**
  62260. * Get the class name
  62261. * @returns "LensRenderingPipeline"
  62262. */
  62263. getClassName(): string;
  62264. /**
  62265. * Gets associated scene
  62266. */
  62267. readonly scene: Scene;
  62268. /**
  62269. * Gets or sets the edge blur
  62270. */
  62271. edgeBlur: number;
  62272. /**
  62273. * Gets or sets the grain amount
  62274. */
  62275. grainAmount: number;
  62276. /**
  62277. * Gets or sets the chromatic aberration amount
  62278. */
  62279. chromaticAberration: number;
  62280. /**
  62281. * Gets or sets the depth of field aperture
  62282. */
  62283. dofAperture: number;
  62284. /**
  62285. * Gets or sets the edge distortion
  62286. */
  62287. edgeDistortion: number;
  62288. /**
  62289. * Gets or sets the depth of field distortion
  62290. */
  62291. dofDistortion: number;
  62292. /**
  62293. * Gets or sets the darken out of focus amount
  62294. */
  62295. darkenOutOfFocus: number;
  62296. /**
  62297. * Gets or sets a boolean indicating if blur noise is enabled
  62298. */
  62299. blurNoise: boolean;
  62300. /**
  62301. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  62302. */
  62303. pentagonBokeh: boolean;
  62304. /**
  62305. * Gets or sets the highlight grain amount
  62306. */
  62307. highlightsGain: number;
  62308. /**
  62309. * Gets or sets the highlight threshold
  62310. */
  62311. highlightsThreshold: number;
  62312. /**
  62313. * Sets the amount of blur at the edges
  62314. * @param amount blur amount
  62315. */
  62316. setEdgeBlur(amount: number): void;
  62317. /**
  62318. * Sets edge blur to 0
  62319. */
  62320. disableEdgeBlur(): void;
  62321. /**
  62322. * Sets the amout of grain
  62323. * @param amount Amount of grain
  62324. */
  62325. setGrainAmount(amount: number): void;
  62326. /**
  62327. * Set grain amount to 0
  62328. */
  62329. disableGrain(): void;
  62330. /**
  62331. * Sets the chromatic aberration amount
  62332. * @param amount amount of chromatic aberration
  62333. */
  62334. setChromaticAberration(amount: number): void;
  62335. /**
  62336. * Sets chromatic aberration amount to 0
  62337. */
  62338. disableChromaticAberration(): void;
  62339. /**
  62340. * Sets the EdgeDistortion amount
  62341. * @param amount amount of EdgeDistortion
  62342. */
  62343. setEdgeDistortion(amount: number): void;
  62344. /**
  62345. * Sets edge distortion to 0
  62346. */
  62347. disableEdgeDistortion(): void;
  62348. /**
  62349. * Sets the FocusDistance amount
  62350. * @param amount amount of FocusDistance
  62351. */
  62352. setFocusDistance(amount: number): void;
  62353. /**
  62354. * Disables depth of field
  62355. */
  62356. disableDepthOfField(): void;
  62357. /**
  62358. * Sets the Aperture amount
  62359. * @param amount amount of Aperture
  62360. */
  62361. setAperture(amount: number): void;
  62362. /**
  62363. * Sets the DarkenOutOfFocus amount
  62364. * @param amount amount of DarkenOutOfFocus
  62365. */
  62366. setDarkenOutOfFocus(amount: number): void;
  62367. private _pentagonBokehIsEnabled;
  62368. /**
  62369. * Creates a pentagon bokeh effect
  62370. */
  62371. enablePentagonBokeh(): void;
  62372. /**
  62373. * Disables the pentagon bokeh effect
  62374. */
  62375. disablePentagonBokeh(): void;
  62376. /**
  62377. * Enables noise blur
  62378. */
  62379. enableNoiseBlur(): void;
  62380. /**
  62381. * Disables noise blur
  62382. */
  62383. disableNoiseBlur(): void;
  62384. /**
  62385. * Sets the HighlightsGain amount
  62386. * @param amount amount of HighlightsGain
  62387. */
  62388. setHighlightsGain(amount: number): void;
  62389. /**
  62390. * Sets the HighlightsThreshold amount
  62391. * @param amount amount of HighlightsThreshold
  62392. */
  62393. setHighlightsThreshold(amount: number): void;
  62394. /**
  62395. * Disables highlights
  62396. */
  62397. disableHighlights(): void;
  62398. /**
  62399. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  62400. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  62401. */
  62402. dispose(disableDepthRender?: boolean): void;
  62403. private _createChromaticAberrationPostProcess;
  62404. private _createHighlightsPostProcess;
  62405. private _createDepthOfFieldPostProcess;
  62406. private _createGrainTexture;
  62407. }
  62408. }
  62409. declare module "babylonjs/Shaders/ssao2.fragment" {
  62410. /** @hidden */
  62411. export var ssao2PixelShader: {
  62412. name: string;
  62413. shader: string;
  62414. };
  62415. }
  62416. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  62417. /** @hidden */
  62418. export var ssaoCombinePixelShader: {
  62419. name: string;
  62420. shader: string;
  62421. };
  62422. }
  62423. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  62424. import { Camera } from "babylonjs/Cameras/camera";
  62425. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62426. import { Scene } from "babylonjs/scene";
  62427. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62428. import "babylonjs/Shaders/ssao2.fragment";
  62429. import "babylonjs/Shaders/ssaoCombine.fragment";
  62430. /**
  62431. * Render pipeline to produce ssao effect
  62432. */
  62433. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  62434. /**
  62435. * @ignore
  62436. * The PassPostProcess id in the pipeline that contains the original scene color
  62437. */
  62438. SSAOOriginalSceneColorEffect: string;
  62439. /**
  62440. * @ignore
  62441. * The SSAO PostProcess id in the pipeline
  62442. */
  62443. SSAORenderEffect: string;
  62444. /**
  62445. * @ignore
  62446. * The horizontal blur PostProcess id in the pipeline
  62447. */
  62448. SSAOBlurHRenderEffect: string;
  62449. /**
  62450. * @ignore
  62451. * The vertical blur PostProcess id in the pipeline
  62452. */
  62453. SSAOBlurVRenderEffect: string;
  62454. /**
  62455. * @ignore
  62456. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  62457. */
  62458. SSAOCombineRenderEffect: string;
  62459. /**
  62460. * The output strength of the SSAO post-process. Default value is 1.0.
  62461. */
  62462. totalStrength: number;
  62463. /**
  62464. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  62465. */
  62466. maxZ: number;
  62467. /**
  62468. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  62469. */
  62470. minZAspect: number;
  62471. private _samples;
  62472. /**
  62473. * Number of samples used for the SSAO calculations. Default value is 8
  62474. */
  62475. samples: number;
  62476. private _textureSamples;
  62477. /**
  62478. * Number of samples to use for antialiasing
  62479. */
  62480. textureSamples: number;
  62481. /**
  62482. * Ratio object used for SSAO ratio and blur ratio
  62483. */
  62484. private _ratio;
  62485. /**
  62486. * Dynamically generated sphere sampler.
  62487. */
  62488. private _sampleSphere;
  62489. /**
  62490. * Blur filter offsets
  62491. */
  62492. private _samplerOffsets;
  62493. private _expensiveBlur;
  62494. /**
  62495. * If bilateral blur should be used
  62496. */
  62497. expensiveBlur: boolean;
  62498. /**
  62499. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  62500. */
  62501. radius: number;
  62502. /**
  62503. * The base color of the SSAO post-process
  62504. * The final result is "base + ssao" between [0, 1]
  62505. */
  62506. base: number;
  62507. /**
  62508. * Support test.
  62509. */
  62510. static readonly IsSupported: boolean;
  62511. private _scene;
  62512. private _depthTexture;
  62513. private _normalTexture;
  62514. private _randomTexture;
  62515. private _originalColorPostProcess;
  62516. private _ssaoPostProcess;
  62517. private _blurHPostProcess;
  62518. private _blurVPostProcess;
  62519. private _ssaoCombinePostProcess;
  62520. private _firstUpdate;
  62521. /**
  62522. * Gets active scene
  62523. */
  62524. readonly scene: Scene;
  62525. /**
  62526. * @constructor
  62527. * @param name The rendering pipeline name
  62528. * @param scene The scene linked to this pipeline
  62529. * @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 }
  62530. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62531. */
  62532. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  62533. /**
  62534. * Get the class name
  62535. * @returns "SSAO2RenderingPipeline"
  62536. */
  62537. getClassName(): string;
  62538. /**
  62539. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  62540. */
  62541. dispose(disableGeometryBufferRenderer?: boolean): void;
  62542. private _createBlurPostProcess;
  62543. /** @hidden */
  62544. _rebuild(): void;
  62545. private _bits;
  62546. private _radicalInverse_VdC;
  62547. private _hammersley;
  62548. private _hemisphereSample_uniform;
  62549. private _generateHemisphere;
  62550. private _createSSAOPostProcess;
  62551. private _createSSAOCombinePostProcess;
  62552. private _createRandomTexture;
  62553. /**
  62554. * Serialize the rendering pipeline (Used when exporting)
  62555. * @returns the serialized object
  62556. */
  62557. serialize(): any;
  62558. /**
  62559. * Parse the serialized pipeline
  62560. * @param source Source pipeline.
  62561. * @param scene The scene to load the pipeline to.
  62562. * @param rootUrl The URL of the serialized pipeline.
  62563. * @returns An instantiated pipeline from the serialized object.
  62564. */
  62565. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  62566. }
  62567. }
  62568. declare module "babylonjs/Shaders/ssao.fragment" {
  62569. /** @hidden */
  62570. export var ssaoPixelShader: {
  62571. name: string;
  62572. shader: string;
  62573. };
  62574. }
  62575. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  62576. import { Camera } from "babylonjs/Cameras/camera";
  62577. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62578. import { Scene } from "babylonjs/scene";
  62579. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62580. import "babylonjs/Shaders/ssao.fragment";
  62581. import "babylonjs/Shaders/ssaoCombine.fragment";
  62582. /**
  62583. * Render pipeline to produce ssao effect
  62584. */
  62585. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  62586. /**
  62587. * @ignore
  62588. * The PassPostProcess id in the pipeline that contains the original scene color
  62589. */
  62590. SSAOOriginalSceneColorEffect: string;
  62591. /**
  62592. * @ignore
  62593. * The SSAO PostProcess id in the pipeline
  62594. */
  62595. SSAORenderEffect: string;
  62596. /**
  62597. * @ignore
  62598. * The horizontal blur PostProcess id in the pipeline
  62599. */
  62600. SSAOBlurHRenderEffect: string;
  62601. /**
  62602. * @ignore
  62603. * The vertical blur PostProcess id in the pipeline
  62604. */
  62605. SSAOBlurVRenderEffect: string;
  62606. /**
  62607. * @ignore
  62608. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  62609. */
  62610. SSAOCombineRenderEffect: string;
  62611. /**
  62612. * The output strength of the SSAO post-process. Default value is 1.0.
  62613. */
  62614. totalStrength: number;
  62615. /**
  62616. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  62617. */
  62618. radius: number;
  62619. /**
  62620. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  62621. * Must not be equal to fallOff and superior to fallOff.
  62622. * Default value is 0.0075
  62623. */
  62624. area: number;
  62625. /**
  62626. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  62627. * Must not be equal to area and inferior to area.
  62628. * Default value is 0.000001
  62629. */
  62630. fallOff: number;
  62631. /**
  62632. * The base color of the SSAO post-process
  62633. * The final result is "base + ssao" between [0, 1]
  62634. */
  62635. base: number;
  62636. private _scene;
  62637. private _depthTexture;
  62638. private _randomTexture;
  62639. private _originalColorPostProcess;
  62640. private _ssaoPostProcess;
  62641. private _blurHPostProcess;
  62642. private _blurVPostProcess;
  62643. private _ssaoCombinePostProcess;
  62644. private _firstUpdate;
  62645. /**
  62646. * Gets active scene
  62647. */
  62648. readonly scene: Scene;
  62649. /**
  62650. * @constructor
  62651. * @param name - The rendering pipeline name
  62652. * @param scene - The scene linked to this pipeline
  62653. * @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 }
  62654. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  62655. */
  62656. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  62657. /**
  62658. * Get the class name
  62659. * @returns "SSAORenderingPipeline"
  62660. */
  62661. getClassName(): string;
  62662. /**
  62663. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  62664. */
  62665. dispose(disableDepthRender?: boolean): void;
  62666. private _createBlurPostProcess;
  62667. /** @hidden */
  62668. _rebuild(): void;
  62669. private _createSSAOPostProcess;
  62670. private _createSSAOCombinePostProcess;
  62671. private _createRandomTexture;
  62672. }
  62673. }
  62674. declare module "babylonjs/Shaders/standard.fragment" {
  62675. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  62676. /** @hidden */
  62677. export var standardPixelShader: {
  62678. name: string;
  62679. shader: string;
  62680. };
  62681. }
  62682. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  62683. import { Nullable } from "babylonjs/types";
  62684. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  62685. import { Camera } from "babylonjs/Cameras/camera";
  62686. import { Texture } from "babylonjs/Materials/Textures/texture";
  62687. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62688. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62689. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  62690. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  62691. import { IDisposable } from "babylonjs/scene";
  62692. import { SpotLight } from "babylonjs/Lights/spotLight";
  62693. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  62694. import { Scene } from "babylonjs/scene";
  62695. import { Animation } from "babylonjs/Animations/animation";
  62696. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62697. import "babylonjs/Shaders/standard.fragment";
  62698. /**
  62699. * Standard rendering pipeline
  62700. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  62701. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  62702. */
  62703. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  62704. /**
  62705. * Public members
  62706. */
  62707. /**
  62708. * Post-process which contains the original scene color before the pipeline applies all the effects
  62709. */
  62710. originalPostProcess: Nullable<PostProcess>;
  62711. /**
  62712. * Post-process used to down scale an image x4
  62713. */
  62714. downSampleX4PostProcess: Nullable<PostProcess>;
  62715. /**
  62716. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  62717. */
  62718. brightPassPostProcess: Nullable<PostProcess>;
  62719. /**
  62720. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  62721. */
  62722. blurHPostProcesses: PostProcess[];
  62723. /**
  62724. * Post-process array storing all the vertical blur post-processes used by the pipeline
  62725. */
  62726. blurVPostProcesses: PostProcess[];
  62727. /**
  62728. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  62729. */
  62730. textureAdderPostProcess: Nullable<PostProcess>;
  62731. /**
  62732. * Post-process used to create volumetric lighting effect
  62733. */
  62734. volumetricLightPostProcess: Nullable<PostProcess>;
  62735. /**
  62736. * Post-process used to smooth the previous volumetric light post-process on the X axis
  62737. */
  62738. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  62739. /**
  62740. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  62741. */
  62742. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  62743. /**
  62744. * Post-process used to merge the volumetric light effect and the real scene color
  62745. */
  62746. volumetricLightMergePostProces: Nullable<PostProcess>;
  62747. /**
  62748. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  62749. */
  62750. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  62751. /**
  62752. * Base post-process used to calculate the average luminance of the final image for HDR
  62753. */
  62754. luminancePostProcess: Nullable<PostProcess>;
  62755. /**
  62756. * Post-processes used to create down sample post-processes in order to get
  62757. * the average luminance of the final image for HDR
  62758. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  62759. */
  62760. luminanceDownSamplePostProcesses: PostProcess[];
  62761. /**
  62762. * Post-process used to create a HDR effect (light adaptation)
  62763. */
  62764. hdrPostProcess: Nullable<PostProcess>;
  62765. /**
  62766. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  62767. */
  62768. textureAdderFinalPostProcess: Nullable<PostProcess>;
  62769. /**
  62770. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  62771. */
  62772. lensFlareFinalPostProcess: Nullable<PostProcess>;
  62773. /**
  62774. * Post-process used to merge the final HDR post-process and the real scene color
  62775. */
  62776. hdrFinalPostProcess: Nullable<PostProcess>;
  62777. /**
  62778. * Post-process used to create a lens flare effect
  62779. */
  62780. lensFlarePostProcess: Nullable<PostProcess>;
  62781. /**
  62782. * Post-process that merges the result of the lens flare post-process and the real scene color
  62783. */
  62784. lensFlareComposePostProcess: Nullable<PostProcess>;
  62785. /**
  62786. * Post-process used to create a motion blur effect
  62787. */
  62788. motionBlurPostProcess: Nullable<PostProcess>;
  62789. /**
  62790. * Post-process used to create a depth of field effect
  62791. */
  62792. depthOfFieldPostProcess: Nullable<PostProcess>;
  62793. /**
  62794. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  62795. */
  62796. fxaaPostProcess: Nullable<FxaaPostProcess>;
  62797. /**
  62798. * Represents the brightness threshold in order to configure the illuminated surfaces
  62799. */
  62800. brightThreshold: number;
  62801. /**
  62802. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  62803. */
  62804. blurWidth: number;
  62805. /**
  62806. * Sets if the blur for highlighted surfaces must be only horizontal
  62807. */
  62808. horizontalBlur: boolean;
  62809. /**
  62810. * Gets the overall exposure used by the pipeline
  62811. */
  62812. /**
  62813. * Sets the overall exposure used by the pipeline
  62814. */
  62815. exposure: number;
  62816. /**
  62817. * Texture used typically to simulate "dirty" on camera lens
  62818. */
  62819. lensTexture: Nullable<Texture>;
  62820. /**
  62821. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  62822. */
  62823. volumetricLightCoefficient: number;
  62824. /**
  62825. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  62826. */
  62827. volumetricLightPower: number;
  62828. /**
  62829. * Used the set the blur intensity to smooth the volumetric lights
  62830. */
  62831. volumetricLightBlurScale: number;
  62832. /**
  62833. * Light (spot or directional) used to generate the volumetric lights rays
  62834. * The source light must have a shadow generate so the pipeline can get its
  62835. * depth map
  62836. */
  62837. sourceLight: Nullable<SpotLight | DirectionalLight>;
  62838. /**
  62839. * For eye adaptation, represents the minimum luminance the eye can see
  62840. */
  62841. hdrMinimumLuminance: number;
  62842. /**
  62843. * For eye adaptation, represents the decrease luminance speed
  62844. */
  62845. hdrDecreaseRate: number;
  62846. /**
  62847. * For eye adaptation, represents the increase luminance speed
  62848. */
  62849. hdrIncreaseRate: number;
  62850. /**
  62851. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  62852. */
  62853. /**
  62854. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  62855. */
  62856. hdrAutoExposure: boolean;
  62857. /**
  62858. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  62859. */
  62860. lensColorTexture: Nullable<Texture>;
  62861. /**
  62862. * The overall strengh for the lens flare effect
  62863. */
  62864. lensFlareStrength: number;
  62865. /**
  62866. * Dispersion coefficient for lens flare ghosts
  62867. */
  62868. lensFlareGhostDispersal: number;
  62869. /**
  62870. * Main lens flare halo width
  62871. */
  62872. lensFlareHaloWidth: number;
  62873. /**
  62874. * Based on the lens distortion effect, defines how much the lens flare result
  62875. * is distorted
  62876. */
  62877. lensFlareDistortionStrength: number;
  62878. /**
  62879. * Configures the blur intensity used for for lens flare (halo)
  62880. */
  62881. lensFlareBlurWidth: number;
  62882. /**
  62883. * Lens star texture must be used to simulate rays on the flares and is available
  62884. * in the documentation
  62885. */
  62886. lensStarTexture: Nullable<Texture>;
  62887. /**
  62888. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  62889. * flare effect by taking account of the dirt texture
  62890. */
  62891. lensFlareDirtTexture: Nullable<Texture>;
  62892. /**
  62893. * Represents the focal length for the depth of field effect
  62894. */
  62895. depthOfFieldDistance: number;
  62896. /**
  62897. * Represents the blur intensity for the blurred part of the depth of field effect
  62898. */
  62899. depthOfFieldBlurWidth: number;
  62900. /**
  62901. * Gets how much the image is blurred by the movement while using the motion blur post-process
  62902. */
  62903. /**
  62904. * Sets how much the image is blurred by the movement while using the motion blur post-process
  62905. */
  62906. motionStrength: number;
  62907. /**
  62908. * Gets wether or not the motion blur post-process is object based or screen based.
  62909. */
  62910. /**
  62911. * Sets wether or not the motion blur post-process should be object based or screen based
  62912. */
  62913. objectBasedMotionBlur: boolean;
  62914. /**
  62915. * List of animations for the pipeline (IAnimatable implementation)
  62916. */
  62917. animations: Animation[];
  62918. /**
  62919. * Private members
  62920. */
  62921. private _scene;
  62922. private _currentDepthOfFieldSource;
  62923. private _basePostProcess;
  62924. private _fixedExposure;
  62925. private _currentExposure;
  62926. private _hdrAutoExposure;
  62927. private _hdrCurrentLuminance;
  62928. private _motionStrength;
  62929. private _isObjectBasedMotionBlur;
  62930. private _floatTextureType;
  62931. private _camerasToBeAttached;
  62932. private _ratio;
  62933. private _bloomEnabled;
  62934. private _depthOfFieldEnabled;
  62935. private _vlsEnabled;
  62936. private _lensFlareEnabled;
  62937. private _hdrEnabled;
  62938. private _motionBlurEnabled;
  62939. private _fxaaEnabled;
  62940. private _motionBlurSamples;
  62941. private _volumetricLightStepsCount;
  62942. private _samples;
  62943. /**
  62944. * @ignore
  62945. * Specifies if the bloom pipeline is enabled
  62946. */
  62947. BloomEnabled: boolean;
  62948. /**
  62949. * @ignore
  62950. * Specifies if the depth of field pipeline is enabed
  62951. */
  62952. DepthOfFieldEnabled: boolean;
  62953. /**
  62954. * @ignore
  62955. * Specifies if the lens flare pipeline is enabed
  62956. */
  62957. LensFlareEnabled: boolean;
  62958. /**
  62959. * @ignore
  62960. * Specifies if the HDR pipeline is enabled
  62961. */
  62962. HDREnabled: boolean;
  62963. /**
  62964. * @ignore
  62965. * Specifies if the volumetric lights scattering effect is enabled
  62966. */
  62967. VLSEnabled: boolean;
  62968. /**
  62969. * @ignore
  62970. * Specifies if the motion blur effect is enabled
  62971. */
  62972. MotionBlurEnabled: boolean;
  62973. /**
  62974. * Specifies if anti-aliasing is enabled
  62975. */
  62976. fxaaEnabled: boolean;
  62977. /**
  62978. * Specifies the number of steps used to calculate the volumetric lights
  62979. * Typically in interval [50, 200]
  62980. */
  62981. volumetricLightStepsCount: number;
  62982. /**
  62983. * Specifies the number of samples used for the motion blur effect
  62984. * Typically in interval [16, 64]
  62985. */
  62986. motionBlurSamples: number;
  62987. /**
  62988. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  62989. */
  62990. samples: number;
  62991. /**
  62992. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  62993. * @constructor
  62994. * @param name The rendering pipeline name
  62995. * @param scene The scene linked to this pipeline
  62996. * @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)
  62997. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  62998. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62999. */
  63000. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  63001. private _buildPipeline;
  63002. private _createDownSampleX4PostProcess;
  63003. private _createBrightPassPostProcess;
  63004. private _createBlurPostProcesses;
  63005. private _createTextureAdderPostProcess;
  63006. private _createVolumetricLightPostProcess;
  63007. private _createLuminancePostProcesses;
  63008. private _createHdrPostProcess;
  63009. private _createLensFlarePostProcess;
  63010. private _createDepthOfFieldPostProcess;
  63011. private _createMotionBlurPostProcess;
  63012. private _getDepthTexture;
  63013. private _disposePostProcesses;
  63014. /**
  63015. * Dispose of the pipeline and stop all post processes
  63016. */
  63017. dispose(): void;
  63018. /**
  63019. * Serialize the rendering pipeline (Used when exporting)
  63020. * @returns the serialized object
  63021. */
  63022. serialize(): any;
  63023. /**
  63024. * Parse the serialized pipeline
  63025. * @param source Source pipeline.
  63026. * @param scene The scene to load the pipeline to.
  63027. * @param rootUrl The URL of the serialized pipeline.
  63028. * @returns An instantiated pipeline from the serialized object.
  63029. */
  63030. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  63031. /**
  63032. * Luminance steps
  63033. */
  63034. static LuminanceSteps: number;
  63035. }
  63036. }
  63037. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  63038. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  63039. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  63040. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  63041. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  63042. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  63043. }
  63044. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  63045. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  63046. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63047. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  63048. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  63049. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  63050. }
  63051. declare module "babylonjs/Shaders/tonemap.fragment" {
  63052. /** @hidden */
  63053. export var tonemapPixelShader: {
  63054. name: string;
  63055. shader: string;
  63056. };
  63057. }
  63058. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  63059. import { Camera } from "babylonjs/Cameras/camera";
  63060. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63061. import "babylonjs/Shaders/tonemap.fragment";
  63062. import { Engine } from "babylonjs/Engines/engine";
  63063. /** Defines operator used for tonemapping */
  63064. export enum TonemappingOperator {
  63065. /** Hable */
  63066. Hable = 0,
  63067. /** Reinhard */
  63068. Reinhard = 1,
  63069. /** HejiDawson */
  63070. HejiDawson = 2,
  63071. /** Photographic */
  63072. Photographic = 3
  63073. }
  63074. /**
  63075. * Defines a post process to apply tone mapping
  63076. */
  63077. export class TonemapPostProcess extends PostProcess {
  63078. private _operator;
  63079. /** Defines the required exposure adjustement */
  63080. exposureAdjustment: number;
  63081. /**
  63082. * Creates a new TonemapPostProcess
  63083. * @param name defines the name of the postprocess
  63084. * @param _operator defines the operator to use
  63085. * @param exposureAdjustment defines the required exposure adjustement
  63086. * @param camera defines the camera to use (can be null)
  63087. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  63088. * @param engine defines the hosting engine (can be ignore if camera is set)
  63089. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  63090. */
  63091. constructor(name: string, _operator: TonemappingOperator,
  63092. /** Defines the required exposure adjustement */
  63093. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  63094. }
  63095. }
  63096. declare module "babylonjs/Shaders/depth.vertex" {
  63097. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63098. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63099. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63100. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63101. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63102. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63103. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63104. /** @hidden */
  63105. export var depthVertexShader: {
  63106. name: string;
  63107. shader: string;
  63108. };
  63109. }
  63110. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  63111. /** @hidden */
  63112. export var volumetricLightScatteringPixelShader: {
  63113. name: string;
  63114. shader: string;
  63115. };
  63116. }
  63117. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  63118. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63119. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63120. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63121. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63122. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63123. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63124. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63125. /** @hidden */
  63126. export var volumetricLightScatteringPassVertexShader: {
  63127. name: string;
  63128. shader: string;
  63129. };
  63130. }
  63131. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  63132. /** @hidden */
  63133. export var volumetricLightScatteringPassPixelShader: {
  63134. name: string;
  63135. shader: string;
  63136. };
  63137. }
  63138. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  63139. import { Vector3 } from "babylonjs/Maths/math.vector";
  63140. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63141. import { Mesh } from "babylonjs/Meshes/mesh";
  63142. import { Camera } from "babylonjs/Cameras/camera";
  63143. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63144. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63145. import { Scene } from "babylonjs/scene";
  63146. import "babylonjs/Meshes/Builders/planeBuilder";
  63147. import "babylonjs/Shaders/depth.vertex";
  63148. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  63149. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  63150. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  63151. import { Engine } from "babylonjs/Engines/engine";
  63152. /**
  63153. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  63154. */
  63155. export class VolumetricLightScatteringPostProcess extends PostProcess {
  63156. private _volumetricLightScatteringPass;
  63157. private _volumetricLightScatteringRTT;
  63158. private _viewPort;
  63159. private _screenCoordinates;
  63160. private _cachedDefines;
  63161. /**
  63162. * If not undefined, the mesh position is computed from the attached node position
  63163. */
  63164. attachedNode: {
  63165. position: Vector3;
  63166. };
  63167. /**
  63168. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  63169. */
  63170. customMeshPosition: Vector3;
  63171. /**
  63172. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  63173. */
  63174. useCustomMeshPosition: boolean;
  63175. /**
  63176. * If the post-process should inverse the light scattering direction
  63177. */
  63178. invert: boolean;
  63179. /**
  63180. * The internal mesh used by the post-process
  63181. */
  63182. mesh: Mesh;
  63183. /**
  63184. * @hidden
  63185. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  63186. */
  63187. useDiffuseColor: boolean;
  63188. /**
  63189. * Array containing the excluded meshes not rendered in the internal pass
  63190. */
  63191. excludedMeshes: AbstractMesh[];
  63192. /**
  63193. * Controls the overall intensity of the post-process
  63194. */
  63195. exposure: number;
  63196. /**
  63197. * Dissipates each sample's contribution in range [0, 1]
  63198. */
  63199. decay: number;
  63200. /**
  63201. * Controls the overall intensity of each sample
  63202. */
  63203. weight: number;
  63204. /**
  63205. * Controls the density of each sample
  63206. */
  63207. density: number;
  63208. /**
  63209. * @constructor
  63210. * @param name The post-process name
  63211. * @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)
  63212. * @param camera The camera that the post-process will be attached to
  63213. * @param mesh The mesh used to create the light scattering
  63214. * @param samples The post-process quality, default 100
  63215. * @param samplingModeThe post-process filtering mode
  63216. * @param engine The babylon engine
  63217. * @param reusable If the post-process is reusable
  63218. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  63219. */
  63220. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  63221. /**
  63222. * Returns the string "VolumetricLightScatteringPostProcess"
  63223. * @returns "VolumetricLightScatteringPostProcess"
  63224. */
  63225. getClassName(): string;
  63226. private _isReady;
  63227. /**
  63228. * Sets the new light position for light scattering effect
  63229. * @param position The new custom light position
  63230. */
  63231. setCustomMeshPosition(position: Vector3): void;
  63232. /**
  63233. * Returns the light position for light scattering effect
  63234. * @return Vector3 The custom light position
  63235. */
  63236. getCustomMeshPosition(): Vector3;
  63237. /**
  63238. * Disposes the internal assets and detaches the post-process from the camera
  63239. */
  63240. dispose(camera: Camera): void;
  63241. /**
  63242. * Returns the render target texture used by the post-process
  63243. * @return the render target texture used by the post-process
  63244. */
  63245. getPass(): RenderTargetTexture;
  63246. private _meshExcluded;
  63247. private _createPass;
  63248. private _updateMeshScreenCoordinates;
  63249. /**
  63250. * Creates a default mesh for the Volumeric Light Scattering post-process
  63251. * @param name The mesh name
  63252. * @param scene The scene where to create the mesh
  63253. * @return the default mesh
  63254. */
  63255. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  63256. }
  63257. }
  63258. declare module "babylonjs/PostProcesses/index" {
  63259. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  63260. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  63261. export * from "babylonjs/PostProcesses/bloomEffect";
  63262. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  63263. export * from "babylonjs/PostProcesses/blurPostProcess";
  63264. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  63265. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  63266. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  63267. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  63268. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  63269. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  63270. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  63271. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  63272. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  63273. export * from "babylonjs/PostProcesses/filterPostProcess";
  63274. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  63275. export * from "babylonjs/PostProcesses/grainPostProcess";
  63276. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  63277. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  63278. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  63279. export * from "babylonjs/PostProcesses/passPostProcess";
  63280. export * from "babylonjs/PostProcesses/postProcess";
  63281. export * from "babylonjs/PostProcesses/postProcessManager";
  63282. export * from "babylonjs/PostProcesses/refractionPostProcess";
  63283. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  63284. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  63285. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  63286. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  63287. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  63288. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  63289. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  63290. }
  63291. declare module "babylonjs/Probes/index" {
  63292. export * from "babylonjs/Probes/reflectionProbe";
  63293. }
  63294. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  63295. import { Scene } from "babylonjs/scene";
  63296. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63297. import { SmartArray } from "babylonjs/Misc/smartArray";
  63298. import { ISceneComponent } from "babylonjs/sceneComponent";
  63299. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  63300. import "babylonjs/Meshes/Builders/boxBuilder";
  63301. import "babylonjs/Shaders/color.fragment";
  63302. import "babylonjs/Shaders/color.vertex";
  63303. import { Color3 } from "babylonjs/Maths/math.color";
  63304. module "babylonjs/scene" {
  63305. interface Scene {
  63306. /** @hidden (Backing field) */
  63307. _boundingBoxRenderer: BoundingBoxRenderer;
  63308. /** @hidden (Backing field) */
  63309. _forceShowBoundingBoxes: boolean;
  63310. /**
  63311. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  63312. */
  63313. forceShowBoundingBoxes: boolean;
  63314. /**
  63315. * Gets the bounding box renderer associated with the scene
  63316. * @returns a BoundingBoxRenderer
  63317. */
  63318. getBoundingBoxRenderer(): BoundingBoxRenderer;
  63319. }
  63320. }
  63321. module "babylonjs/Meshes/abstractMesh" {
  63322. interface AbstractMesh {
  63323. /** @hidden (Backing field) */
  63324. _showBoundingBox: boolean;
  63325. /**
  63326. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  63327. */
  63328. showBoundingBox: boolean;
  63329. }
  63330. }
  63331. /**
  63332. * Component responsible of rendering the bounding box of the meshes in a scene.
  63333. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  63334. */
  63335. export class BoundingBoxRenderer implements ISceneComponent {
  63336. /**
  63337. * The component name helpfull to identify the component in the list of scene components.
  63338. */
  63339. readonly name: string;
  63340. /**
  63341. * The scene the component belongs to.
  63342. */
  63343. scene: Scene;
  63344. /**
  63345. * Color of the bounding box lines placed in front of an object
  63346. */
  63347. frontColor: Color3;
  63348. /**
  63349. * Color of the bounding box lines placed behind an object
  63350. */
  63351. backColor: Color3;
  63352. /**
  63353. * Defines if the renderer should show the back lines or not
  63354. */
  63355. showBackLines: boolean;
  63356. /**
  63357. * @hidden
  63358. */
  63359. renderList: SmartArray<BoundingBox>;
  63360. private _colorShader;
  63361. private _vertexBuffers;
  63362. private _indexBuffer;
  63363. private _fillIndexBuffer;
  63364. private _fillIndexData;
  63365. /**
  63366. * Instantiates a new bounding box renderer in a scene.
  63367. * @param scene the scene the renderer renders in
  63368. */
  63369. constructor(scene: Scene);
  63370. /**
  63371. * Registers the component in a given scene
  63372. */
  63373. register(): void;
  63374. private _evaluateSubMesh;
  63375. private _activeMesh;
  63376. private _prepareRessources;
  63377. private _createIndexBuffer;
  63378. /**
  63379. * Rebuilds the elements related to this component in case of
  63380. * context lost for instance.
  63381. */
  63382. rebuild(): void;
  63383. /**
  63384. * @hidden
  63385. */
  63386. reset(): void;
  63387. /**
  63388. * Render the bounding boxes of a specific rendering group
  63389. * @param renderingGroupId defines the rendering group to render
  63390. */
  63391. render(renderingGroupId: number): void;
  63392. /**
  63393. * In case of occlusion queries, we can render the occlusion bounding box through this method
  63394. * @param mesh Define the mesh to render the occlusion bounding box for
  63395. */
  63396. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  63397. /**
  63398. * Dispose and release the resources attached to this renderer.
  63399. */
  63400. dispose(): void;
  63401. }
  63402. }
  63403. declare module "babylonjs/Shaders/depth.fragment" {
  63404. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  63405. /** @hidden */
  63406. export var depthPixelShader: {
  63407. name: string;
  63408. shader: string;
  63409. };
  63410. }
  63411. declare module "babylonjs/Rendering/depthRenderer" {
  63412. import { Nullable } from "babylonjs/types";
  63413. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63414. import { Scene } from "babylonjs/scene";
  63415. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63416. import { Camera } from "babylonjs/Cameras/camera";
  63417. import "babylonjs/Shaders/depth.fragment";
  63418. import "babylonjs/Shaders/depth.vertex";
  63419. /**
  63420. * This represents a depth renderer in Babylon.
  63421. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  63422. */
  63423. export class DepthRenderer {
  63424. private _scene;
  63425. private _depthMap;
  63426. private _effect;
  63427. private readonly _storeNonLinearDepth;
  63428. private readonly _clearColor;
  63429. /** Get if the depth renderer is using packed depth or not */
  63430. readonly isPacked: boolean;
  63431. private _cachedDefines;
  63432. private _camera;
  63433. /**
  63434. * Specifiess that the depth renderer will only be used within
  63435. * the camera it is created for.
  63436. * This can help forcing its rendering during the camera processing.
  63437. */
  63438. useOnlyInActiveCamera: boolean;
  63439. /** @hidden */
  63440. static _SceneComponentInitialization: (scene: Scene) => void;
  63441. /**
  63442. * Instantiates a depth renderer
  63443. * @param scene The scene the renderer belongs to
  63444. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  63445. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  63446. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  63447. */
  63448. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  63449. /**
  63450. * Creates the depth rendering effect and checks if the effect is ready.
  63451. * @param subMesh The submesh to be used to render the depth map of
  63452. * @param useInstances If multiple world instances should be used
  63453. * @returns if the depth renderer is ready to render the depth map
  63454. */
  63455. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63456. /**
  63457. * Gets the texture which the depth map will be written to.
  63458. * @returns The depth map texture
  63459. */
  63460. getDepthMap(): RenderTargetTexture;
  63461. /**
  63462. * Disposes of the depth renderer.
  63463. */
  63464. dispose(): void;
  63465. }
  63466. }
  63467. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  63468. import { Nullable } from "babylonjs/types";
  63469. import { Scene } from "babylonjs/scene";
  63470. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  63471. import { Camera } from "babylonjs/Cameras/camera";
  63472. import { ISceneComponent } from "babylonjs/sceneComponent";
  63473. module "babylonjs/scene" {
  63474. interface Scene {
  63475. /** @hidden (Backing field) */
  63476. _depthRenderer: {
  63477. [id: string]: DepthRenderer;
  63478. };
  63479. /**
  63480. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  63481. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  63482. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  63483. * @returns the created depth renderer
  63484. */
  63485. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  63486. /**
  63487. * Disables a depth renderer for a given camera
  63488. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  63489. */
  63490. disableDepthRenderer(camera?: Nullable<Camera>): void;
  63491. }
  63492. }
  63493. /**
  63494. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  63495. * in several rendering techniques.
  63496. */
  63497. export class DepthRendererSceneComponent implements ISceneComponent {
  63498. /**
  63499. * The component name helpfull to identify the component in the list of scene components.
  63500. */
  63501. readonly name: string;
  63502. /**
  63503. * The scene the component belongs to.
  63504. */
  63505. scene: Scene;
  63506. /**
  63507. * Creates a new instance of the component for the given scene
  63508. * @param scene Defines the scene to register the component in
  63509. */
  63510. constructor(scene: Scene);
  63511. /**
  63512. * Registers the component in a given scene
  63513. */
  63514. register(): void;
  63515. /**
  63516. * Rebuilds the elements related to this component in case of
  63517. * context lost for instance.
  63518. */
  63519. rebuild(): void;
  63520. /**
  63521. * Disposes the component and the associated ressources
  63522. */
  63523. dispose(): void;
  63524. private _gatherRenderTargets;
  63525. private _gatherActiveCameraRenderTargets;
  63526. }
  63527. }
  63528. declare module "babylonjs/Shaders/outline.fragment" {
  63529. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  63530. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  63531. /** @hidden */
  63532. export var outlinePixelShader: {
  63533. name: string;
  63534. shader: string;
  63535. };
  63536. }
  63537. declare module "babylonjs/Shaders/outline.vertex" {
  63538. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63539. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63540. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63541. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63542. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  63543. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63544. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63545. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63546. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  63547. /** @hidden */
  63548. export var outlineVertexShader: {
  63549. name: string;
  63550. shader: string;
  63551. };
  63552. }
  63553. declare module "babylonjs/Rendering/outlineRenderer" {
  63554. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63555. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  63556. import { Scene } from "babylonjs/scene";
  63557. import { ISceneComponent } from "babylonjs/sceneComponent";
  63558. import "babylonjs/Shaders/outline.fragment";
  63559. import "babylonjs/Shaders/outline.vertex";
  63560. module "babylonjs/scene" {
  63561. interface Scene {
  63562. /** @hidden */
  63563. _outlineRenderer: OutlineRenderer;
  63564. /**
  63565. * Gets the outline renderer associated with the scene
  63566. * @returns a OutlineRenderer
  63567. */
  63568. getOutlineRenderer(): OutlineRenderer;
  63569. }
  63570. }
  63571. module "babylonjs/Meshes/abstractMesh" {
  63572. interface AbstractMesh {
  63573. /** @hidden (Backing field) */
  63574. _renderOutline: boolean;
  63575. /**
  63576. * Gets or sets a boolean indicating if the outline must be rendered as well
  63577. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  63578. */
  63579. renderOutline: boolean;
  63580. /** @hidden (Backing field) */
  63581. _renderOverlay: boolean;
  63582. /**
  63583. * Gets or sets a boolean indicating if the overlay must be rendered as well
  63584. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  63585. */
  63586. renderOverlay: boolean;
  63587. }
  63588. }
  63589. /**
  63590. * This class is responsible to draw bothe outline/overlay of meshes.
  63591. * It should not be used directly but through the available method on mesh.
  63592. */
  63593. export class OutlineRenderer implements ISceneComponent {
  63594. /**
  63595. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  63596. */
  63597. private static _StencilReference;
  63598. /**
  63599. * The name of the component. Each component must have a unique name.
  63600. */
  63601. name: string;
  63602. /**
  63603. * The scene the component belongs to.
  63604. */
  63605. scene: Scene;
  63606. /**
  63607. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  63608. */
  63609. zOffset: number;
  63610. private _engine;
  63611. private _effect;
  63612. private _cachedDefines;
  63613. private _savedDepthWrite;
  63614. /**
  63615. * Instantiates a new outline renderer. (There could be only one per scene).
  63616. * @param scene Defines the scene it belongs to
  63617. */
  63618. constructor(scene: Scene);
  63619. /**
  63620. * Register the component to one instance of a scene.
  63621. */
  63622. register(): void;
  63623. /**
  63624. * Rebuilds the elements related to this component in case of
  63625. * context lost for instance.
  63626. */
  63627. rebuild(): void;
  63628. /**
  63629. * Disposes the component and the associated ressources.
  63630. */
  63631. dispose(): void;
  63632. /**
  63633. * Renders the outline in the canvas.
  63634. * @param subMesh Defines the sumesh to render
  63635. * @param batch Defines the batch of meshes in case of instances
  63636. * @param useOverlay Defines if the rendering is for the overlay or the outline
  63637. */
  63638. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  63639. /**
  63640. * Returns whether or not the outline renderer is ready for a given submesh.
  63641. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  63642. * @param subMesh Defines the submesh to check readyness for
  63643. * @param useInstances Defines wheter wee are trying to render instances or not
  63644. * @returns true if ready otherwise false
  63645. */
  63646. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63647. private _beforeRenderingMesh;
  63648. private _afterRenderingMesh;
  63649. }
  63650. }
  63651. declare module "babylonjs/Rendering/index" {
  63652. export * from "babylonjs/Rendering/boundingBoxRenderer";
  63653. export * from "babylonjs/Rendering/depthRenderer";
  63654. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  63655. export * from "babylonjs/Rendering/edgesRenderer";
  63656. export * from "babylonjs/Rendering/geometryBufferRenderer";
  63657. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  63658. export * from "babylonjs/Rendering/outlineRenderer";
  63659. export * from "babylonjs/Rendering/renderingGroup";
  63660. export * from "babylonjs/Rendering/renderingManager";
  63661. export * from "babylonjs/Rendering/utilityLayerRenderer";
  63662. }
  63663. declare module "babylonjs/Sprites/spritePackedManager" {
  63664. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  63665. import { Scene } from "babylonjs/scene";
  63666. /**
  63667. * Class used to manage multiple sprites of different sizes on the same spritesheet
  63668. * @see http://doc.babylonjs.com/babylon101/sprites
  63669. */
  63670. export class SpritePackedManager extends SpriteManager {
  63671. /** defines the packed manager's name */
  63672. name: string;
  63673. /**
  63674. * Creates a new sprite manager from a packed sprite sheet
  63675. * @param name defines the manager's name
  63676. * @param imgUrl defines the sprite sheet url
  63677. * @param capacity defines the maximum allowed number of sprites
  63678. * @param scene defines the hosting scene
  63679. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  63680. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  63681. * @param samplingMode defines the smapling mode to use with spritesheet
  63682. * @param fromPacked set to true; do not alter
  63683. */
  63684. constructor(
  63685. /** defines the packed manager's name */
  63686. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  63687. }
  63688. }
  63689. declare module "babylonjs/Sprites/index" {
  63690. export * from "babylonjs/Sprites/sprite";
  63691. export * from "babylonjs/Sprites/spriteManager";
  63692. export * from "babylonjs/Sprites/spritePackedManager";
  63693. export * from "babylonjs/Sprites/spriteSceneComponent";
  63694. }
  63695. declare module "babylonjs/Misc/assetsManager" {
  63696. import { Scene } from "babylonjs/scene";
  63697. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63698. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  63699. import { Skeleton } from "babylonjs/Bones/skeleton";
  63700. import { Observable } from "babylonjs/Misc/observable";
  63701. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  63702. import { Texture } from "babylonjs/Materials/Textures/texture";
  63703. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  63704. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  63705. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  63706. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  63707. /**
  63708. * Defines the list of states available for a task inside a AssetsManager
  63709. */
  63710. export enum AssetTaskState {
  63711. /**
  63712. * Initialization
  63713. */
  63714. INIT = 0,
  63715. /**
  63716. * Running
  63717. */
  63718. RUNNING = 1,
  63719. /**
  63720. * Done
  63721. */
  63722. DONE = 2,
  63723. /**
  63724. * Error
  63725. */
  63726. ERROR = 3
  63727. }
  63728. /**
  63729. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  63730. */
  63731. export abstract class AbstractAssetTask {
  63732. /**
  63733. * Task name
  63734. */ name: string;
  63735. /**
  63736. * Callback called when the task is successful
  63737. */
  63738. onSuccess: (task: any) => void;
  63739. /**
  63740. * Callback called when the task is not successful
  63741. */
  63742. onError: (task: any, message?: string, exception?: any) => void;
  63743. /**
  63744. * Creates a new AssetsManager
  63745. * @param name defines the name of the task
  63746. */
  63747. constructor(
  63748. /**
  63749. * Task name
  63750. */ name: string);
  63751. private _isCompleted;
  63752. private _taskState;
  63753. private _errorObject;
  63754. /**
  63755. * Get if the task is completed
  63756. */
  63757. readonly isCompleted: boolean;
  63758. /**
  63759. * Gets the current state of the task
  63760. */
  63761. readonly taskState: AssetTaskState;
  63762. /**
  63763. * Gets the current error object (if task is in error)
  63764. */
  63765. readonly errorObject: {
  63766. message?: string;
  63767. exception?: any;
  63768. };
  63769. /**
  63770. * Internal only
  63771. * @hidden
  63772. */
  63773. _setErrorObject(message?: string, exception?: any): void;
  63774. /**
  63775. * Execute the current task
  63776. * @param scene defines the scene where you want your assets to be loaded
  63777. * @param onSuccess is a callback called when the task is successfully executed
  63778. * @param onError is a callback called if an error occurs
  63779. */
  63780. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63781. /**
  63782. * Execute the current task
  63783. * @param scene defines the scene where you want your assets to be loaded
  63784. * @param onSuccess is a callback called when the task is successfully executed
  63785. * @param onError is a callback called if an error occurs
  63786. */
  63787. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63788. /**
  63789. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  63790. * This can be used with failed tasks that have the reason for failure fixed.
  63791. */
  63792. reset(): void;
  63793. private onErrorCallback;
  63794. private onDoneCallback;
  63795. }
  63796. /**
  63797. * Define the interface used by progress events raised during assets loading
  63798. */
  63799. export interface IAssetsProgressEvent {
  63800. /**
  63801. * Defines the number of remaining tasks to process
  63802. */
  63803. remainingCount: number;
  63804. /**
  63805. * Defines the total number of tasks
  63806. */
  63807. totalCount: number;
  63808. /**
  63809. * Defines the task that was just processed
  63810. */
  63811. task: AbstractAssetTask;
  63812. }
  63813. /**
  63814. * Class used to share progress information about assets loading
  63815. */
  63816. export class AssetsProgressEvent implements IAssetsProgressEvent {
  63817. /**
  63818. * Defines the number of remaining tasks to process
  63819. */
  63820. remainingCount: number;
  63821. /**
  63822. * Defines the total number of tasks
  63823. */
  63824. totalCount: number;
  63825. /**
  63826. * Defines the task that was just processed
  63827. */
  63828. task: AbstractAssetTask;
  63829. /**
  63830. * Creates a AssetsProgressEvent
  63831. * @param remainingCount defines the number of remaining tasks to process
  63832. * @param totalCount defines the total number of tasks
  63833. * @param task defines the task that was just processed
  63834. */
  63835. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  63836. }
  63837. /**
  63838. * Define a task used by AssetsManager to load meshes
  63839. */
  63840. export class MeshAssetTask extends AbstractAssetTask {
  63841. /**
  63842. * Defines the name of the task
  63843. */
  63844. name: string;
  63845. /**
  63846. * Defines the list of mesh's names you want to load
  63847. */
  63848. meshesNames: any;
  63849. /**
  63850. * Defines the root url to use as a base to load your meshes and associated resources
  63851. */
  63852. rootUrl: string;
  63853. /**
  63854. * Defines the filename of the scene to load from
  63855. */
  63856. sceneFilename: string;
  63857. /**
  63858. * Gets the list of loaded meshes
  63859. */
  63860. loadedMeshes: Array<AbstractMesh>;
  63861. /**
  63862. * Gets the list of loaded particle systems
  63863. */
  63864. loadedParticleSystems: Array<IParticleSystem>;
  63865. /**
  63866. * Gets the list of loaded skeletons
  63867. */
  63868. loadedSkeletons: Array<Skeleton>;
  63869. /**
  63870. * Gets the list of loaded animation groups
  63871. */
  63872. loadedAnimationGroups: Array<AnimationGroup>;
  63873. /**
  63874. * Callback called when the task is successful
  63875. */
  63876. onSuccess: (task: MeshAssetTask) => void;
  63877. /**
  63878. * Callback called when the task is successful
  63879. */
  63880. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  63881. /**
  63882. * Creates a new MeshAssetTask
  63883. * @param name defines the name of the task
  63884. * @param meshesNames defines the list of mesh's names you want to load
  63885. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  63886. * @param sceneFilename defines the filename of the scene to load from
  63887. */
  63888. constructor(
  63889. /**
  63890. * Defines the name of the task
  63891. */
  63892. name: string,
  63893. /**
  63894. * Defines the list of mesh's names you want to load
  63895. */
  63896. meshesNames: any,
  63897. /**
  63898. * Defines the root url to use as a base to load your meshes and associated resources
  63899. */
  63900. rootUrl: string,
  63901. /**
  63902. * Defines the filename of the scene to load from
  63903. */
  63904. sceneFilename: string);
  63905. /**
  63906. * Execute the current task
  63907. * @param scene defines the scene where you want your assets to be loaded
  63908. * @param onSuccess is a callback called when the task is successfully executed
  63909. * @param onError is a callback called if an error occurs
  63910. */
  63911. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63912. }
  63913. /**
  63914. * Define a task used by AssetsManager to load text content
  63915. */
  63916. export class TextFileAssetTask extends AbstractAssetTask {
  63917. /**
  63918. * Defines the name of the task
  63919. */
  63920. name: string;
  63921. /**
  63922. * Defines the location of the file to load
  63923. */
  63924. url: string;
  63925. /**
  63926. * Gets the loaded text string
  63927. */
  63928. text: string;
  63929. /**
  63930. * Callback called when the task is successful
  63931. */
  63932. onSuccess: (task: TextFileAssetTask) => void;
  63933. /**
  63934. * Callback called when the task is successful
  63935. */
  63936. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  63937. /**
  63938. * Creates a new TextFileAssetTask object
  63939. * @param name defines the name of the task
  63940. * @param url defines the location of the file to load
  63941. */
  63942. constructor(
  63943. /**
  63944. * Defines the name of the task
  63945. */
  63946. name: string,
  63947. /**
  63948. * Defines the location of the file to load
  63949. */
  63950. url: string);
  63951. /**
  63952. * Execute the current task
  63953. * @param scene defines the scene where you want your assets to be loaded
  63954. * @param onSuccess is a callback called when the task is successfully executed
  63955. * @param onError is a callback called if an error occurs
  63956. */
  63957. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63958. }
  63959. /**
  63960. * Define a task used by AssetsManager to load binary data
  63961. */
  63962. export class BinaryFileAssetTask extends AbstractAssetTask {
  63963. /**
  63964. * Defines the name of the task
  63965. */
  63966. name: string;
  63967. /**
  63968. * Defines the location of the file to load
  63969. */
  63970. url: string;
  63971. /**
  63972. * Gets the lodaded data (as an array buffer)
  63973. */
  63974. data: ArrayBuffer;
  63975. /**
  63976. * Callback called when the task is successful
  63977. */
  63978. onSuccess: (task: BinaryFileAssetTask) => void;
  63979. /**
  63980. * Callback called when the task is successful
  63981. */
  63982. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  63983. /**
  63984. * Creates a new BinaryFileAssetTask object
  63985. * @param name defines the name of the new task
  63986. * @param url defines the location of the file to load
  63987. */
  63988. constructor(
  63989. /**
  63990. * Defines the name of the task
  63991. */
  63992. name: string,
  63993. /**
  63994. * Defines the location of the file to load
  63995. */
  63996. url: string);
  63997. /**
  63998. * Execute the current task
  63999. * @param scene defines the scene where you want your assets to be loaded
  64000. * @param onSuccess is a callback called when the task is successfully executed
  64001. * @param onError is a callback called if an error occurs
  64002. */
  64003. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64004. }
  64005. /**
  64006. * Define a task used by AssetsManager to load images
  64007. */
  64008. export class ImageAssetTask extends AbstractAssetTask {
  64009. /**
  64010. * Defines the name of the task
  64011. */
  64012. name: string;
  64013. /**
  64014. * Defines the location of the image to load
  64015. */
  64016. url: string;
  64017. /**
  64018. * Gets the loaded images
  64019. */
  64020. image: HTMLImageElement;
  64021. /**
  64022. * Callback called when the task is successful
  64023. */
  64024. onSuccess: (task: ImageAssetTask) => void;
  64025. /**
  64026. * Callback called when the task is successful
  64027. */
  64028. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  64029. /**
  64030. * Creates a new ImageAssetTask
  64031. * @param name defines the name of the task
  64032. * @param url defines the location of the image to load
  64033. */
  64034. constructor(
  64035. /**
  64036. * Defines the name of the task
  64037. */
  64038. name: string,
  64039. /**
  64040. * Defines the location of the image to load
  64041. */
  64042. url: string);
  64043. /**
  64044. * Execute the current task
  64045. * @param scene defines the scene where you want your assets to be loaded
  64046. * @param onSuccess is a callback called when the task is successfully executed
  64047. * @param onError is a callback called if an error occurs
  64048. */
  64049. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64050. }
  64051. /**
  64052. * Defines the interface used by texture loading tasks
  64053. */
  64054. export interface ITextureAssetTask<TEX extends BaseTexture> {
  64055. /**
  64056. * Gets the loaded texture
  64057. */
  64058. texture: TEX;
  64059. }
  64060. /**
  64061. * Define a task used by AssetsManager to load 2D textures
  64062. */
  64063. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  64064. /**
  64065. * Defines the name of the task
  64066. */
  64067. name: string;
  64068. /**
  64069. * Defines the location of the file to load
  64070. */
  64071. url: string;
  64072. /**
  64073. * Defines if mipmap should not be generated (default is false)
  64074. */
  64075. noMipmap?: boolean | undefined;
  64076. /**
  64077. * Defines if texture must be inverted on Y axis (default is false)
  64078. */
  64079. invertY?: boolean | undefined;
  64080. /**
  64081. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64082. */
  64083. samplingMode: number;
  64084. /**
  64085. * Gets the loaded texture
  64086. */
  64087. texture: Texture;
  64088. /**
  64089. * Callback called when the task is successful
  64090. */
  64091. onSuccess: (task: TextureAssetTask) => void;
  64092. /**
  64093. * Callback called when the task is successful
  64094. */
  64095. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  64096. /**
  64097. * Creates a new TextureAssetTask object
  64098. * @param name defines the name of the task
  64099. * @param url defines the location of the file to load
  64100. * @param noMipmap defines if mipmap should not be generated (default is false)
  64101. * @param invertY defines if texture must be inverted on Y axis (default is false)
  64102. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64103. */
  64104. constructor(
  64105. /**
  64106. * Defines the name of the task
  64107. */
  64108. name: string,
  64109. /**
  64110. * Defines the location of the file to load
  64111. */
  64112. url: string,
  64113. /**
  64114. * Defines if mipmap should not be generated (default is false)
  64115. */
  64116. noMipmap?: boolean | undefined,
  64117. /**
  64118. * Defines if texture must be inverted on Y axis (default is false)
  64119. */
  64120. invertY?: boolean | undefined,
  64121. /**
  64122. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64123. */
  64124. samplingMode?: number);
  64125. /**
  64126. * Execute the current task
  64127. * @param scene defines the scene where you want your assets to be loaded
  64128. * @param onSuccess is a callback called when the task is successfully executed
  64129. * @param onError is a callback called if an error occurs
  64130. */
  64131. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64132. }
  64133. /**
  64134. * Define a task used by AssetsManager to load cube textures
  64135. */
  64136. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  64137. /**
  64138. * Defines the name of the task
  64139. */
  64140. name: string;
  64141. /**
  64142. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64143. */
  64144. url: string;
  64145. /**
  64146. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64147. */
  64148. extensions?: string[] | undefined;
  64149. /**
  64150. * Defines if mipmaps should not be generated (default is false)
  64151. */
  64152. noMipmap?: boolean | undefined;
  64153. /**
  64154. * Defines the explicit list of files (undefined by default)
  64155. */
  64156. files?: string[] | undefined;
  64157. /**
  64158. * Gets the loaded texture
  64159. */
  64160. texture: CubeTexture;
  64161. /**
  64162. * Callback called when the task is successful
  64163. */
  64164. onSuccess: (task: CubeTextureAssetTask) => void;
  64165. /**
  64166. * Callback called when the task is successful
  64167. */
  64168. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  64169. /**
  64170. * Creates a new CubeTextureAssetTask
  64171. * @param name defines the name of the task
  64172. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64173. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64174. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64175. * @param files defines the explicit list of files (undefined by default)
  64176. */
  64177. constructor(
  64178. /**
  64179. * Defines the name of the task
  64180. */
  64181. name: string,
  64182. /**
  64183. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64184. */
  64185. url: string,
  64186. /**
  64187. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64188. */
  64189. extensions?: string[] | undefined,
  64190. /**
  64191. * Defines if mipmaps should not be generated (default is false)
  64192. */
  64193. noMipmap?: boolean | undefined,
  64194. /**
  64195. * Defines the explicit list of files (undefined by default)
  64196. */
  64197. files?: string[] | undefined);
  64198. /**
  64199. * Execute the current task
  64200. * @param scene defines the scene where you want your assets to be loaded
  64201. * @param onSuccess is a callback called when the task is successfully executed
  64202. * @param onError is a callback called if an error occurs
  64203. */
  64204. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64205. }
  64206. /**
  64207. * Define a task used by AssetsManager to load HDR cube textures
  64208. */
  64209. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  64210. /**
  64211. * Defines the name of the task
  64212. */
  64213. name: string;
  64214. /**
  64215. * Defines the location of the file to load
  64216. */
  64217. url: string;
  64218. /**
  64219. * Defines the desired size (the more it increases the longer the generation will be)
  64220. */
  64221. size: number;
  64222. /**
  64223. * Defines if mipmaps should not be generated (default is false)
  64224. */
  64225. noMipmap: boolean;
  64226. /**
  64227. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64228. */
  64229. generateHarmonics: boolean;
  64230. /**
  64231. * 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)
  64232. */
  64233. gammaSpace: boolean;
  64234. /**
  64235. * Internal Use Only
  64236. */
  64237. reserved: boolean;
  64238. /**
  64239. * Gets the loaded texture
  64240. */
  64241. texture: HDRCubeTexture;
  64242. /**
  64243. * Callback called when the task is successful
  64244. */
  64245. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  64246. /**
  64247. * Callback called when the task is successful
  64248. */
  64249. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  64250. /**
  64251. * Creates a new HDRCubeTextureAssetTask object
  64252. * @param name defines the name of the task
  64253. * @param url defines the location of the file to load
  64254. * @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.
  64255. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64256. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64257. * @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)
  64258. * @param reserved Internal use only
  64259. */
  64260. constructor(
  64261. /**
  64262. * Defines the name of the task
  64263. */
  64264. name: string,
  64265. /**
  64266. * Defines the location of the file to load
  64267. */
  64268. url: string,
  64269. /**
  64270. * Defines the desired size (the more it increases the longer the generation will be)
  64271. */
  64272. size: number,
  64273. /**
  64274. * Defines if mipmaps should not be generated (default is false)
  64275. */
  64276. noMipmap?: boolean,
  64277. /**
  64278. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64279. */
  64280. generateHarmonics?: boolean,
  64281. /**
  64282. * 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)
  64283. */
  64284. gammaSpace?: boolean,
  64285. /**
  64286. * Internal Use Only
  64287. */
  64288. reserved?: boolean);
  64289. /**
  64290. * Execute the current task
  64291. * @param scene defines the scene where you want your assets to be loaded
  64292. * @param onSuccess is a callback called when the task is successfully executed
  64293. * @param onError is a callback called if an error occurs
  64294. */
  64295. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64296. }
  64297. /**
  64298. * Define a task used by AssetsManager to load Equirectangular cube textures
  64299. */
  64300. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  64301. /**
  64302. * Defines the name of the task
  64303. */
  64304. name: string;
  64305. /**
  64306. * Defines the location of the file to load
  64307. */
  64308. url: string;
  64309. /**
  64310. * Defines the desired size (the more it increases the longer the generation will be)
  64311. */
  64312. size: number;
  64313. /**
  64314. * Defines if mipmaps should not be generated (default is false)
  64315. */
  64316. noMipmap: boolean;
  64317. /**
  64318. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  64319. * but the standard material would require them in Gamma space) (default is true)
  64320. */
  64321. gammaSpace: boolean;
  64322. /**
  64323. * Gets the loaded texture
  64324. */
  64325. texture: EquiRectangularCubeTexture;
  64326. /**
  64327. * Callback called when the task is successful
  64328. */
  64329. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  64330. /**
  64331. * Callback called when the task is successful
  64332. */
  64333. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  64334. /**
  64335. * Creates a new EquiRectangularCubeTextureAssetTask object
  64336. * @param name defines the name of the task
  64337. * @param url defines the location of the file to load
  64338. * @param size defines the desired size (the more it increases the longer the generation will be)
  64339. * If the size is omitted this implies you are using a preprocessed cubemap.
  64340. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64341. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  64342. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  64343. * (default is true)
  64344. */
  64345. constructor(
  64346. /**
  64347. * Defines the name of the task
  64348. */
  64349. name: string,
  64350. /**
  64351. * Defines the location of the file to load
  64352. */
  64353. url: string,
  64354. /**
  64355. * Defines the desired size (the more it increases the longer the generation will be)
  64356. */
  64357. size: number,
  64358. /**
  64359. * Defines if mipmaps should not be generated (default is false)
  64360. */
  64361. noMipmap?: boolean,
  64362. /**
  64363. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  64364. * but the standard material would require them in Gamma space) (default is true)
  64365. */
  64366. gammaSpace?: boolean);
  64367. /**
  64368. * Execute the current task
  64369. * @param scene defines the scene where you want your assets to be loaded
  64370. * @param onSuccess is a callback called when the task is successfully executed
  64371. * @param onError is a callback called if an error occurs
  64372. */
  64373. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64374. }
  64375. /**
  64376. * This class can be used to easily import assets into a scene
  64377. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  64378. */
  64379. export class AssetsManager {
  64380. private _scene;
  64381. private _isLoading;
  64382. protected _tasks: AbstractAssetTask[];
  64383. protected _waitingTasksCount: number;
  64384. protected _totalTasksCount: number;
  64385. /**
  64386. * Callback called when all tasks are processed
  64387. */
  64388. onFinish: (tasks: AbstractAssetTask[]) => void;
  64389. /**
  64390. * Callback called when a task is successful
  64391. */
  64392. onTaskSuccess: (task: AbstractAssetTask) => void;
  64393. /**
  64394. * Callback called when a task had an error
  64395. */
  64396. onTaskError: (task: AbstractAssetTask) => void;
  64397. /**
  64398. * Callback called when a task is done (whatever the result is)
  64399. */
  64400. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  64401. /**
  64402. * Observable called when all tasks are processed
  64403. */
  64404. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  64405. /**
  64406. * Observable called when a task had an error
  64407. */
  64408. onTaskErrorObservable: Observable<AbstractAssetTask>;
  64409. /**
  64410. * Observable called when all tasks were executed
  64411. */
  64412. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  64413. /**
  64414. * Observable called when a task is done (whatever the result is)
  64415. */
  64416. onProgressObservable: Observable<IAssetsProgressEvent>;
  64417. /**
  64418. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  64419. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  64420. */
  64421. useDefaultLoadingScreen: boolean;
  64422. /**
  64423. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  64424. * when all assets have been downloaded.
  64425. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  64426. */
  64427. autoHideLoadingUI: boolean;
  64428. /**
  64429. * Creates a new AssetsManager
  64430. * @param scene defines the scene to work on
  64431. */
  64432. constructor(scene: Scene);
  64433. /**
  64434. * Add a MeshAssetTask to the list of active tasks
  64435. * @param taskName defines the name of the new task
  64436. * @param meshesNames defines the name of meshes to load
  64437. * @param rootUrl defines the root url to use to locate files
  64438. * @param sceneFilename defines the filename of the scene file
  64439. * @returns a new MeshAssetTask object
  64440. */
  64441. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  64442. /**
  64443. * Add a TextFileAssetTask to the list of active tasks
  64444. * @param taskName defines the name of the new task
  64445. * @param url defines the url of the file to load
  64446. * @returns a new TextFileAssetTask object
  64447. */
  64448. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  64449. /**
  64450. * Add a BinaryFileAssetTask to the list of active tasks
  64451. * @param taskName defines the name of the new task
  64452. * @param url defines the url of the file to load
  64453. * @returns a new BinaryFileAssetTask object
  64454. */
  64455. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  64456. /**
  64457. * Add a ImageAssetTask to the list of active tasks
  64458. * @param taskName defines the name of the new task
  64459. * @param url defines the url of the file to load
  64460. * @returns a new ImageAssetTask object
  64461. */
  64462. addImageTask(taskName: string, url: string): ImageAssetTask;
  64463. /**
  64464. * Add a TextureAssetTask to the list of active tasks
  64465. * @param taskName defines the name of the new task
  64466. * @param url defines the url of the file to load
  64467. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64468. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  64469. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  64470. * @returns a new TextureAssetTask object
  64471. */
  64472. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  64473. /**
  64474. * Add a CubeTextureAssetTask to the list of active tasks
  64475. * @param taskName defines the name of the new task
  64476. * @param url defines the url of the file to load
  64477. * @param extensions defines the extension to use to load the cube map (can be null)
  64478. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64479. * @param files defines the list of files to load (can be null)
  64480. * @returns a new CubeTextureAssetTask object
  64481. */
  64482. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  64483. /**
  64484. *
  64485. * Add a HDRCubeTextureAssetTask to the list of active tasks
  64486. * @param taskName defines the name of the new task
  64487. * @param url defines the url of the file to load
  64488. * @param size defines the size you want for the cubemap (can be null)
  64489. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64490. * @param generateHarmonics defines if you want to automatically generate (true by default)
  64491. * @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)
  64492. * @param reserved Internal use only
  64493. * @returns a new HDRCubeTextureAssetTask object
  64494. */
  64495. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  64496. /**
  64497. *
  64498. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  64499. * @param taskName defines the name of the new task
  64500. * @param url defines the url of the file to load
  64501. * @param size defines the size you want for the cubemap (can be null)
  64502. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64503. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  64504. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  64505. * @returns a new EquiRectangularCubeTextureAssetTask object
  64506. */
  64507. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  64508. /**
  64509. * Remove a task from the assets manager.
  64510. * @param task the task to remove
  64511. */
  64512. removeTask(task: AbstractAssetTask): void;
  64513. private _decreaseWaitingTasksCount;
  64514. private _runTask;
  64515. /**
  64516. * Reset the AssetsManager and remove all tasks
  64517. * @return the current instance of the AssetsManager
  64518. */
  64519. reset(): AssetsManager;
  64520. /**
  64521. * Start the loading process
  64522. * @return the current instance of the AssetsManager
  64523. */
  64524. load(): AssetsManager;
  64525. /**
  64526. * Start the loading process as an async operation
  64527. * @return a promise returning the list of failed tasks
  64528. */
  64529. loadAsync(): Promise<void>;
  64530. }
  64531. }
  64532. declare module "babylonjs/Misc/deferred" {
  64533. /**
  64534. * Wrapper class for promise with external resolve and reject.
  64535. */
  64536. export class Deferred<T> {
  64537. /**
  64538. * The promise associated with this deferred object.
  64539. */
  64540. readonly promise: Promise<T>;
  64541. private _resolve;
  64542. private _reject;
  64543. /**
  64544. * The resolve method of the promise associated with this deferred object.
  64545. */
  64546. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  64547. /**
  64548. * The reject method of the promise associated with this deferred object.
  64549. */
  64550. readonly reject: (reason?: any) => void;
  64551. /**
  64552. * Constructor for this deferred object.
  64553. */
  64554. constructor();
  64555. }
  64556. }
  64557. declare module "babylonjs/Misc/meshExploder" {
  64558. import { Mesh } from "babylonjs/Meshes/mesh";
  64559. /**
  64560. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  64561. */
  64562. export class MeshExploder {
  64563. private _centerMesh;
  64564. private _meshes;
  64565. private _meshesOrigins;
  64566. private _toCenterVectors;
  64567. private _scaledDirection;
  64568. private _newPosition;
  64569. private _centerPosition;
  64570. /**
  64571. * Explodes meshes from a center mesh.
  64572. * @param meshes The meshes to explode.
  64573. * @param centerMesh The mesh to be center of explosion.
  64574. */
  64575. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  64576. private _setCenterMesh;
  64577. /**
  64578. * Get class name
  64579. * @returns "MeshExploder"
  64580. */
  64581. getClassName(): string;
  64582. /**
  64583. * "Exploded meshes"
  64584. * @returns Array of meshes with the centerMesh at index 0.
  64585. */
  64586. getMeshes(): Array<Mesh>;
  64587. /**
  64588. * Explodes meshes giving a specific direction
  64589. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  64590. */
  64591. explode(direction?: number): void;
  64592. }
  64593. }
  64594. declare module "babylonjs/Misc/filesInput" {
  64595. import { Engine } from "babylonjs/Engines/engine";
  64596. import { Scene } from "babylonjs/scene";
  64597. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  64598. /**
  64599. * Class used to help managing file picking and drag'n'drop
  64600. */
  64601. export class FilesInput {
  64602. /**
  64603. * List of files ready to be loaded
  64604. */
  64605. static readonly FilesToLoad: {
  64606. [key: string]: File;
  64607. };
  64608. /**
  64609. * Callback called when a file is processed
  64610. */
  64611. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  64612. private _engine;
  64613. private _currentScene;
  64614. private _sceneLoadedCallback;
  64615. private _progressCallback;
  64616. private _additionalRenderLoopLogicCallback;
  64617. private _textureLoadingCallback;
  64618. private _startingProcessingFilesCallback;
  64619. private _onReloadCallback;
  64620. private _errorCallback;
  64621. private _elementToMonitor;
  64622. private _sceneFileToLoad;
  64623. private _filesToLoad;
  64624. /**
  64625. * Creates a new FilesInput
  64626. * @param engine defines the rendering engine
  64627. * @param scene defines the hosting scene
  64628. * @param sceneLoadedCallback callback called when scene is loaded
  64629. * @param progressCallback callback called to track progress
  64630. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  64631. * @param textureLoadingCallback callback called when a texture is loading
  64632. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  64633. * @param onReloadCallback callback called when a reload is requested
  64634. * @param errorCallback callback call if an error occurs
  64635. */
  64636. 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);
  64637. private _dragEnterHandler;
  64638. private _dragOverHandler;
  64639. private _dropHandler;
  64640. /**
  64641. * Calls this function to listen to drag'n'drop events on a specific DOM element
  64642. * @param elementToMonitor defines the DOM element to track
  64643. */
  64644. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  64645. /**
  64646. * Release all associated resources
  64647. */
  64648. dispose(): void;
  64649. private renderFunction;
  64650. private drag;
  64651. private drop;
  64652. private _traverseFolder;
  64653. private _processFiles;
  64654. /**
  64655. * Load files from a drop event
  64656. * @param event defines the drop event to use as source
  64657. */
  64658. loadFiles(event: any): void;
  64659. private _processReload;
  64660. /**
  64661. * Reload the current scene from the loaded files
  64662. */
  64663. reload(): void;
  64664. }
  64665. }
  64666. declare module "babylonjs/Misc/HighDynamicRange/index" {
  64667. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  64668. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  64669. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  64670. }
  64671. declare module "babylonjs/Misc/sceneOptimizer" {
  64672. import { Scene, IDisposable } from "babylonjs/scene";
  64673. import { Observable } from "babylonjs/Misc/observable";
  64674. /**
  64675. * Defines the root class used to create scene optimization to use with SceneOptimizer
  64676. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64677. */
  64678. export class SceneOptimization {
  64679. /**
  64680. * Defines the priority of this optimization (0 by default which means first in the list)
  64681. */
  64682. priority: number;
  64683. /**
  64684. * Gets a string describing the action executed by the current optimization
  64685. * @returns description string
  64686. */
  64687. getDescription(): string;
  64688. /**
  64689. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64690. * @param scene defines the current scene where to apply this optimization
  64691. * @param optimizer defines the current optimizer
  64692. * @returns true if everything that can be done was applied
  64693. */
  64694. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64695. /**
  64696. * Creates the SceneOptimization object
  64697. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64698. * @param desc defines the description associated with the optimization
  64699. */
  64700. constructor(
  64701. /**
  64702. * Defines the priority of this optimization (0 by default which means first in the list)
  64703. */
  64704. priority?: number);
  64705. }
  64706. /**
  64707. * Defines an optimization used to reduce the size of render target textures
  64708. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64709. */
  64710. export class TextureOptimization extends SceneOptimization {
  64711. /**
  64712. * Defines the priority of this optimization (0 by default which means first in the list)
  64713. */
  64714. priority: number;
  64715. /**
  64716. * 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
  64717. */
  64718. maximumSize: number;
  64719. /**
  64720. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64721. */
  64722. step: number;
  64723. /**
  64724. * Gets a string describing the action executed by the current optimization
  64725. * @returns description string
  64726. */
  64727. getDescription(): string;
  64728. /**
  64729. * Creates the TextureOptimization object
  64730. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64731. * @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
  64732. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64733. */
  64734. constructor(
  64735. /**
  64736. * Defines the priority of this optimization (0 by default which means first in the list)
  64737. */
  64738. priority?: number,
  64739. /**
  64740. * 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
  64741. */
  64742. maximumSize?: number,
  64743. /**
  64744. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64745. */
  64746. step?: number);
  64747. /**
  64748. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64749. * @param scene defines the current scene where to apply this optimization
  64750. * @param optimizer defines the current optimizer
  64751. * @returns true if everything that can be done was applied
  64752. */
  64753. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64754. }
  64755. /**
  64756. * Defines an optimization used to increase or decrease the rendering resolution
  64757. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64758. */
  64759. export class HardwareScalingOptimization extends SceneOptimization {
  64760. /**
  64761. * Defines the priority of this optimization (0 by default which means first in the list)
  64762. */
  64763. priority: number;
  64764. /**
  64765. * Defines the maximum scale to use (2 by default)
  64766. */
  64767. maximumScale: number;
  64768. /**
  64769. * Defines the step to use between two passes (0.5 by default)
  64770. */
  64771. step: number;
  64772. private _currentScale;
  64773. private _directionOffset;
  64774. /**
  64775. * Gets a string describing the action executed by the current optimization
  64776. * @return description string
  64777. */
  64778. getDescription(): string;
  64779. /**
  64780. * Creates the HardwareScalingOptimization object
  64781. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64782. * @param maximumScale defines the maximum scale to use (2 by default)
  64783. * @param step defines the step to use between two passes (0.5 by default)
  64784. */
  64785. constructor(
  64786. /**
  64787. * Defines the priority of this optimization (0 by default which means first in the list)
  64788. */
  64789. priority?: number,
  64790. /**
  64791. * Defines the maximum scale to use (2 by default)
  64792. */
  64793. maximumScale?: number,
  64794. /**
  64795. * Defines the step to use between two passes (0.5 by default)
  64796. */
  64797. step?: number);
  64798. /**
  64799. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64800. * @param scene defines the current scene where to apply this optimization
  64801. * @param optimizer defines the current optimizer
  64802. * @returns true if everything that can be done was applied
  64803. */
  64804. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64805. }
  64806. /**
  64807. * Defines an optimization used to remove shadows
  64808. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64809. */
  64810. export class ShadowsOptimization extends SceneOptimization {
  64811. /**
  64812. * Gets a string describing the action executed by the current optimization
  64813. * @return description string
  64814. */
  64815. getDescription(): string;
  64816. /**
  64817. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64818. * @param scene defines the current scene where to apply this optimization
  64819. * @param optimizer defines the current optimizer
  64820. * @returns true if everything that can be done was applied
  64821. */
  64822. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64823. }
  64824. /**
  64825. * Defines an optimization used to turn post-processes off
  64826. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64827. */
  64828. export class PostProcessesOptimization extends SceneOptimization {
  64829. /**
  64830. * Gets a string describing the action executed by the current optimization
  64831. * @return description string
  64832. */
  64833. getDescription(): string;
  64834. /**
  64835. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64836. * @param scene defines the current scene where to apply this optimization
  64837. * @param optimizer defines the current optimizer
  64838. * @returns true if everything that can be done was applied
  64839. */
  64840. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64841. }
  64842. /**
  64843. * Defines an optimization used to turn lens flares off
  64844. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64845. */
  64846. export class LensFlaresOptimization extends SceneOptimization {
  64847. /**
  64848. * Gets a string describing the action executed by the current optimization
  64849. * @return description string
  64850. */
  64851. getDescription(): string;
  64852. /**
  64853. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64854. * @param scene defines the current scene where to apply this optimization
  64855. * @param optimizer defines the current optimizer
  64856. * @returns true if everything that can be done was applied
  64857. */
  64858. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64859. }
  64860. /**
  64861. * Defines an optimization based on user defined callback.
  64862. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64863. */
  64864. export class CustomOptimization extends SceneOptimization {
  64865. /**
  64866. * Callback called to apply the custom optimization.
  64867. */
  64868. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  64869. /**
  64870. * Callback called to get custom description
  64871. */
  64872. onGetDescription: () => string;
  64873. /**
  64874. * Gets a string describing the action executed by the current optimization
  64875. * @returns description string
  64876. */
  64877. getDescription(): string;
  64878. /**
  64879. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64880. * @param scene defines the current scene where to apply this optimization
  64881. * @param optimizer defines the current optimizer
  64882. * @returns true if everything that can be done was applied
  64883. */
  64884. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64885. }
  64886. /**
  64887. * Defines an optimization used to turn particles off
  64888. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64889. */
  64890. export class ParticlesOptimization extends SceneOptimization {
  64891. /**
  64892. * Gets a string describing the action executed by the current optimization
  64893. * @return description string
  64894. */
  64895. getDescription(): string;
  64896. /**
  64897. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64898. * @param scene defines the current scene where to apply this optimization
  64899. * @param optimizer defines the current optimizer
  64900. * @returns true if everything that can be done was applied
  64901. */
  64902. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64903. }
  64904. /**
  64905. * Defines an optimization used to turn render targets off
  64906. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64907. */
  64908. export class RenderTargetsOptimization extends SceneOptimization {
  64909. /**
  64910. * Gets a string describing the action executed by the current optimization
  64911. * @return description string
  64912. */
  64913. getDescription(): string;
  64914. /**
  64915. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64916. * @param scene defines the current scene where to apply this optimization
  64917. * @param optimizer defines the current optimizer
  64918. * @returns true if everything that can be done was applied
  64919. */
  64920. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64921. }
  64922. /**
  64923. * Defines an optimization used to merge meshes with compatible materials
  64924. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64925. */
  64926. export class MergeMeshesOptimization extends SceneOptimization {
  64927. private static _UpdateSelectionTree;
  64928. /**
  64929. * Gets or sets a boolean which defines if optimization octree has to be updated
  64930. */
  64931. /**
  64932. * Gets or sets a boolean which defines if optimization octree has to be updated
  64933. */
  64934. static UpdateSelectionTree: boolean;
  64935. /**
  64936. * Gets a string describing the action executed by the current optimization
  64937. * @return description string
  64938. */
  64939. getDescription(): string;
  64940. private _canBeMerged;
  64941. /**
  64942. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64943. * @param scene defines the current scene where to apply this optimization
  64944. * @param optimizer defines the current optimizer
  64945. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  64946. * @returns true if everything that can be done was applied
  64947. */
  64948. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  64949. }
  64950. /**
  64951. * Defines a list of options used by SceneOptimizer
  64952. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64953. */
  64954. export class SceneOptimizerOptions {
  64955. /**
  64956. * Defines the target frame rate to reach (60 by default)
  64957. */
  64958. targetFrameRate: number;
  64959. /**
  64960. * Defines the interval between two checkes (2000ms by default)
  64961. */
  64962. trackerDuration: number;
  64963. /**
  64964. * Gets the list of optimizations to apply
  64965. */
  64966. optimizations: SceneOptimization[];
  64967. /**
  64968. * Creates a new list of options used by SceneOptimizer
  64969. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  64970. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  64971. */
  64972. constructor(
  64973. /**
  64974. * Defines the target frame rate to reach (60 by default)
  64975. */
  64976. targetFrameRate?: number,
  64977. /**
  64978. * Defines the interval between two checkes (2000ms by default)
  64979. */
  64980. trackerDuration?: number);
  64981. /**
  64982. * Add a new optimization
  64983. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  64984. * @returns the current SceneOptimizerOptions
  64985. */
  64986. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  64987. /**
  64988. * Add a new custom optimization
  64989. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  64990. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  64991. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64992. * @returns the current SceneOptimizerOptions
  64993. */
  64994. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  64995. /**
  64996. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  64997. * @param targetFrameRate defines the target frame rate (60 by default)
  64998. * @returns a SceneOptimizerOptions object
  64999. */
  65000. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65001. /**
  65002. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  65003. * @param targetFrameRate defines the target frame rate (60 by default)
  65004. * @returns a SceneOptimizerOptions object
  65005. */
  65006. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65007. /**
  65008. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  65009. * @param targetFrameRate defines the target frame rate (60 by default)
  65010. * @returns a SceneOptimizerOptions object
  65011. */
  65012. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65013. }
  65014. /**
  65015. * Class used to run optimizations in order to reach a target frame rate
  65016. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65017. */
  65018. export class SceneOptimizer implements IDisposable {
  65019. private _isRunning;
  65020. private _options;
  65021. private _scene;
  65022. private _currentPriorityLevel;
  65023. private _targetFrameRate;
  65024. private _trackerDuration;
  65025. private _currentFrameRate;
  65026. private _sceneDisposeObserver;
  65027. private _improvementMode;
  65028. /**
  65029. * Defines an observable called when the optimizer reaches the target frame rate
  65030. */
  65031. onSuccessObservable: Observable<SceneOptimizer>;
  65032. /**
  65033. * Defines an observable called when the optimizer enables an optimization
  65034. */
  65035. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  65036. /**
  65037. * Defines an observable called when the optimizer is not able to reach the target frame rate
  65038. */
  65039. onFailureObservable: Observable<SceneOptimizer>;
  65040. /**
  65041. * Gets a boolean indicating if the optimizer is in improvement mode
  65042. */
  65043. readonly isInImprovementMode: boolean;
  65044. /**
  65045. * Gets the current priority level (0 at start)
  65046. */
  65047. readonly currentPriorityLevel: number;
  65048. /**
  65049. * Gets the current frame rate checked by the SceneOptimizer
  65050. */
  65051. readonly currentFrameRate: number;
  65052. /**
  65053. * Gets or sets the current target frame rate (60 by default)
  65054. */
  65055. /**
  65056. * Gets or sets the current target frame rate (60 by default)
  65057. */
  65058. targetFrameRate: number;
  65059. /**
  65060. * Gets or sets the current interval between two checks (every 2000ms by default)
  65061. */
  65062. /**
  65063. * Gets or sets the current interval between two checks (every 2000ms by default)
  65064. */
  65065. trackerDuration: number;
  65066. /**
  65067. * Gets the list of active optimizations
  65068. */
  65069. readonly optimizations: SceneOptimization[];
  65070. /**
  65071. * Creates a new SceneOptimizer
  65072. * @param scene defines the scene to work on
  65073. * @param options defines the options to use with the SceneOptimizer
  65074. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  65075. * @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)
  65076. */
  65077. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  65078. /**
  65079. * Stops the current optimizer
  65080. */
  65081. stop(): void;
  65082. /**
  65083. * Reset the optimizer to initial step (current priority level = 0)
  65084. */
  65085. reset(): void;
  65086. /**
  65087. * Start the optimizer. By default it will try to reach a specific framerate
  65088. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  65089. */
  65090. start(): void;
  65091. private _checkCurrentState;
  65092. /**
  65093. * Release all resources
  65094. */
  65095. dispose(): void;
  65096. /**
  65097. * Helper function to create a SceneOptimizer with one single line of code
  65098. * @param scene defines the scene to work on
  65099. * @param options defines the options to use with the SceneOptimizer
  65100. * @param onSuccess defines a callback to call on success
  65101. * @param onFailure defines a callback to call on failure
  65102. * @returns the new SceneOptimizer object
  65103. */
  65104. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  65105. }
  65106. }
  65107. declare module "babylonjs/Misc/sceneSerializer" {
  65108. import { Scene } from "babylonjs/scene";
  65109. /**
  65110. * Class used to serialize a scene into a string
  65111. */
  65112. export class SceneSerializer {
  65113. /**
  65114. * Clear cache used by a previous serialization
  65115. */
  65116. static ClearCache(): void;
  65117. /**
  65118. * Serialize a scene into a JSON compatible object
  65119. * @param scene defines the scene to serialize
  65120. * @returns a JSON compatible object
  65121. */
  65122. static Serialize(scene: Scene): any;
  65123. /**
  65124. * Serialize a mesh into a JSON compatible object
  65125. * @param toSerialize defines the mesh to serialize
  65126. * @param withParents defines if parents must be serialized as well
  65127. * @param withChildren defines if children must be serialized as well
  65128. * @returns a JSON compatible object
  65129. */
  65130. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  65131. }
  65132. }
  65133. declare module "babylonjs/Misc/textureTools" {
  65134. import { Texture } from "babylonjs/Materials/Textures/texture";
  65135. /**
  65136. * Class used to host texture specific utilities
  65137. */
  65138. export class TextureTools {
  65139. /**
  65140. * Uses the GPU to create a copy texture rescaled at a given size
  65141. * @param texture Texture to copy from
  65142. * @param width defines the desired width
  65143. * @param height defines the desired height
  65144. * @param useBilinearMode defines if bilinear mode has to be used
  65145. * @return the generated texture
  65146. */
  65147. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  65148. }
  65149. }
  65150. declare module "babylonjs/Misc/videoRecorder" {
  65151. import { Nullable } from "babylonjs/types";
  65152. import { Engine } from "babylonjs/Engines/engine";
  65153. /**
  65154. * This represents the different options available for the video capture.
  65155. */
  65156. export interface VideoRecorderOptions {
  65157. /** Defines the mime type of the video. */
  65158. mimeType: string;
  65159. /** Defines the FPS the video should be recorded at. */
  65160. fps: number;
  65161. /** Defines the chunk size for the recording data. */
  65162. recordChunckSize: number;
  65163. /** The audio tracks to attach to the recording. */
  65164. audioTracks?: MediaStreamTrack[];
  65165. }
  65166. /**
  65167. * This can help with recording videos from BabylonJS.
  65168. * This is based on the available WebRTC functionalities of the browser.
  65169. *
  65170. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  65171. */
  65172. export class VideoRecorder {
  65173. private static readonly _defaultOptions;
  65174. /**
  65175. * Returns whether or not the VideoRecorder is available in your browser.
  65176. * @param engine Defines the Babylon Engine.
  65177. * @returns true if supported otherwise false.
  65178. */
  65179. static IsSupported(engine: Engine): boolean;
  65180. private readonly _options;
  65181. private _canvas;
  65182. private _mediaRecorder;
  65183. private _recordedChunks;
  65184. private _fileName;
  65185. private _resolve;
  65186. private _reject;
  65187. /**
  65188. * True when a recording is already in progress.
  65189. */
  65190. readonly isRecording: boolean;
  65191. /**
  65192. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  65193. * @param engine Defines the BabylonJS Engine you wish to record.
  65194. * @param options Defines options that can be used to customize the capture.
  65195. */
  65196. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  65197. /**
  65198. * Stops the current recording before the default capture timeout passed in the startRecording function.
  65199. */
  65200. stopRecording(): void;
  65201. /**
  65202. * Starts recording the canvas for a max duration specified in parameters.
  65203. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  65204. * If null no automatic download will start and you can rely on the promise to get the data back.
  65205. * @param maxDuration Defines the maximum recording time in seconds.
  65206. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  65207. * @return A promise callback at the end of the recording with the video data in Blob.
  65208. */
  65209. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  65210. /**
  65211. * Releases internal resources used during the recording.
  65212. */
  65213. dispose(): void;
  65214. private _handleDataAvailable;
  65215. private _handleError;
  65216. private _handleStop;
  65217. }
  65218. }
  65219. declare module "babylonjs/Misc/screenshotTools" {
  65220. import { Camera } from "babylonjs/Cameras/camera";
  65221. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  65222. import { Engine } from "babylonjs/Engines/engine";
  65223. /**
  65224. * Class containing a set of static utilities functions for screenshots
  65225. */
  65226. export class ScreenshotTools {
  65227. /**
  65228. * Captures a screenshot of the current rendering
  65229. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65230. * @param engine defines the rendering engine
  65231. * @param camera defines the source camera
  65232. * @param size This parameter can be set to a single number or to an object with the
  65233. * following (optional) properties: precision, width, height. If a single number is passed,
  65234. * it will be used for both width and height. If an object is passed, the screenshot size
  65235. * will be derived from the parameters. The precision property is a multiplier allowing
  65236. * rendering at a higher or lower resolution
  65237. * @param successCallback defines the callback receives a single parameter which contains the
  65238. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  65239. * src parameter of an <img> to display it
  65240. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  65241. * Check your browser for supported MIME types
  65242. */
  65243. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  65244. /**
  65245. * Captures a screenshot of the current rendering
  65246. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65247. * @param engine defines the rendering engine
  65248. * @param camera defines the source camera
  65249. * @param size This parameter can be set to a single number or to an object with the
  65250. * following (optional) properties: precision, width, height. If a single number is passed,
  65251. * it will be used for both width and height. If an object is passed, the screenshot size
  65252. * will be derived from the parameters. The precision property is a multiplier allowing
  65253. * rendering at a higher or lower resolution
  65254. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  65255. * Check your browser for supported MIME types
  65256. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  65257. * to the src parameter of an <img> to display it
  65258. */
  65259. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  65260. /**
  65261. * Generates an image screenshot from the specified camera.
  65262. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65263. * @param engine The engine to use for rendering
  65264. * @param camera The camera to use for rendering
  65265. * @param size This parameter can be set to a single number or to an object with the
  65266. * following (optional) properties: precision, width, height. If a single number is passed,
  65267. * it will be used for both width and height. If an object is passed, the screenshot size
  65268. * will be derived from the parameters. The precision property is a multiplier allowing
  65269. * rendering at a higher or lower resolution
  65270. * @param successCallback The callback receives a single parameter which contains the
  65271. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  65272. * src parameter of an <img> to display it
  65273. * @param mimeType The MIME type of the screenshot image (default: image/png).
  65274. * Check your browser for supported MIME types
  65275. * @param samples Texture samples (default: 1)
  65276. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  65277. * @param fileName A name for for the downloaded file.
  65278. */
  65279. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  65280. /**
  65281. * Generates an image screenshot from the specified camera.
  65282. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65283. * @param engine The engine to use for rendering
  65284. * @param camera The camera to use for rendering
  65285. * @param size This parameter can be set to a single number or to an object with the
  65286. * following (optional) properties: precision, width, height. If a single number is passed,
  65287. * it will be used for both width and height. If an object is passed, the screenshot size
  65288. * will be derived from the parameters. The precision property is a multiplier allowing
  65289. * rendering at a higher or lower resolution
  65290. * @param mimeType The MIME type of the screenshot image (default: image/png).
  65291. * Check your browser for supported MIME types
  65292. * @param samples Texture samples (default: 1)
  65293. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  65294. * @param fileName A name for for the downloaded file.
  65295. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  65296. * to the src parameter of an <img> to display it
  65297. */
  65298. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  65299. /**
  65300. * Gets height and width for screenshot size
  65301. * @private
  65302. */
  65303. private static _getScreenshotSize;
  65304. }
  65305. }
  65306. declare module "babylonjs/Misc/index" {
  65307. export * from "babylonjs/Misc/andOrNotEvaluator";
  65308. export * from "babylonjs/Misc/assetsManager";
  65309. export * from "babylonjs/Misc/dds";
  65310. export * from "babylonjs/Misc/decorators";
  65311. export * from "babylonjs/Misc/deferred";
  65312. export * from "babylonjs/Misc/environmentTextureTools";
  65313. export * from "babylonjs/Misc/meshExploder";
  65314. export * from "babylonjs/Misc/filesInput";
  65315. export * from "babylonjs/Misc/HighDynamicRange/index";
  65316. export * from "babylonjs/Misc/khronosTextureContainer";
  65317. export * from "babylonjs/Misc/observable";
  65318. export * from "babylonjs/Misc/performanceMonitor";
  65319. export * from "babylonjs/Misc/promise";
  65320. export * from "babylonjs/Misc/sceneOptimizer";
  65321. export * from "babylonjs/Misc/sceneSerializer";
  65322. export * from "babylonjs/Misc/smartArray";
  65323. export * from "babylonjs/Misc/stringDictionary";
  65324. export * from "babylonjs/Misc/tags";
  65325. export * from "babylonjs/Misc/textureTools";
  65326. export * from "babylonjs/Misc/tga";
  65327. export * from "babylonjs/Misc/tools";
  65328. export * from "babylonjs/Misc/videoRecorder";
  65329. export * from "babylonjs/Misc/virtualJoystick";
  65330. export * from "babylonjs/Misc/workerPool";
  65331. export * from "babylonjs/Misc/logger";
  65332. export * from "babylonjs/Misc/typeStore";
  65333. export * from "babylonjs/Misc/filesInputStore";
  65334. export * from "babylonjs/Misc/deepCopier";
  65335. export * from "babylonjs/Misc/pivotTools";
  65336. export * from "babylonjs/Misc/precisionDate";
  65337. export * from "babylonjs/Misc/screenshotTools";
  65338. export * from "babylonjs/Misc/typeStore";
  65339. export * from "babylonjs/Misc/webRequest";
  65340. export * from "babylonjs/Misc/iInspectable";
  65341. export * from "babylonjs/Misc/brdfTextureTools";
  65342. export * from "babylonjs/Misc/rgbdTextureTools";
  65343. export * from "babylonjs/Misc/gradients";
  65344. export * from "babylonjs/Misc/perfCounter";
  65345. export * from "babylonjs/Misc/fileRequest";
  65346. export * from "babylonjs/Misc/customAnimationFrameRequester";
  65347. export * from "babylonjs/Misc/retryStrategy";
  65348. export * from "babylonjs/Misc/loadFileError";
  65349. }
  65350. declare module "babylonjs/index" {
  65351. export * from "babylonjs/abstractScene";
  65352. export * from "babylonjs/Actions/index";
  65353. export * from "babylonjs/Animations/index";
  65354. export * from "babylonjs/assetContainer";
  65355. export * from "babylonjs/Audio/index";
  65356. export * from "babylonjs/Behaviors/index";
  65357. export * from "babylonjs/Bones/index";
  65358. export * from "babylonjs/Cameras/index";
  65359. export * from "babylonjs/Collisions/index";
  65360. export * from "babylonjs/Culling/index";
  65361. export * from "babylonjs/Debug/index";
  65362. export * from "babylonjs/Engines/index";
  65363. export * from "babylonjs/Events/index";
  65364. export * from "babylonjs/Gamepads/index";
  65365. export * from "babylonjs/Gizmos/index";
  65366. export * from "babylonjs/Helpers/index";
  65367. export * from "babylonjs/Instrumentation/index";
  65368. export * from "babylonjs/Layers/index";
  65369. export * from "babylonjs/LensFlares/index";
  65370. export * from "babylonjs/Lights/index";
  65371. export * from "babylonjs/Loading/index";
  65372. export * from "babylonjs/Materials/index";
  65373. export * from "babylonjs/Maths/index";
  65374. export * from "babylonjs/Meshes/index";
  65375. export * from "babylonjs/Morph/index";
  65376. export * from "babylonjs/Navigation/index";
  65377. export * from "babylonjs/node";
  65378. export * from "babylonjs/Offline/index";
  65379. export * from "babylonjs/Particles/index";
  65380. export * from "babylonjs/Physics/index";
  65381. export * from "babylonjs/PostProcesses/index";
  65382. export * from "babylonjs/Probes/index";
  65383. export * from "babylonjs/Rendering/index";
  65384. export * from "babylonjs/scene";
  65385. export * from "babylonjs/sceneComponent";
  65386. export * from "babylonjs/Sprites/index";
  65387. export * from "babylonjs/States/index";
  65388. export * from "babylonjs/Misc/index";
  65389. export * from "babylonjs/types";
  65390. }
  65391. declare module "babylonjs/Animations/pathCursor" {
  65392. import { Vector3 } from "babylonjs/Maths/math.vector";
  65393. import { Path2 } from "babylonjs/Maths/math.path";
  65394. /**
  65395. * A cursor which tracks a point on a path
  65396. */
  65397. export class PathCursor {
  65398. private path;
  65399. /**
  65400. * Stores path cursor callbacks for when an onchange event is triggered
  65401. */
  65402. private _onchange;
  65403. /**
  65404. * The value of the path cursor
  65405. */
  65406. value: number;
  65407. /**
  65408. * The animation array of the path cursor
  65409. */
  65410. animations: Animation[];
  65411. /**
  65412. * Initializes the path cursor
  65413. * @param path The path to track
  65414. */
  65415. constructor(path: Path2);
  65416. /**
  65417. * Gets the cursor point on the path
  65418. * @returns A point on the path cursor at the cursor location
  65419. */
  65420. getPoint(): Vector3;
  65421. /**
  65422. * Moves the cursor ahead by the step amount
  65423. * @param step The amount to move the cursor forward
  65424. * @returns This path cursor
  65425. */
  65426. moveAhead(step?: number): PathCursor;
  65427. /**
  65428. * Moves the cursor behind by the step amount
  65429. * @param step The amount to move the cursor back
  65430. * @returns This path cursor
  65431. */
  65432. moveBack(step?: number): PathCursor;
  65433. /**
  65434. * Moves the cursor by the step amount
  65435. * If the step amount is greater than one, an exception is thrown
  65436. * @param step The amount to move the cursor
  65437. * @returns This path cursor
  65438. */
  65439. move(step: number): PathCursor;
  65440. /**
  65441. * Ensures that the value is limited between zero and one
  65442. * @returns This path cursor
  65443. */
  65444. private ensureLimits;
  65445. /**
  65446. * Runs onchange callbacks on change (used by the animation engine)
  65447. * @returns This path cursor
  65448. */
  65449. private raiseOnChange;
  65450. /**
  65451. * Executes a function on change
  65452. * @param f A path cursor onchange callback
  65453. * @returns This path cursor
  65454. */
  65455. onchange(f: (cursor: PathCursor) => void): PathCursor;
  65456. }
  65457. }
  65458. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  65459. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  65460. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  65461. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  65462. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  65463. }
  65464. declare module "babylonjs/Engines/Processors/Expressions/index" {
  65465. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  65466. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  65467. }
  65468. declare module "babylonjs/Engines/Processors/index" {
  65469. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  65470. export * from "babylonjs/Engines/Processors/Expressions/index";
  65471. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  65472. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  65473. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  65474. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  65475. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  65476. export * from "babylonjs/Engines/Processors/shaderProcessor";
  65477. }
  65478. declare module "babylonjs/Legacy/legacy" {
  65479. import * as Babylon from "babylonjs/index";
  65480. export * from "babylonjs/index";
  65481. }
  65482. declare module "babylonjs/Shaders/blur.fragment" {
  65483. /** @hidden */
  65484. export var blurPixelShader: {
  65485. name: string;
  65486. shader: string;
  65487. };
  65488. }
  65489. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  65490. /** @hidden */
  65491. export var pointCloudVertexDeclaration: {
  65492. name: string;
  65493. shader: string;
  65494. };
  65495. }
  65496. declare module "babylonjs" {
  65497. export * from "babylonjs/Legacy/legacy";
  65498. }
  65499. declare module BABYLON {
  65500. /** Alias type for value that can be null */
  65501. export type Nullable<T> = T | null;
  65502. /**
  65503. * Alias type for number that are floats
  65504. * @ignorenaming
  65505. */
  65506. export type float = number;
  65507. /**
  65508. * Alias type for number that are doubles.
  65509. * @ignorenaming
  65510. */
  65511. export type double = number;
  65512. /**
  65513. * Alias type for number that are integer
  65514. * @ignorenaming
  65515. */
  65516. export type int = number;
  65517. /** Alias type for number array or Float32Array */
  65518. export type FloatArray = number[] | Float32Array;
  65519. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  65520. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  65521. /**
  65522. * Alias for types that can be used by a Buffer or VertexBuffer.
  65523. */
  65524. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  65525. /**
  65526. * Alias type for primitive types
  65527. * @ignorenaming
  65528. */
  65529. type Primitive = undefined | null | boolean | string | number | Function;
  65530. /**
  65531. * Type modifier to make all the properties of an object Readonly
  65532. */
  65533. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  65534. /**
  65535. * Type modifier to make all the properties of an object Readonly recursively
  65536. */
  65537. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  65538. /** @hidden */
  65539. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  65540. }
  65541. /** @hidden */
  65542. /** @hidden */
  65543. type DeepImmutableObject<T> = {
  65544. readonly [K in keyof T]: DeepImmutable<T[K]>;
  65545. };
  65546. }
  65547. declare module BABYLON {
  65548. /**
  65549. * A class serves as a medium between the observable and its observers
  65550. */
  65551. export class EventState {
  65552. /**
  65553. * Create a new EventState
  65554. * @param mask defines the mask associated with this state
  65555. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  65556. * @param target defines the original target of the state
  65557. * @param currentTarget defines the current target of the state
  65558. */
  65559. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  65560. /**
  65561. * Initialize the current event state
  65562. * @param mask defines the mask associated with this state
  65563. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  65564. * @param target defines the original target of the state
  65565. * @param currentTarget defines the current target of the state
  65566. * @returns the current event state
  65567. */
  65568. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  65569. /**
  65570. * An Observer can set this property to true to prevent subsequent observers of being notified
  65571. */
  65572. skipNextObservers: boolean;
  65573. /**
  65574. * Get the mask value that were used to trigger the event corresponding to this EventState object
  65575. */
  65576. mask: number;
  65577. /**
  65578. * The object that originally notified the event
  65579. */
  65580. target?: any;
  65581. /**
  65582. * The current object in the bubbling phase
  65583. */
  65584. currentTarget?: any;
  65585. /**
  65586. * This will be populated with the return value of the last function that was executed.
  65587. * If it is the first function in the callback chain it will be the event data.
  65588. */
  65589. lastReturnValue?: any;
  65590. }
  65591. /**
  65592. * Represent an Observer registered to a given Observable object.
  65593. */
  65594. export class Observer<T> {
  65595. /**
  65596. * Defines the callback to call when the observer is notified
  65597. */
  65598. callback: (eventData: T, eventState: EventState) => void;
  65599. /**
  65600. * Defines the mask of the observer (used to filter notifications)
  65601. */
  65602. mask: number;
  65603. /**
  65604. * Defines the current scope used to restore the JS context
  65605. */
  65606. scope: any;
  65607. /** @hidden */
  65608. _willBeUnregistered: boolean;
  65609. /**
  65610. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  65611. */
  65612. unregisterOnNextCall: boolean;
  65613. /**
  65614. * Creates a new observer
  65615. * @param callback defines the callback to call when the observer is notified
  65616. * @param mask defines the mask of the observer (used to filter notifications)
  65617. * @param scope defines the current scope used to restore the JS context
  65618. */
  65619. constructor(
  65620. /**
  65621. * Defines the callback to call when the observer is notified
  65622. */
  65623. callback: (eventData: T, eventState: EventState) => void,
  65624. /**
  65625. * Defines the mask of the observer (used to filter notifications)
  65626. */
  65627. mask: number,
  65628. /**
  65629. * Defines the current scope used to restore the JS context
  65630. */
  65631. scope?: any);
  65632. }
  65633. /**
  65634. * Represent a list of observers registered to multiple Observables object.
  65635. */
  65636. export class MultiObserver<T> {
  65637. private _observers;
  65638. private _observables;
  65639. /**
  65640. * Release associated resources
  65641. */
  65642. dispose(): void;
  65643. /**
  65644. * Raise a callback when one of the observable will notify
  65645. * @param observables defines a list of observables to watch
  65646. * @param callback defines the callback to call on notification
  65647. * @param mask defines the mask used to filter notifications
  65648. * @param scope defines the current scope used to restore the JS context
  65649. * @returns the new MultiObserver
  65650. */
  65651. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  65652. }
  65653. /**
  65654. * The Observable class is a simple implementation of the Observable pattern.
  65655. *
  65656. * 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.
  65657. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  65658. * 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).
  65659. * 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.
  65660. */
  65661. export class Observable<T> {
  65662. private _observers;
  65663. private _eventState;
  65664. private _onObserverAdded;
  65665. /**
  65666. * Gets the list of observers
  65667. */
  65668. readonly observers: Array<Observer<T>>;
  65669. /**
  65670. * Creates a new observable
  65671. * @param onObserverAdded defines a callback to call when a new observer is added
  65672. */
  65673. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  65674. /**
  65675. * Create a new Observer with the specified callback
  65676. * @param callback the callback that will be executed for that Observer
  65677. * @param mask the mask used to filter observers
  65678. * @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.
  65679. * @param scope optional scope for the callback to be called from
  65680. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  65681. * @returns the new observer created for the callback
  65682. */
  65683. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  65684. /**
  65685. * Create a new Observer with the specified callback and unregisters after the next notification
  65686. * @param callback the callback that will be executed for that Observer
  65687. * @returns the new observer created for the callback
  65688. */
  65689. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  65690. /**
  65691. * Remove an Observer from the Observable object
  65692. * @param observer the instance of the Observer to remove
  65693. * @returns false if it doesn't belong to this Observable
  65694. */
  65695. remove(observer: Nullable<Observer<T>>): boolean;
  65696. /**
  65697. * Remove a callback from the Observable object
  65698. * @param callback the callback to remove
  65699. * @param scope optional scope. If used only the callbacks with this scope will be removed
  65700. * @returns false if it doesn't belong to this Observable
  65701. */
  65702. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  65703. private _deferUnregister;
  65704. private _remove;
  65705. /**
  65706. * Moves the observable to the top of the observer list making it get called first when notified
  65707. * @param observer the observer to move
  65708. */
  65709. makeObserverTopPriority(observer: Observer<T>): void;
  65710. /**
  65711. * Moves the observable to the bottom of the observer list making it get called last when notified
  65712. * @param observer the observer to move
  65713. */
  65714. makeObserverBottomPriority(observer: Observer<T>): void;
  65715. /**
  65716. * Notify all Observers by calling their respective callback with the given data
  65717. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  65718. * @param eventData defines the data to send to all observers
  65719. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  65720. * @param target defines the original target of the state
  65721. * @param currentTarget defines the current target of the state
  65722. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  65723. */
  65724. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  65725. /**
  65726. * Calling this will execute each callback, expecting it to be a promise or return a value.
  65727. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  65728. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  65729. * and it is crucial that all callbacks will be executed.
  65730. * The order of the callbacks is kept, callbacks are not executed parallel.
  65731. *
  65732. * @param eventData The data to be sent to each callback
  65733. * @param mask is used to filter observers defaults to -1
  65734. * @param target defines the callback target (see EventState)
  65735. * @param currentTarget defines he current object in the bubbling phase
  65736. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  65737. */
  65738. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  65739. /**
  65740. * Notify a specific observer
  65741. * @param observer defines the observer to notify
  65742. * @param eventData defines the data to be sent to each callback
  65743. * @param mask is used to filter observers defaults to -1
  65744. */
  65745. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  65746. /**
  65747. * Gets a boolean indicating if the observable has at least one observer
  65748. * @returns true is the Observable has at least one Observer registered
  65749. */
  65750. hasObservers(): boolean;
  65751. /**
  65752. * Clear the list of observers
  65753. */
  65754. clear(): void;
  65755. /**
  65756. * Clone the current observable
  65757. * @returns a new observable
  65758. */
  65759. clone(): Observable<T>;
  65760. /**
  65761. * Does this observable handles observer registered with a given mask
  65762. * @param mask defines the mask to be tested
  65763. * @return whether or not one observer registered with the given mask is handeled
  65764. **/
  65765. hasSpecificMask(mask?: number): boolean;
  65766. }
  65767. }
  65768. declare module BABYLON {
  65769. /**
  65770. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  65771. * Babylon.js
  65772. */
  65773. export class DomManagement {
  65774. /**
  65775. * Checks if the window object exists
  65776. * @returns true if the window object exists
  65777. */
  65778. static IsWindowObjectExist(): boolean;
  65779. /**
  65780. * Checks if the navigator object exists
  65781. * @returns true if the navigator object exists
  65782. */
  65783. static IsNavigatorAvailable(): boolean;
  65784. /**
  65785. * Extracts text content from a DOM element hierarchy
  65786. * @param element defines the root element
  65787. * @returns a string
  65788. */
  65789. static GetDOMTextContent(element: HTMLElement): string;
  65790. }
  65791. }
  65792. declare module BABYLON {
  65793. /**
  65794. * Logger used througouht the application to allow configuration of
  65795. * the log level required for the messages.
  65796. */
  65797. export class Logger {
  65798. /**
  65799. * No log
  65800. */
  65801. static readonly NoneLogLevel: number;
  65802. /**
  65803. * Only message logs
  65804. */
  65805. static readonly MessageLogLevel: number;
  65806. /**
  65807. * Only warning logs
  65808. */
  65809. static readonly WarningLogLevel: number;
  65810. /**
  65811. * Only error logs
  65812. */
  65813. static readonly ErrorLogLevel: number;
  65814. /**
  65815. * All logs
  65816. */
  65817. static readonly AllLogLevel: number;
  65818. private static _LogCache;
  65819. /**
  65820. * Gets a value indicating the number of loading errors
  65821. * @ignorenaming
  65822. */
  65823. static errorsCount: number;
  65824. /**
  65825. * Callback called when a new log is added
  65826. */
  65827. static OnNewCacheEntry: (entry: string) => void;
  65828. private static _AddLogEntry;
  65829. private static _FormatMessage;
  65830. private static _LogDisabled;
  65831. private static _LogEnabled;
  65832. private static _WarnDisabled;
  65833. private static _WarnEnabled;
  65834. private static _ErrorDisabled;
  65835. private static _ErrorEnabled;
  65836. /**
  65837. * Log a message to the console
  65838. */
  65839. static Log: (message: string) => void;
  65840. /**
  65841. * Write a warning message to the console
  65842. */
  65843. static Warn: (message: string) => void;
  65844. /**
  65845. * Write an error message to the console
  65846. */
  65847. static Error: (message: string) => void;
  65848. /**
  65849. * Gets current log cache (list of logs)
  65850. */
  65851. static readonly LogCache: string;
  65852. /**
  65853. * Clears the log cache
  65854. */
  65855. static ClearLogCache(): void;
  65856. /**
  65857. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  65858. */
  65859. static LogLevels: number;
  65860. }
  65861. }
  65862. declare module BABYLON {
  65863. /** @hidden */
  65864. export class _TypeStore {
  65865. /** @hidden */
  65866. static RegisteredTypes: {
  65867. [key: string]: Object;
  65868. };
  65869. /** @hidden */
  65870. static GetClass(fqdn: string): any;
  65871. }
  65872. }
  65873. declare module BABYLON {
  65874. /**
  65875. * Class containing a set of static utilities functions for deep copy.
  65876. */
  65877. export class DeepCopier {
  65878. /**
  65879. * Tries to copy an object by duplicating every property
  65880. * @param source defines the source object
  65881. * @param destination defines the target object
  65882. * @param doNotCopyList defines a list of properties to avoid
  65883. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  65884. */
  65885. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  65886. }
  65887. }
  65888. declare module BABYLON {
  65889. /**
  65890. * Class containing a set of static utilities functions for precision date
  65891. */
  65892. export class PrecisionDate {
  65893. /**
  65894. * Gets either window.performance.now() if supported or Date.now() else
  65895. */
  65896. static readonly Now: number;
  65897. }
  65898. }
  65899. declare module BABYLON {
  65900. /** @hidden */
  65901. export class _DevTools {
  65902. static WarnImport(name: string): string;
  65903. }
  65904. }
  65905. declare module BABYLON {
  65906. /**
  65907. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  65908. */
  65909. export class WebRequest {
  65910. private _xhr;
  65911. /**
  65912. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  65913. * i.e. when loading files, where the server/service expects an Authorization header
  65914. */
  65915. static CustomRequestHeaders: {
  65916. [key: string]: string;
  65917. };
  65918. /**
  65919. * Add callback functions in this array to update all the requests before they get sent to the network
  65920. */
  65921. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  65922. private _injectCustomRequestHeaders;
  65923. /**
  65924. * Gets or sets a function to be called when loading progress changes
  65925. */
  65926. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  65927. /**
  65928. * Returns client's state
  65929. */
  65930. readonly readyState: number;
  65931. /**
  65932. * Returns client's status
  65933. */
  65934. readonly status: number;
  65935. /**
  65936. * Returns client's status as a text
  65937. */
  65938. readonly statusText: string;
  65939. /**
  65940. * Returns client's response
  65941. */
  65942. readonly response: any;
  65943. /**
  65944. * Returns client's response url
  65945. */
  65946. readonly responseURL: string;
  65947. /**
  65948. * Returns client's response as text
  65949. */
  65950. readonly responseText: string;
  65951. /**
  65952. * Gets or sets the expected response type
  65953. */
  65954. responseType: XMLHttpRequestResponseType;
  65955. /** @hidden */
  65956. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  65957. /** @hidden */
  65958. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  65959. /**
  65960. * Cancels any network activity
  65961. */
  65962. abort(): void;
  65963. /**
  65964. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  65965. * @param body defines an optional request body
  65966. */
  65967. send(body?: Document | BodyInit | null): void;
  65968. /**
  65969. * Sets the request method, request URL
  65970. * @param method defines the method to use (GET, POST, etc..)
  65971. * @param url defines the url to connect with
  65972. */
  65973. open(method: string, url: string): void;
  65974. }
  65975. }
  65976. declare module BABYLON {
  65977. /**
  65978. * File request interface
  65979. */
  65980. export interface IFileRequest {
  65981. /**
  65982. * Raised when the request is complete (success or error).
  65983. */
  65984. onCompleteObservable: Observable<IFileRequest>;
  65985. /**
  65986. * Aborts the request for a file.
  65987. */
  65988. abort: () => void;
  65989. }
  65990. }
  65991. declare module BABYLON {
  65992. /**
  65993. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  65994. */
  65995. export class PerformanceMonitor {
  65996. private _enabled;
  65997. private _rollingFrameTime;
  65998. private _lastFrameTimeMs;
  65999. /**
  66000. * constructor
  66001. * @param frameSampleSize The number of samples required to saturate the sliding window
  66002. */
  66003. constructor(frameSampleSize?: number);
  66004. /**
  66005. * Samples current frame
  66006. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  66007. */
  66008. sampleFrame(timeMs?: number): void;
  66009. /**
  66010. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  66011. */
  66012. readonly averageFrameTime: number;
  66013. /**
  66014. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  66015. */
  66016. readonly averageFrameTimeVariance: number;
  66017. /**
  66018. * Returns the frame time of the most recent frame
  66019. */
  66020. readonly instantaneousFrameTime: number;
  66021. /**
  66022. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  66023. */
  66024. readonly averageFPS: number;
  66025. /**
  66026. * Returns the average framerate in frames per second using the most recent frame time
  66027. */
  66028. readonly instantaneousFPS: number;
  66029. /**
  66030. * Returns true if enough samples have been taken to completely fill the sliding window
  66031. */
  66032. readonly isSaturated: boolean;
  66033. /**
  66034. * Enables contributions to the sliding window sample set
  66035. */
  66036. enable(): void;
  66037. /**
  66038. * Disables contributions to the sliding window sample set
  66039. * Samples will not be interpolated over the disabled period
  66040. */
  66041. disable(): void;
  66042. /**
  66043. * Returns true if sampling is enabled
  66044. */
  66045. readonly isEnabled: boolean;
  66046. /**
  66047. * Resets performance monitor
  66048. */
  66049. reset(): void;
  66050. }
  66051. /**
  66052. * RollingAverage
  66053. *
  66054. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  66055. */
  66056. export class RollingAverage {
  66057. /**
  66058. * Current average
  66059. */
  66060. average: number;
  66061. /**
  66062. * Current variance
  66063. */
  66064. variance: number;
  66065. protected _samples: Array<number>;
  66066. protected _sampleCount: number;
  66067. protected _pos: number;
  66068. protected _m2: number;
  66069. /**
  66070. * constructor
  66071. * @param length The number of samples required to saturate the sliding window
  66072. */
  66073. constructor(length: number);
  66074. /**
  66075. * Adds a sample to the sample set
  66076. * @param v The sample value
  66077. */
  66078. add(v: number): void;
  66079. /**
  66080. * Returns previously added values or null if outside of history or outside the sliding window domain
  66081. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  66082. * @return Value previously recorded with add() or null if outside of range
  66083. */
  66084. history(i: number): number;
  66085. /**
  66086. * Returns true if enough samples have been taken to completely fill the sliding window
  66087. * @return true if sample-set saturated
  66088. */
  66089. isSaturated(): boolean;
  66090. /**
  66091. * Resets the rolling average (equivalent to 0 samples taken so far)
  66092. */
  66093. reset(): void;
  66094. /**
  66095. * Wraps a value around the sample range boundaries
  66096. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  66097. * @return Wrapped position in sample range
  66098. */
  66099. protected _wrapPosition(i: number): number;
  66100. }
  66101. }
  66102. declare module BABYLON {
  66103. /**
  66104. * This class implement a typical dictionary using a string as key and the generic type T as value.
  66105. * The underlying implementation relies on an associative array to ensure the best performances.
  66106. * The value can be anything including 'null' but except 'undefined'
  66107. */
  66108. export class StringDictionary<T> {
  66109. /**
  66110. * This will clear this dictionary and copy the content from the 'source' one.
  66111. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  66112. * @param source the dictionary to take the content from and copy to this dictionary
  66113. */
  66114. copyFrom(source: StringDictionary<T>): void;
  66115. /**
  66116. * Get a value based from its key
  66117. * @param key the given key to get the matching value from
  66118. * @return the value if found, otherwise undefined is returned
  66119. */
  66120. get(key: string): T | undefined;
  66121. /**
  66122. * Get a value from its key or add it if it doesn't exist.
  66123. * This method will ensure you that a given key/data will be present in the dictionary.
  66124. * @param key the given key to get the matching value from
  66125. * @param factory the factory that will create the value if the key is not present in the dictionary.
  66126. * The factory will only be invoked if there's no data for the given key.
  66127. * @return the value corresponding to the key.
  66128. */
  66129. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  66130. /**
  66131. * Get a value from its key if present in the dictionary otherwise add it
  66132. * @param key the key to get the value from
  66133. * @param val if there's no such key/value pair in the dictionary add it with this value
  66134. * @return the value corresponding to the key
  66135. */
  66136. getOrAdd(key: string, val: T): T;
  66137. /**
  66138. * Check if there's a given key in the dictionary
  66139. * @param key the key to check for
  66140. * @return true if the key is present, false otherwise
  66141. */
  66142. contains(key: string): boolean;
  66143. /**
  66144. * Add a new key and its corresponding value
  66145. * @param key the key to add
  66146. * @param value the value corresponding to the key
  66147. * @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
  66148. */
  66149. add(key: string, value: T): boolean;
  66150. /**
  66151. * Update a specific value associated to a key
  66152. * @param key defines the key to use
  66153. * @param value defines the value to store
  66154. * @returns true if the value was updated (or false if the key was not found)
  66155. */
  66156. set(key: string, value: T): boolean;
  66157. /**
  66158. * Get the element of the given key and remove it from the dictionary
  66159. * @param key defines the key to search
  66160. * @returns the value associated with the key or null if not found
  66161. */
  66162. getAndRemove(key: string): Nullable<T>;
  66163. /**
  66164. * Remove a key/value from the dictionary.
  66165. * @param key the key to remove
  66166. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  66167. */
  66168. remove(key: string): boolean;
  66169. /**
  66170. * Clear the whole content of the dictionary
  66171. */
  66172. clear(): void;
  66173. /**
  66174. * Gets the current count
  66175. */
  66176. readonly count: number;
  66177. /**
  66178. * Execute a callback on each key/val of the dictionary.
  66179. * Note that you can remove any element in this dictionary in the callback implementation
  66180. * @param callback the callback to execute on a given key/value pair
  66181. */
  66182. forEach(callback: (key: string, val: T) => void): void;
  66183. /**
  66184. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  66185. * If the callback returns null or undefined the method will iterate to the next key/value pair
  66186. * Note that you can remove any element in this dictionary in the callback implementation
  66187. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  66188. * @returns the first item
  66189. */
  66190. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  66191. private _count;
  66192. private _data;
  66193. }
  66194. }
  66195. declare module BABYLON {
  66196. /**
  66197. * Class used to store gfx data (like WebGLBuffer)
  66198. */
  66199. export class DataBuffer {
  66200. /**
  66201. * Gets or sets the number of objects referencing this buffer
  66202. */
  66203. references: number;
  66204. /** Gets or sets the size of the underlying buffer */
  66205. capacity: number;
  66206. /**
  66207. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  66208. */
  66209. is32Bits: boolean;
  66210. /**
  66211. * Gets the underlying buffer
  66212. */
  66213. readonly underlyingResource: any;
  66214. }
  66215. }
  66216. declare module BABYLON {
  66217. /**
  66218. * Class used to store data that will be store in GPU memory
  66219. */
  66220. export class Buffer {
  66221. private _engine;
  66222. private _buffer;
  66223. /** @hidden */
  66224. _data: Nullable<DataArray>;
  66225. private _updatable;
  66226. private _instanced;
  66227. /**
  66228. * Gets the byte stride.
  66229. */
  66230. readonly byteStride: number;
  66231. /**
  66232. * Constructor
  66233. * @param engine the engine
  66234. * @param data the data to use for this buffer
  66235. * @param updatable whether the data is updatable
  66236. * @param stride the stride (optional)
  66237. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  66238. * @param instanced whether the buffer is instanced (optional)
  66239. * @param useBytes set to true if the stride in in bytes (optional)
  66240. */
  66241. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  66242. /**
  66243. * Create a new VertexBuffer based on the current buffer
  66244. * @param kind defines the vertex buffer kind (position, normal, etc.)
  66245. * @param offset defines offset in the buffer (0 by default)
  66246. * @param size defines the size in floats of attributes (position is 3 for instance)
  66247. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  66248. * @param instanced defines if the vertex buffer contains indexed data
  66249. * @param useBytes defines if the offset and stride are in bytes
  66250. * @returns the new vertex buffer
  66251. */
  66252. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  66253. /**
  66254. * Gets a boolean indicating if the Buffer is updatable?
  66255. * @returns true if the buffer is updatable
  66256. */
  66257. isUpdatable(): boolean;
  66258. /**
  66259. * Gets current buffer's data
  66260. * @returns a DataArray or null
  66261. */
  66262. getData(): Nullable<DataArray>;
  66263. /**
  66264. * Gets underlying native buffer
  66265. * @returns underlying native buffer
  66266. */
  66267. getBuffer(): Nullable<DataBuffer>;
  66268. /**
  66269. * Gets the stride in float32 units (i.e. byte stride / 4).
  66270. * May not be an integer if the byte stride is not divisible by 4.
  66271. * DEPRECATED. Use byteStride instead.
  66272. * @returns the stride in float32 units
  66273. */
  66274. getStrideSize(): number;
  66275. /**
  66276. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  66277. * @param data defines the data to store
  66278. */
  66279. create(data?: Nullable<DataArray>): void;
  66280. /** @hidden */
  66281. _rebuild(): void;
  66282. /**
  66283. * Update current buffer data
  66284. * @param data defines the data to store
  66285. */
  66286. update(data: DataArray): void;
  66287. /**
  66288. * Updates the data directly.
  66289. * @param data the new data
  66290. * @param offset the new offset
  66291. * @param vertexCount the vertex count (optional)
  66292. * @param useBytes set to true if the offset is in bytes
  66293. */
  66294. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  66295. /**
  66296. * Release all resources
  66297. */
  66298. dispose(): void;
  66299. }
  66300. /**
  66301. * Specialized buffer used to store vertex data
  66302. */
  66303. export class VertexBuffer {
  66304. /** @hidden */
  66305. _buffer: Buffer;
  66306. private _kind;
  66307. private _size;
  66308. private _ownsBuffer;
  66309. private _instanced;
  66310. private _instanceDivisor;
  66311. /**
  66312. * The byte type.
  66313. */
  66314. static readonly BYTE: number;
  66315. /**
  66316. * The unsigned byte type.
  66317. */
  66318. static readonly UNSIGNED_BYTE: number;
  66319. /**
  66320. * The short type.
  66321. */
  66322. static readonly SHORT: number;
  66323. /**
  66324. * The unsigned short type.
  66325. */
  66326. static readonly UNSIGNED_SHORT: number;
  66327. /**
  66328. * The integer type.
  66329. */
  66330. static readonly INT: number;
  66331. /**
  66332. * The unsigned integer type.
  66333. */
  66334. static readonly UNSIGNED_INT: number;
  66335. /**
  66336. * The float type.
  66337. */
  66338. static readonly FLOAT: number;
  66339. /**
  66340. * Gets or sets the instance divisor when in instanced mode
  66341. */
  66342. instanceDivisor: number;
  66343. /**
  66344. * Gets the byte stride.
  66345. */
  66346. readonly byteStride: number;
  66347. /**
  66348. * Gets the byte offset.
  66349. */
  66350. readonly byteOffset: number;
  66351. /**
  66352. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  66353. */
  66354. readonly normalized: boolean;
  66355. /**
  66356. * Gets the data type of each component in the array.
  66357. */
  66358. readonly type: number;
  66359. /**
  66360. * Constructor
  66361. * @param engine the engine
  66362. * @param data the data to use for this vertex buffer
  66363. * @param kind the vertex buffer kind
  66364. * @param updatable whether the data is updatable
  66365. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  66366. * @param stride the stride (optional)
  66367. * @param instanced whether the buffer is instanced (optional)
  66368. * @param offset the offset of the data (optional)
  66369. * @param size the number of components (optional)
  66370. * @param type the type of the component (optional)
  66371. * @param normalized whether the data contains normalized data (optional)
  66372. * @param useBytes set to true if stride and offset are in bytes (optional)
  66373. */
  66374. 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);
  66375. /** @hidden */
  66376. _rebuild(): void;
  66377. /**
  66378. * Returns the kind of the VertexBuffer (string)
  66379. * @returns a string
  66380. */
  66381. getKind(): string;
  66382. /**
  66383. * Gets a boolean indicating if the VertexBuffer is updatable?
  66384. * @returns true if the buffer is updatable
  66385. */
  66386. isUpdatable(): boolean;
  66387. /**
  66388. * Gets current buffer's data
  66389. * @returns a DataArray or null
  66390. */
  66391. getData(): Nullable<DataArray>;
  66392. /**
  66393. * Gets underlying native buffer
  66394. * @returns underlying native buffer
  66395. */
  66396. getBuffer(): Nullable<DataBuffer>;
  66397. /**
  66398. * Gets the stride in float32 units (i.e. byte stride / 4).
  66399. * May not be an integer if the byte stride is not divisible by 4.
  66400. * DEPRECATED. Use byteStride instead.
  66401. * @returns the stride in float32 units
  66402. */
  66403. getStrideSize(): number;
  66404. /**
  66405. * Returns the offset as a multiple of the type byte length.
  66406. * DEPRECATED. Use byteOffset instead.
  66407. * @returns the offset in bytes
  66408. */
  66409. getOffset(): number;
  66410. /**
  66411. * Returns the number of components per vertex attribute (integer)
  66412. * @returns the size in float
  66413. */
  66414. getSize(): number;
  66415. /**
  66416. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  66417. * @returns true if this buffer is instanced
  66418. */
  66419. getIsInstanced(): boolean;
  66420. /**
  66421. * Returns the instancing divisor, zero for non-instanced (integer).
  66422. * @returns a number
  66423. */
  66424. getInstanceDivisor(): number;
  66425. /**
  66426. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  66427. * @param data defines the data to store
  66428. */
  66429. create(data?: DataArray): void;
  66430. /**
  66431. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  66432. * This function will create a new buffer if the current one is not updatable
  66433. * @param data defines the data to store
  66434. */
  66435. update(data: DataArray): void;
  66436. /**
  66437. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  66438. * Returns the directly updated WebGLBuffer.
  66439. * @param data the new data
  66440. * @param offset the new offset
  66441. * @param useBytes set to true if the offset is in bytes
  66442. */
  66443. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  66444. /**
  66445. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  66446. */
  66447. dispose(): void;
  66448. /**
  66449. * Enumerates each value of this vertex buffer as numbers.
  66450. * @param count the number of values to enumerate
  66451. * @param callback the callback function called for each value
  66452. */
  66453. forEach(count: number, callback: (value: number, index: number) => void): void;
  66454. /**
  66455. * Positions
  66456. */
  66457. static readonly PositionKind: string;
  66458. /**
  66459. * Normals
  66460. */
  66461. static readonly NormalKind: string;
  66462. /**
  66463. * Tangents
  66464. */
  66465. static readonly TangentKind: string;
  66466. /**
  66467. * Texture coordinates
  66468. */
  66469. static readonly UVKind: string;
  66470. /**
  66471. * Texture coordinates 2
  66472. */
  66473. static readonly UV2Kind: string;
  66474. /**
  66475. * Texture coordinates 3
  66476. */
  66477. static readonly UV3Kind: string;
  66478. /**
  66479. * Texture coordinates 4
  66480. */
  66481. static readonly UV4Kind: string;
  66482. /**
  66483. * Texture coordinates 5
  66484. */
  66485. static readonly UV5Kind: string;
  66486. /**
  66487. * Texture coordinates 6
  66488. */
  66489. static readonly UV6Kind: string;
  66490. /**
  66491. * Colors
  66492. */
  66493. static readonly ColorKind: string;
  66494. /**
  66495. * Matrix indices (for bones)
  66496. */
  66497. static readonly MatricesIndicesKind: string;
  66498. /**
  66499. * Matrix weights (for bones)
  66500. */
  66501. static readonly MatricesWeightsKind: string;
  66502. /**
  66503. * Additional matrix indices (for bones)
  66504. */
  66505. static readonly MatricesIndicesExtraKind: string;
  66506. /**
  66507. * Additional matrix weights (for bones)
  66508. */
  66509. static readonly MatricesWeightsExtraKind: string;
  66510. /**
  66511. * Deduces the stride given a kind.
  66512. * @param kind The kind string to deduce
  66513. * @returns The deduced stride
  66514. */
  66515. static DeduceStride(kind: string): number;
  66516. /**
  66517. * Gets the byte length of the given type.
  66518. * @param type the type
  66519. * @returns the number of bytes
  66520. */
  66521. static GetTypeByteLength(type: number): number;
  66522. /**
  66523. * Enumerates each value of the given parameters as numbers.
  66524. * @param data the data to enumerate
  66525. * @param byteOffset the byte offset of the data
  66526. * @param byteStride the byte stride of the data
  66527. * @param componentCount the number of components per element
  66528. * @param componentType the type of the component
  66529. * @param count the number of values to enumerate
  66530. * @param normalized whether the data is normalized
  66531. * @param callback the callback function called for each value
  66532. */
  66533. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  66534. private static _GetFloatValue;
  66535. }
  66536. }
  66537. declare module BABYLON {
  66538. /**
  66539. * Scalar computation library
  66540. */
  66541. export class Scalar {
  66542. /**
  66543. * Two pi constants convenient for computation.
  66544. */
  66545. static TwoPi: number;
  66546. /**
  66547. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  66548. * @param a number
  66549. * @param b number
  66550. * @param epsilon (default = 1.401298E-45)
  66551. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  66552. */
  66553. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  66554. /**
  66555. * Returns a string : the upper case translation of the number i to hexadecimal.
  66556. * @param i number
  66557. * @returns the upper case translation of the number i to hexadecimal.
  66558. */
  66559. static ToHex(i: number): string;
  66560. /**
  66561. * Returns -1 if value is negative and +1 is value is positive.
  66562. * @param value the value
  66563. * @returns the value itself if it's equal to zero.
  66564. */
  66565. static Sign(value: number): number;
  66566. /**
  66567. * Returns the value itself if it's between min and max.
  66568. * Returns min if the value is lower than min.
  66569. * Returns max if the value is greater than max.
  66570. * @param value the value to clmap
  66571. * @param min the min value to clamp to (default: 0)
  66572. * @param max the max value to clamp to (default: 1)
  66573. * @returns the clamped value
  66574. */
  66575. static Clamp(value: number, min?: number, max?: number): number;
  66576. /**
  66577. * the log2 of value.
  66578. * @param value the value to compute log2 of
  66579. * @returns the log2 of value.
  66580. */
  66581. static Log2(value: number): number;
  66582. /**
  66583. * Loops the value, so that it is never larger than length and never smaller than 0.
  66584. *
  66585. * This is similar to the modulo operator but it works with floating point numbers.
  66586. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  66587. * With t = 5 and length = 2.5, the result would be 0.0.
  66588. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  66589. * @param value the value
  66590. * @param length the length
  66591. * @returns the looped value
  66592. */
  66593. static Repeat(value: number, length: number): number;
  66594. /**
  66595. * Normalize the value between 0.0 and 1.0 using min and max values
  66596. * @param value value to normalize
  66597. * @param min max to normalize between
  66598. * @param max min to normalize between
  66599. * @returns the normalized value
  66600. */
  66601. static Normalize(value: number, min: number, max: number): number;
  66602. /**
  66603. * Denormalize the value from 0.0 and 1.0 using min and max values
  66604. * @param normalized value to denormalize
  66605. * @param min max to denormalize between
  66606. * @param max min to denormalize between
  66607. * @returns the denormalized value
  66608. */
  66609. static Denormalize(normalized: number, min: number, max: number): number;
  66610. /**
  66611. * Calculates the shortest difference between two given angles given in degrees.
  66612. * @param current current angle in degrees
  66613. * @param target target angle in degrees
  66614. * @returns the delta
  66615. */
  66616. static DeltaAngle(current: number, target: number): number;
  66617. /**
  66618. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  66619. * @param tx value
  66620. * @param length length
  66621. * @returns The returned value will move back and forth between 0 and length
  66622. */
  66623. static PingPong(tx: number, length: number): number;
  66624. /**
  66625. * Interpolates between min and max with smoothing at the limits.
  66626. *
  66627. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  66628. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  66629. * @param from from
  66630. * @param to to
  66631. * @param tx value
  66632. * @returns the smooth stepped value
  66633. */
  66634. static SmoothStep(from: number, to: number, tx: number): number;
  66635. /**
  66636. * Moves a value current towards target.
  66637. *
  66638. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  66639. * Negative values of maxDelta pushes the value away from target.
  66640. * @param current current value
  66641. * @param target target value
  66642. * @param maxDelta max distance to move
  66643. * @returns resulting value
  66644. */
  66645. static MoveTowards(current: number, target: number, maxDelta: number): number;
  66646. /**
  66647. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  66648. *
  66649. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  66650. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  66651. * @param current current value
  66652. * @param target target value
  66653. * @param maxDelta max distance to move
  66654. * @returns resulting angle
  66655. */
  66656. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  66657. /**
  66658. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  66659. * @param start start value
  66660. * @param end target value
  66661. * @param amount amount to lerp between
  66662. * @returns the lerped value
  66663. */
  66664. static Lerp(start: number, end: number, amount: number): number;
  66665. /**
  66666. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  66667. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  66668. * @param start start value
  66669. * @param end target value
  66670. * @param amount amount to lerp between
  66671. * @returns the lerped value
  66672. */
  66673. static LerpAngle(start: number, end: number, amount: number): number;
  66674. /**
  66675. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  66676. * @param a start value
  66677. * @param b target value
  66678. * @param value value between a and b
  66679. * @returns the inverseLerp value
  66680. */
  66681. static InverseLerp(a: number, b: number, value: number): number;
  66682. /**
  66683. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  66684. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  66685. * @param value1 spline value
  66686. * @param tangent1 spline value
  66687. * @param value2 spline value
  66688. * @param tangent2 spline value
  66689. * @param amount input value
  66690. * @returns hermite result
  66691. */
  66692. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  66693. /**
  66694. * Returns a random float number between and min and max values
  66695. * @param min min value of random
  66696. * @param max max value of random
  66697. * @returns random value
  66698. */
  66699. static RandomRange(min: number, max: number): number;
  66700. /**
  66701. * This function returns percentage of a number in a given range.
  66702. *
  66703. * RangeToPercent(40,20,60) will return 0.5 (50%)
  66704. * RangeToPercent(34,0,100) will return 0.34 (34%)
  66705. * @param number to convert to percentage
  66706. * @param min min range
  66707. * @param max max range
  66708. * @returns the percentage
  66709. */
  66710. static RangeToPercent(number: number, min: number, max: number): number;
  66711. /**
  66712. * This function returns number that corresponds to the percentage in a given range.
  66713. *
  66714. * PercentToRange(0.34,0,100) will return 34.
  66715. * @param percent to convert to number
  66716. * @param min min range
  66717. * @param max max range
  66718. * @returns the number
  66719. */
  66720. static PercentToRange(percent: number, min: number, max: number): number;
  66721. /**
  66722. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  66723. * @param angle The angle to normalize in radian.
  66724. * @return The converted angle.
  66725. */
  66726. static NormalizeRadians(angle: number): number;
  66727. }
  66728. }
  66729. declare module BABYLON {
  66730. /**
  66731. * Constant used to convert a value to gamma space
  66732. * @ignorenaming
  66733. */
  66734. export const ToGammaSpace: number;
  66735. /**
  66736. * Constant used to convert a value to linear space
  66737. * @ignorenaming
  66738. */
  66739. export const ToLinearSpace = 2.2;
  66740. /**
  66741. * Constant used to define the minimal number value in Babylon.js
  66742. * @ignorenaming
  66743. */
  66744. let Epsilon: number;
  66745. }
  66746. declare module BABYLON {
  66747. /**
  66748. * Class used to represent a viewport on screen
  66749. */
  66750. export class Viewport {
  66751. /** viewport left coordinate */
  66752. x: number;
  66753. /** viewport top coordinate */
  66754. y: number;
  66755. /**viewport width */
  66756. width: number;
  66757. /** viewport height */
  66758. height: number;
  66759. /**
  66760. * Creates a Viewport object located at (x, y) and sized (width, height)
  66761. * @param x defines viewport left coordinate
  66762. * @param y defines viewport top coordinate
  66763. * @param width defines the viewport width
  66764. * @param height defines the viewport height
  66765. */
  66766. constructor(
  66767. /** viewport left coordinate */
  66768. x: number,
  66769. /** viewport top coordinate */
  66770. y: number,
  66771. /**viewport width */
  66772. width: number,
  66773. /** viewport height */
  66774. height: number);
  66775. /**
  66776. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  66777. * @param renderWidth defines the rendering width
  66778. * @param renderHeight defines the rendering height
  66779. * @returns a new Viewport
  66780. */
  66781. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  66782. /**
  66783. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  66784. * @param renderWidth defines the rendering width
  66785. * @param renderHeight defines the rendering height
  66786. * @param ref defines the target viewport
  66787. * @returns the current viewport
  66788. */
  66789. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  66790. /**
  66791. * Returns a new Viewport copied from the current one
  66792. * @returns a new Viewport
  66793. */
  66794. clone(): Viewport;
  66795. }
  66796. }
  66797. declare module BABYLON {
  66798. /**
  66799. * Class containing a set of static utilities functions for arrays.
  66800. */
  66801. export class ArrayTools {
  66802. /**
  66803. * Returns an array of the given size filled with element built from the given constructor and the paramters
  66804. * @param size the number of element to construct and put in the array
  66805. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  66806. * @returns a new array filled with new objects
  66807. */
  66808. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  66809. }
  66810. }
  66811. declare module BABYLON {
  66812. /**
  66813. * @hidden
  66814. */
  66815. export interface IColor4Like {
  66816. r: float;
  66817. g: float;
  66818. b: float;
  66819. a: float;
  66820. }
  66821. /**
  66822. * @hidden
  66823. */
  66824. export interface IColor3Like {
  66825. r: float;
  66826. g: float;
  66827. b: float;
  66828. }
  66829. /**
  66830. * @hidden
  66831. */
  66832. export interface IVector4Like {
  66833. x: float;
  66834. y: float;
  66835. z: float;
  66836. w: float;
  66837. }
  66838. /**
  66839. * @hidden
  66840. */
  66841. export interface IVector3Like {
  66842. x: float;
  66843. y: float;
  66844. z: float;
  66845. }
  66846. /**
  66847. * @hidden
  66848. */
  66849. export interface IVector2Like {
  66850. x: float;
  66851. y: float;
  66852. }
  66853. /**
  66854. * @hidden
  66855. */
  66856. export interface IMatrixLike {
  66857. toArray(): DeepImmutable<Float32Array>;
  66858. updateFlag: int;
  66859. }
  66860. /**
  66861. * @hidden
  66862. */
  66863. export interface IViewportLike {
  66864. x: float;
  66865. y: float;
  66866. width: float;
  66867. height: float;
  66868. }
  66869. /**
  66870. * @hidden
  66871. */
  66872. export interface IPlaneLike {
  66873. normal: IVector3Like;
  66874. d: float;
  66875. normalize(): void;
  66876. }
  66877. }
  66878. declare module BABYLON {
  66879. /**
  66880. * Class representing a vector containing 2 coordinates
  66881. */
  66882. export class Vector2 {
  66883. /** defines the first coordinate */
  66884. x: number;
  66885. /** defines the second coordinate */
  66886. y: number;
  66887. /**
  66888. * Creates a new Vector2 from the given x and y coordinates
  66889. * @param x defines the first coordinate
  66890. * @param y defines the second coordinate
  66891. */
  66892. constructor(
  66893. /** defines the first coordinate */
  66894. x?: number,
  66895. /** defines the second coordinate */
  66896. y?: number);
  66897. /**
  66898. * Gets a string with the Vector2 coordinates
  66899. * @returns a string with the Vector2 coordinates
  66900. */
  66901. toString(): string;
  66902. /**
  66903. * Gets class name
  66904. * @returns the string "Vector2"
  66905. */
  66906. getClassName(): string;
  66907. /**
  66908. * Gets current vector hash code
  66909. * @returns the Vector2 hash code as a number
  66910. */
  66911. getHashCode(): number;
  66912. /**
  66913. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  66914. * @param array defines the source array
  66915. * @param index defines the offset in source array
  66916. * @returns the current Vector2
  66917. */
  66918. toArray(array: FloatArray, index?: number): Vector2;
  66919. /**
  66920. * Copy the current vector to an array
  66921. * @returns a new array with 2 elements: the Vector2 coordinates.
  66922. */
  66923. asArray(): number[];
  66924. /**
  66925. * Sets the Vector2 coordinates with the given Vector2 coordinates
  66926. * @param source defines the source Vector2
  66927. * @returns the current updated Vector2
  66928. */
  66929. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  66930. /**
  66931. * Sets the Vector2 coordinates with the given floats
  66932. * @param x defines the first coordinate
  66933. * @param y defines the second coordinate
  66934. * @returns the current updated Vector2
  66935. */
  66936. copyFromFloats(x: number, y: number): Vector2;
  66937. /**
  66938. * Sets the Vector2 coordinates with the given floats
  66939. * @param x defines the first coordinate
  66940. * @param y defines the second coordinate
  66941. * @returns the current updated Vector2
  66942. */
  66943. set(x: number, y: number): Vector2;
  66944. /**
  66945. * Add another vector with the current one
  66946. * @param otherVector defines the other vector
  66947. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  66948. */
  66949. add(otherVector: DeepImmutable<Vector2>): Vector2;
  66950. /**
  66951. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  66952. * @param otherVector defines the other vector
  66953. * @param result defines the target vector
  66954. * @returns the unmodified current Vector2
  66955. */
  66956. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66957. /**
  66958. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  66959. * @param otherVector defines the other vector
  66960. * @returns the current updated Vector2
  66961. */
  66962. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66963. /**
  66964. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  66965. * @param otherVector defines the other vector
  66966. * @returns a new Vector2
  66967. */
  66968. addVector3(otherVector: Vector3): Vector2;
  66969. /**
  66970. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  66971. * @param otherVector defines the other vector
  66972. * @returns a new Vector2
  66973. */
  66974. subtract(otherVector: Vector2): Vector2;
  66975. /**
  66976. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  66977. * @param otherVector defines the other vector
  66978. * @param result defines the target vector
  66979. * @returns the unmodified current Vector2
  66980. */
  66981. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66982. /**
  66983. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  66984. * @param otherVector defines the other vector
  66985. * @returns the current updated Vector2
  66986. */
  66987. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66988. /**
  66989. * Multiplies in place the current Vector2 coordinates by the given ones
  66990. * @param otherVector defines the other vector
  66991. * @returns the current updated Vector2
  66992. */
  66993. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66994. /**
  66995. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  66996. * @param otherVector defines the other vector
  66997. * @returns a new Vector2
  66998. */
  66999. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  67000. /**
  67001. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  67002. * @param otherVector defines the other vector
  67003. * @param result defines the target vector
  67004. * @returns the unmodified current Vector2
  67005. */
  67006. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67007. /**
  67008. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  67009. * @param x defines the first coordinate
  67010. * @param y defines the second coordinate
  67011. * @returns a new Vector2
  67012. */
  67013. multiplyByFloats(x: number, y: number): Vector2;
  67014. /**
  67015. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  67016. * @param otherVector defines the other vector
  67017. * @returns a new Vector2
  67018. */
  67019. divide(otherVector: Vector2): Vector2;
  67020. /**
  67021. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  67022. * @param otherVector defines the other vector
  67023. * @param result defines the target vector
  67024. * @returns the unmodified current Vector2
  67025. */
  67026. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67027. /**
  67028. * Divides the current Vector2 coordinates by the given ones
  67029. * @param otherVector defines the other vector
  67030. * @returns the current updated Vector2
  67031. */
  67032. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67033. /**
  67034. * Gets a new Vector2 with current Vector2 negated coordinates
  67035. * @returns a new Vector2
  67036. */
  67037. negate(): Vector2;
  67038. /**
  67039. * Multiply the Vector2 coordinates by scale
  67040. * @param scale defines the scaling factor
  67041. * @returns the current updated Vector2
  67042. */
  67043. scaleInPlace(scale: number): Vector2;
  67044. /**
  67045. * Returns a new Vector2 scaled by "scale" from the current Vector2
  67046. * @param scale defines the scaling factor
  67047. * @returns a new Vector2
  67048. */
  67049. scale(scale: number): Vector2;
  67050. /**
  67051. * Scale the current Vector2 values by a factor to a given Vector2
  67052. * @param scale defines the scale factor
  67053. * @param result defines the Vector2 object where to store the result
  67054. * @returns the unmodified current Vector2
  67055. */
  67056. scaleToRef(scale: number, result: Vector2): Vector2;
  67057. /**
  67058. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  67059. * @param scale defines the scale factor
  67060. * @param result defines the Vector2 object where to store the result
  67061. * @returns the unmodified current Vector2
  67062. */
  67063. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  67064. /**
  67065. * Gets a boolean if two vectors are equals
  67066. * @param otherVector defines the other vector
  67067. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  67068. */
  67069. equals(otherVector: DeepImmutable<Vector2>): boolean;
  67070. /**
  67071. * Gets a boolean if two vectors are equals (using an epsilon value)
  67072. * @param otherVector defines the other vector
  67073. * @param epsilon defines the minimal distance to consider equality
  67074. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  67075. */
  67076. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  67077. /**
  67078. * Gets a new Vector2 from current Vector2 floored values
  67079. * @returns a new Vector2
  67080. */
  67081. floor(): Vector2;
  67082. /**
  67083. * Gets a new Vector2 from current Vector2 floored values
  67084. * @returns a new Vector2
  67085. */
  67086. fract(): Vector2;
  67087. /**
  67088. * Gets the length of the vector
  67089. * @returns the vector length (float)
  67090. */
  67091. length(): number;
  67092. /**
  67093. * Gets the vector squared length
  67094. * @returns the vector squared length (float)
  67095. */
  67096. lengthSquared(): number;
  67097. /**
  67098. * Normalize the vector
  67099. * @returns the current updated Vector2
  67100. */
  67101. normalize(): Vector2;
  67102. /**
  67103. * Gets a new Vector2 copied from the Vector2
  67104. * @returns a new Vector2
  67105. */
  67106. clone(): Vector2;
  67107. /**
  67108. * Gets a new Vector2(0, 0)
  67109. * @returns a new Vector2
  67110. */
  67111. static Zero(): Vector2;
  67112. /**
  67113. * Gets a new Vector2(1, 1)
  67114. * @returns a new Vector2
  67115. */
  67116. static One(): Vector2;
  67117. /**
  67118. * Gets a new Vector2 set from the given index element of the given array
  67119. * @param array defines the data source
  67120. * @param offset defines the offset in the data source
  67121. * @returns a new Vector2
  67122. */
  67123. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  67124. /**
  67125. * Sets "result" from the given index element of the given array
  67126. * @param array defines the data source
  67127. * @param offset defines the offset in the data source
  67128. * @param result defines the target vector
  67129. */
  67130. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  67131. /**
  67132. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  67133. * @param value1 defines 1st point of control
  67134. * @param value2 defines 2nd point of control
  67135. * @param value3 defines 3rd point of control
  67136. * @param value4 defines 4th point of control
  67137. * @param amount defines the interpolation factor
  67138. * @returns a new Vector2
  67139. */
  67140. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  67141. /**
  67142. * 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".
  67143. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  67144. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  67145. * @param value defines the value to clamp
  67146. * @param min defines the lower limit
  67147. * @param max defines the upper limit
  67148. * @returns a new Vector2
  67149. */
  67150. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  67151. /**
  67152. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  67153. * @param value1 defines the 1st control point
  67154. * @param tangent1 defines the outgoing tangent
  67155. * @param value2 defines the 2nd control point
  67156. * @param tangent2 defines the incoming tangent
  67157. * @param amount defines the interpolation factor
  67158. * @returns a new Vector2
  67159. */
  67160. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  67161. /**
  67162. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  67163. * @param start defines the start vector
  67164. * @param end defines the end vector
  67165. * @param amount defines the interpolation factor
  67166. * @returns a new Vector2
  67167. */
  67168. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  67169. /**
  67170. * Gets the dot product of the vector "left" and the vector "right"
  67171. * @param left defines first vector
  67172. * @param right defines second vector
  67173. * @returns the dot product (float)
  67174. */
  67175. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  67176. /**
  67177. * Returns a new Vector2 equal to the normalized given vector
  67178. * @param vector defines the vector to normalize
  67179. * @returns a new Vector2
  67180. */
  67181. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  67182. /**
  67183. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  67184. * @param left defines 1st vector
  67185. * @param right defines 2nd vector
  67186. * @returns a new Vector2
  67187. */
  67188. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  67189. /**
  67190. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  67191. * @param left defines 1st vector
  67192. * @param right defines 2nd vector
  67193. * @returns a new Vector2
  67194. */
  67195. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  67196. /**
  67197. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  67198. * @param vector defines the vector to transform
  67199. * @param transformation defines the matrix to apply
  67200. * @returns a new Vector2
  67201. */
  67202. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  67203. /**
  67204. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  67205. * @param vector defines the vector to transform
  67206. * @param transformation defines the matrix to apply
  67207. * @param result defines the target vector
  67208. */
  67209. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  67210. /**
  67211. * Determines if a given vector is included in a triangle
  67212. * @param p defines the vector to test
  67213. * @param p0 defines 1st triangle point
  67214. * @param p1 defines 2nd triangle point
  67215. * @param p2 defines 3rd triangle point
  67216. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  67217. */
  67218. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  67219. /**
  67220. * Gets the distance between the vectors "value1" and "value2"
  67221. * @param value1 defines first vector
  67222. * @param value2 defines second vector
  67223. * @returns the distance between vectors
  67224. */
  67225. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  67226. /**
  67227. * Returns the squared distance between the vectors "value1" and "value2"
  67228. * @param value1 defines first vector
  67229. * @param value2 defines second vector
  67230. * @returns the squared distance between vectors
  67231. */
  67232. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  67233. /**
  67234. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  67235. * @param value1 defines first vector
  67236. * @param value2 defines second vector
  67237. * @returns a new Vector2
  67238. */
  67239. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  67240. /**
  67241. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  67242. * @param p defines the middle point
  67243. * @param segA defines one point of the segment
  67244. * @param segB defines the other point of the segment
  67245. * @returns the shortest distance
  67246. */
  67247. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  67248. }
  67249. /**
  67250. * Classed used to store (x,y,z) vector representation
  67251. * A Vector3 is the main object used in 3D geometry
  67252. * It can represent etiher the coordinates of a point the space, either a direction
  67253. * Reminder: js uses a left handed forward facing system
  67254. */
  67255. export class Vector3 {
  67256. /**
  67257. * Defines the first coordinates (on X axis)
  67258. */
  67259. x: number;
  67260. /**
  67261. * Defines the second coordinates (on Y axis)
  67262. */
  67263. y: number;
  67264. /**
  67265. * Defines the third coordinates (on Z axis)
  67266. */
  67267. z: number;
  67268. private static _UpReadOnly;
  67269. private static _ZeroReadOnly;
  67270. /**
  67271. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  67272. * @param x defines the first coordinates (on X axis)
  67273. * @param y defines the second coordinates (on Y axis)
  67274. * @param z defines the third coordinates (on Z axis)
  67275. */
  67276. constructor(
  67277. /**
  67278. * Defines the first coordinates (on X axis)
  67279. */
  67280. x?: number,
  67281. /**
  67282. * Defines the second coordinates (on Y axis)
  67283. */
  67284. y?: number,
  67285. /**
  67286. * Defines the third coordinates (on Z axis)
  67287. */
  67288. z?: number);
  67289. /**
  67290. * Creates a string representation of the Vector3
  67291. * @returns a string with the Vector3 coordinates.
  67292. */
  67293. toString(): string;
  67294. /**
  67295. * Gets the class name
  67296. * @returns the string "Vector3"
  67297. */
  67298. getClassName(): string;
  67299. /**
  67300. * Creates the Vector3 hash code
  67301. * @returns a number which tends to be unique between Vector3 instances
  67302. */
  67303. getHashCode(): number;
  67304. /**
  67305. * Creates an array containing three elements : the coordinates of the Vector3
  67306. * @returns a new array of numbers
  67307. */
  67308. asArray(): number[];
  67309. /**
  67310. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  67311. * @param array defines the destination array
  67312. * @param index defines the offset in the destination array
  67313. * @returns the current Vector3
  67314. */
  67315. toArray(array: FloatArray, index?: number): Vector3;
  67316. /**
  67317. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  67318. * @returns a new Quaternion object, computed from the Vector3 coordinates
  67319. */
  67320. toQuaternion(): Quaternion;
  67321. /**
  67322. * Adds the given vector to the current Vector3
  67323. * @param otherVector defines the second operand
  67324. * @returns the current updated Vector3
  67325. */
  67326. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67327. /**
  67328. * Adds the given coordinates to the current Vector3
  67329. * @param x defines the x coordinate of the operand
  67330. * @param y defines the y coordinate of the operand
  67331. * @param z defines the z coordinate of the operand
  67332. * @returns the current updated Vector3
  67333. */
  67334. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67335. /**
  67336. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  67337. * @param otherVector defines the second operand
  67338. * @returns the resulting Vector3
  67339. */
  67340. add(otherVector: DeepImmutable<Vector3>): Vector3;
  67341. /**
  67342. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  67343. * @param otherVector defines the second operand
  67344. * @param result defines the Vector3 object where to store the result
  67345. * @returns the current Vector3
  67346. */
  67347. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67348. /**
  67349. * Subtract the given vector from the current Vector3
  67350. * @param otherVector defines the second operand
  67351. * @returns the current updated Vector3
  67352. */
  67353. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67354. /**
  67355. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  67356. * @param otherVector defines the second operand
  67357. * @returns the resulting Vector3
  67358. */
  67359. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  67360. /**
  67361. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  67362. * @param otherVector defines the second operand
  67363. * @param result defines the Vector3 object where to store the result
  67364. * @returns the current Vector3
  67365. */
  67366. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67367. /**
  67368. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  67369. * @param x defines the x coordinate of the operand
  67370. * @param y defines the y coordinate of the operand
  67371. * @param z defines the z coordinate of the operand
  67372. * @returns the resulting Vector3
  67373. */
  67374. subtractFromFloats(x: number, y: number, z: number): Vector3;
  67375. /**
  67376. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  67377. * @param x defines the x coordinate of the operand
  67378. * @param y defines the y coordinate of the operand
  67379. * @param z defines the z coordinate of the operand
  67380. * @param result defines the Vector3 object where to store the result
  67381. * @returns the current Vector3
  67382. */
  67383. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  67384. /**
  67385. * Gets a new Vector3 set with the current Vector3 negated coordinates
  67386. * @returns a new Vector3
  67387. */
  67388. negate(): Vector3;
  67389. /**
  67390. * Multiplies the Vector3 coordinates by the float "scale"
  67391. * @param scale defines the multiplier factor
  67392. * @returns the current updated Vector3
  67393. */
  67394. scaleInPlace(scale: number): Vector3;
  67395. /**
  67396. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  67397. * @param scale defines the multiplier factor
  67398. * @returns a new Vector3
  67399. */
  67400. scale(scale: number): Vector3;
  67401. /**
  67402. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  67403. * @param scale defines the multiplier factor
  67404. * @param result defines the Vector3 object where to store the result
  67405. * @returns the current Vector3
  67406. */
  67407. scaleToRef(scale: number, result: Vector3): Vector3;
  67408. /**
  67409. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  67410. * @param scale defines the scale factor
  67411. * @param result defines the Vector3 object where to store the result
  67412. * @returns the unmodified current Vector3
  67413. */
  67414. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  67415. /**
  67416. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  67417. * @param otherVector defines the second operand
  67418. * @returns true if both vectors are equals
  67419. */
  67420. equals(otherVector: DeepImmutable<Vector3>): boolean;
  67421. /**
  67422. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  67423. * @param otherVector defines the second operand
  67424. * @param epsilon defines the minimal distance to define values as equals
  67425. * @returns true if both vectors are distant less than epsilon
  67426. */
  67427. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  67428. /**
  67429. * Returns true if the current Vector3 coordinates equals the given floats
  67430. * @param x defines the x coordinate of the operand
  67431. * @param y defines the y coordinate of the operand
  67432. * @param z defines the z coordinate of the operand
  67433. * @returns true if both vectors are equals
  67434. */
  67435. equalsToFloats(x: number, y: number, z: number): boolean;
  67436. /**
  67437. * Multiplies the current Vector3 coordinates by the given ones
  67438. * @param otherVector defines the second operand
  67439. * @returns the current updated Vector3
  67440. */
  67441. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67442. /**
  67443. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  67444. * @param otherVector defines the second operand
  67445. * @returns the new Vector3
  67446. */
  67447. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  67448. /**
  67449. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  67450. * @param otherVector defines the second operand
  67451. * @param result defines the Vector3 object where to store the result
  67452. * @returns the current Vector3
  67453. */
  67454. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67455. /**
  67456. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  67457. * @param x defines the x coordinate of the operand
  67458. * @param y defines the y coordinate of the operand
  67459. * @param z defines the z coordinate of the operand
  67460. * @returns the new Vector3
  67461. */
  67462. multiplyByFloats(x: number, y: number, z: number): Vector3;
  67463. /**
  67464. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  67465. * @param otherVector defines the second operand
  67466. * @returns the new Vector3
  67467. */
  67468. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  67469. /**
  67470. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  67471. * @param otherVector defines the second operand
  67472. * @param result defines the Vector3 object where to store the result
  67473. * @returns the current Vector3
  67474. */
  67475. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67476. /**
  67477. * Divides the current Vector3 coordinates by the given ones.
  67478. * @param otherVector defines the second operand
  67479. * @returns the current updated Vector3
  67480. */
  67481. divideInPlace(otherVector: Vector3): Vector3;
  67482. /**
  67483. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  67484. * @param other defines the second operand
  67485. * @returns the current updated Vector3
  67486. */
  67487. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  67488. /**
  67489. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  67490. * @param other defines the second operand
  67491. * @returns the current updated Vector3
  67492. */
  67493. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  67494. /**
  67495. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  67496. * @param x defines the x coordinate of the operand
  67497. * @param y defines the y coordinate of the operand
  67498. * @param z defines the z coordinate of the operand
  67499. * @returns the current updated Vector3
  67500. */
  67501. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67502. /**
  67503. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  67504. * @param x defines the x coordinate of the operand
  67505. * @param y defines the y coordinate of the operand
  67506. * @param z defines the z coordinate of the operand
  67507. * @returns the current updated Vector3
  67508. */
  67509. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67510. /**
  67511. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  67512. * Check if is non uniform within a certain amount of decimal places to account for this
  67513. * @param epsilon the amount the values can differ
  67514. * @returns if the the vector is non uniform to a certain number of decimal places
  67515. */
  67516. isNonUniformWithinEpsilon(epsilon: number): boolean;
  67517. /**
  67518. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  67519. */
  67520. readonly isNonUniform: boolean;
  67521. /**
  67522. * Gets a new Vector3 from current Vector3 floored values
  67523. * @returns a new Vector3
  67524. */
  67525. floor(): Vector3;
  67526. /**
  67527. * Gets a new Vector3 from current Vector3 floored values
  67528. * @returns a new Vector3
  67529. */
  67530. fract(): Vector3;
  67531. /**
  67532. * Gets the length of the Vector3
  67533. * @returns the length of the Vector3
  67534. */
  67535. length(): number;
  67536. /**
  67537. * Gets the squared length of the Vector3
  67538. * @returns squared length of the Vector3
  67539. */
  67540. lengthSquared(): number;
  67541. /**
  67542. * Normalize the current Vector3.
  67543. * Please note that this is an in place operation.
  67544. * @returns the current updated Vector3
  67545. */
  67546. normalize(): Vector3;
  67547. /**
  67548. * Reorders the x y z properties of the vector in place
  67549. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  67550. * @returns the current updated vector
  67551. */
  67552. reorderInPlace(order: string): this;
  67553. /**
  67554. * Rotates the vector around 0,0,0 by a quaternion
  67555. * @param quaternion the rotation quaternion
  67556. * @param result vector to store the result
  67557. * @returns the resulting vector
  67558. */
  67559. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  67560. /**
  67561. * Rotates a vector around a given point
  67562. * @param quaternion the rotation quaternion
  67563. * @param point the point to rotate around
  67564. * @param result vector to store the result
  67565. * @returns the resulting vector
  67566. */
  67567. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  67568. /**
  67569. * Normalize the current Vector3 with the given input length.
  67570. * Please note that this is an in place operation.
  67571. * @param len the length of the vector
  67572. * @returns the current updated Vector3
  67573. */
  67574. normalizeFromLength(len: number): Vector3;
  67575. /**
  67576. * Normalize the current Vector3 to a new vector
  67577. * @returns the new Vector3
  67578. */
  67579. normalizeToNew(): Vector3;
  67580. /**
  67581. * Normalize the current Vector3 to the reference
  67582. * @param reference define the Vector3 to update
  67583. * @returns the updated Vector3
  67584. */
  67585. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  67586. /**
  67587. * Creates a new Vector3 copied from the current Vector3
  67588. * @returns the new Vector3
  67589. */
  67590. clone(): Vector3;
  67591. /**
  67592. * Copies the given vector coordinates to the current Vector3 ones
  67593. * @param source defines the source Vector3
  67594. * @returns the current updated Vector3
  67595. */
  67596. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  67597. /**
  67598. * Copies the given floats to the current Vector3 coordinates
  67599. * @param x defines the x coordinate of the operand
  67600. * @param y defines the y coordinate of the operand
  67601. * @param z defines the z coordinate of the operand
  67602. * @returns the current updated Vector3
  67603. */
  67604. copyFromFloats(x: number, y: number, z: number): Vector3;
  67605. /**
  67606. * Copies the given floats to the current Vector3 coordinates
  67607. * @param x defines the x coordinate of the operand
  67608. * @param y defines the y coordinate of the operand
  67609. * @param z defines the z coordinate of the operand
  67610. * @returns the current updated Vector3
  67611. */
  67612. set(x: number, y: number, z: number): Vector3;
  67613. /**
  67614. * Copies the given float to the current Vector3 coordinates
  67615. * @param v defines the x, y and z coordinates of the operand
  67616. * @returns the current updated Vector3
  67617. */
  67618. setAll(v: number): Vector3;
  67619. /**
  67620. * Get the clip factor between two vectors
  67621. * @param vector0 defines the first operand
  67622. * @param vector1 defines the second operand
  67623. * @param axis defines the axis to use
  67624. * @param size defines the size along the axis
  67625. * @returns the clip factor
  67626. */
  67627. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  67628. /**
  67629. * Get angle between two vectors
  67630. * @param vector0 angle between vector0 and vector1
  67631. * @param vector1 angle between vector0 and vector1
  67632. * @param normal direction of the normal
  67633. * @return the angle between vector0 and vector1
  67634. */
  67635. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  67636. /**
  67637. * Returns a new Vector3 set from the index "offset" of the given array
  67638. * @param array defines the source array
  67639. * @param offset defines the offset in the source array
  67640. * @returns the new Vector3
  67641. */
  67642. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  67643. /**
  67644. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  67645. * This function is deprecated. Use FromArray instead
  67646. * @param array defines the source array
  67647. * @param offset defines the offset in the source array
  67648. * @returns the new Vector3
  67649. */
  67650. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  67651. /**
  67652. * Sets the given vector "result" with the element values from the index "offset" of the given array
  67653. * @param array defines the source array
  67654. * @param offset defines the offset in the source array
  67655. * @param result defines the Vector3 where to store the result
  67656. */
  67657. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  67658. /**
  67659. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  67660. * This function is deprecated. Use FromArrayToRef instead.
  67661. * @param array defines the source array
  67662. * @param offset defines the offset in the source array
  67663. * @param result defines the Vector3 where to store the result
  67664. */
  67665. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  67666. /**
  67667. * Sets the given vector "result" with the given floats.
  67668. * @param x defines the x coordinate of the source
  67669. * @param y defines the y coordinate of the source
  67670. * @param z defines the z coordinate of the source
  67671. * @param result defines the Vector3 where to store the result
  67672. */
  67673. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  67674. /**
  67675. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  67676. * @returns a new empty Vector3
  67677. */
  67678. static Zero(): Vector3;
  67679. /**
  67680. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  67681. * @returns a new unit Vector3
  67682. */
  67683. static One(): Vector3;
  67684. /**
  67685. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  67686. * @returns a new up Vector3
  67687. */
  67688. static Up(): Vector3;
  67689. /**
  67690. * Gets a up Vector3 that must not be updated
  67691. */
  67692. static readonly UpReadOnly: DeepImmutable<Vector3>;
  67693. /**
  67694. * Gets a zero Vector3 that must not be updated
  67695. */
  67696. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  67697. /**
  67698. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  67699. * @returns a new down Vector3
  67700. */
  67701. static Down(): Vector3;
  67702. /**
  67703. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  67704. * @returns a new forward Vector3
  67705. */
  67706. static Forward(): Vector3;
  67707. /**
  67708. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  67709. * @returns a new forward Vector3
  67710. */
  67711. static Backward(): Vector3;
  67712. /**
  67713. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  67714. * @returns a new right Vector3
  67715. */
  67716. static Right(): Vector3;
  67717. /**
  67718. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  67719. * @returns a new left Vector3
  67720. */
  67721. static Left(): Vector3;
  67722. /**
  67723. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  67724. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  67725. * @param vector defines the Vector3 to transform
  67726. * @param transformation defines the transformation matrix
  67727. * @returns the transformed Vector3
  67728. */
  67729. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  67730. /**
  67731. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  67732. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  67733. * @param vector defines the Vector3 to transform
  67734. * @param transformation defines the transformation matrix
  67735. * @param result defines the Vector3 where to store the result
  67736. */
  67737. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67738. /**
  67739. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  67740. * This method computes tranformed coordinates only, not transformed direction vectors
  67741. * @param x define the x coordinate of the source vector
  67742. * @param y define the y coordinate of the source vector
  67743. * @param z define the z coordinate of the source vector
  67744. * @param transformation defines the transformation matrix
  67745. * @param result defines the Vector3 where to store the result
  67746. */
  67747. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67748. /**
  67749. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  67750. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67751. * @param vector defines the Vector3 to transform
  67752. * @param transformation defines the transformation matrix
  67753. * @returns the new Vector3
  67754. */
  67755. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  67756. /**
  67757. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  67758. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67759. * @param vector defines the Vector3 to transform
  67760. * @param transformation defines the transformation matrix
  67761. * @param result defines the Vector3 where to store the result
  67762. */
  67763. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67764. /**
  67765. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  67766. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67767. * @param x define the x coordinate of the source vector
  67768. * @param y define the y coordinate of the source vector
  67769. * @param z define the z coordinate of the source vector
  67770. * @param transformation defines the transformation matrix
  67771. * @param result defines the Vector3 where to store the result
  67772. */
  67773. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67774. /**
  67775. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  67776. * @param value1 defines the first control point
  67777. * @param value2 defines the second control point
  67778. * @param value3 defines the third control point
  67779. * @param value4 defines the fourth control point
  67780. * @param amount defines the amount on the spline to use
  67781. * @returns the new Vector3
  67782. */
  67783. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  67784. /**
  67785. * 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"
  67786. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  67787. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  67788. * @param value defines the current value
  67789. * @param min defines the lower range value
  67790. * @param max defines the upper range value
  67791. * @returns the new Vector3
  67792. */
  67793. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  67794. /**
  67795. * 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"
  67796. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  67797. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  67798. * @param value defines the current value
  67799. * @param min defines the lower range value
  67800. * @param max defines the upper range value
  67801. * @param result defines the Vector3 where to store the result
  67802. */
  67803. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  67804. /**
  67805. * Checks if a given vector is inside a specific range
  67806. * @param v defines the vector to test
  67807. * @param min defines the minimum range
  67808. * @param max defines the maximum range
  67809. */
  67810. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  67811. /**
  67812. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  67813. * @param value1 defines the first control point
  67814. * @param tangent1 defines the first tangent vector
  67815. * @param value2 defines the second control point
  67816. * @param tangent2 defines the second tangent vector
  67817. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  67818. * @returns the new Vector3
  67819. */
  67820. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  67821. /**
  67822. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  67823. * @param start defines the start value
  67824. * @param end defines the end value
  67825. * @param amount max defines amount between both (between 0 and 1)
  67826. * @returns the new Vector3
  67827. */
  67828. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  67829. /**
  67830. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  67831. * @param start defines the start value
  67832. * @param end defines the end value
  67833. * @param amount max defines amount between both (between 0 and 1)
  67834. * @param result defines the Vector3 where to store the result
  67835. */
  67836. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  67837. /**
  67838. * Returns the dot product (float) between the vectors "left" and "right"
  67839. * @param left defines the left operand
  67840. * @param right defines the right operand
  67841. * @returns the dot product
  67842. */
  67843. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  67844. /**
  67845. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  67846. * The cross product is then orthogonal to both "left" and "right"
  67847. * @param left defines the left operand
  67848. * @param right defines the right operand
  67849. * @returns the cross product
  67850. */
  67851. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67852. /**
  67853. * Sets the given vector "result" with the cross product of "left" and "right"
  67854. * The cross product is then orthogonal to both "left" and "right"
  67855. * @param left defines the left operand
  67856. * @param right defines the right operand
  67857. * @param result defines the Vector3 where to store the result
  67858. */
  67859. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  67860. /**
  67861. * Returns a new Vector3 as the normalization of the given vector
  67862. * @param vector defines the Vector3 to normalize
  67863. * @returns the new Vector3
  67864. */
  67865. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  67866. /**
  67867. * Sets the given vector "result" with the normalization of the given first vector
  67868. * @param vector defines the Vector3 to normalize
  67869. * @param result defines the Vector3 where to store the result
  67870. */
  67871. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  67872. /**
  67873. * Project a Vector3 onto screen space
  67874. * @param vector defines the Vector3 to project
  67875. * @param world defines the world matrix to use
  67876. * @param transform defines the transform (view x projection) matrix to use
  67877. * @param viewport defines the screen viewport to use
  67878. * @returns the new Vector3
  67879. */
  67880. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  67881. /** @hidden */
  67882. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  67883. /**
  67884. * Unproject from screen space to object space
  67885. * @param source defines the screen space Vector3 to use
  67886. * @param viewportWidth defines the current width of the viewport
  67887. * @param viewportHeight defines the current height of the viewport
  67888. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67889. * @param transform defines the transform (view x projection) matrix to use
  67890. * @returns the new Vector3
  67891. */
  67892. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  67893. /**
  67894. * Unproject from screen space to object space
  67895. * @param source defines the screen space Vector3 to use
  67896. * @param viewportWidth defines the current width of the viewport
  67897. * @param viewportHeight defines the current height of the viewport
  67898. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67899. * @param view defines the view matrix to use
  67900. * @param projection defines the projection matrix to use
  67901. * @returns the new Vector3
  67902. */
  67903. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  67904. /**
  67905. * Unproject from screen space to object space
  67906. * @param source defines the screen space Vector3 to use
  67907. * @param viewportWidth defines the current width of the viewport
  67908. * @param viewportHeight defines the current height of the viewport
  67909. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67910. * @param view defines the view matrix to use
  67911. * @param projection defines the projection matrix to use
  67912. * @param result defines the Vector3 where to store the result
  67913. */
  67914. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  67915. /**
  67916. * Unproject from screen space to object space
  67917. * @param sourceX defines the screen space x coordinate to use
  67918. * @param sourceY defines the screen space y coordinate to use
  67919. * @param sourceZ defines the screen space z coordinate to use
  67920. * @param viewportWidth defines the current width of the viewport
  67921. * @param viewportHeight defines the current height of the viewport
  67922. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67923. * @param view defines the view matrix to use
  67924. * @param projection defines the projection matrix to use
  67925. * @param result defines the Vector3 where to store the result
  67926. */
  67927. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  67928. /**
  67929. * Gets the minimal coordinate values between two Vector3
  67930. * @param left defines the first operand
  67931. * @param right defines the second operand
  67932. * @returns the new Vector3
  67933. */
  67934. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67935. /**
  67936. * Gets the maximal coordinate values between two Vector3
  67937. * @param left defines the first operand
  67938. * @param right defines the second operand
  67939. * @returns the new Vector3
  67940. */
  67941. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67942. /**
  67943. * Returns the distance between the vectors "value1" and "value2"
  67944. * @param value1 defines the first operand
  67945. * @param value2 defines the second operand
  67946. * @returns the distance
  67947. */
  67948. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  67949. /**
  67950. * Returns the squared distance between the vectors "value1" and "value2"
  67951. * @param value1 defines the first operand
  67952. * @param value2 defines the second operand
  67953. * @returns the squared distance
  67954. */
  67955. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  67956. /**
  67957. * Returns a new Vector3 located at the center between "value1" and "value2"
  67958. * @param value1 defines the first operand
  67959. * @param value2 defines the second operand
  67960. * @returns the new Vector3
  67961. */
  67962. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  67963. /**
  67964. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  67965. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  67966. * to something in order to rotate it from its local system to the given target system
  67967. * Note: axis1, axis2 and axis3 are normalized during this operation
  67968. * @param axis1 defines the first axis
  67969. * @param axis2 defines the second axis
  67970. * @param axis3 defines the third axis
  67971. * @returns a new Vector3
  67972. */
  67973. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  67974. /**
  67975. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  67976. * @param axis1 defines the first axis
  67977. * @param axis2 defines the second axis
  67978. * @param axis3 defines the third axis
  67979. * @param ref defines the Vector3 where to store the result
  67980. */
  67981. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  67982. }
  67983. /**
  67984. * Vector4 class created for EulerAngle class conversion to Quaternion
  67985. */
  67986. export class Vector4 {
  67987. /** x value of the vector */
  67988. x: number;
  67989. /** y value of the vector */
  67990. y: number;
  67991. /** z value of the vector */
  67992. z: number;
  67993. /** w value of the vector */
  67994. w: number;
  67995. /**
  67996. * Creates a Vector4 object from the given floats.
  67997. * @param x x value of the vector
  67998. * @param y y value of the vector
  67999. * @param z z value of the vector
  68000. * @param w w value of the vector
  68001. */
  68002. constructor(
  68003. /** x value of the vector */
  68004. x: number,
  68005. /** y value of the vector */
  68006. y: number,
  68007. /** z value of the vector */
  68008. z: number,
  68009. /** w value of the vector */
  68010. w: number);
  68011. /**
  68012. * Returns the string with the Vector4 coordinates.
  68013. * @returns a string containing all the vector values
  68014. */
  68015. toString(): string;
  68016. /**
  68017. * Returns the string "Vector4".
  68018. * @returns "Vector4"
  68019. */
  68020. getClassName(): string;
  68021. /**
  68022. * Returns the Vector4 hash code.
  68023. * @returns a unique hash code
  68024. */
  68025. getHashCode(): number;
  68026. /**
  68027. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  68028. * @returns the resulting array
  68029. */
  68030. asArray(): number[];
  68031. /**
  68032. * Populates the given array from the given index with the Vector4 coordinates.
  68033. * @param array array to populate
  68034. * @param index index of the array to start at (default: 0)
  68035. * @returns the Vector4.
  68036. */
  68037. toArray(array: FloatArray, index?: number): Vector4;
  68038. /**
  68039. * Adds the given vector to the current Vector4.
  68040. * @param otherVector the vector to add
  68041. * @returns the updated Vector4.
  68042. */
  68043. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68044. /**
  68045. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  68046. * @param otherVector the vector to add
  68047. * @returns the resulting vector
  68048. */
  68049. add(otherVector: DeepImmutable<Vector4>): Vector4;
  68050. /**
  68051. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  68052. * @param otherVector the vector to add
  68053. * @param result the vector to store the result
  68054. * @returns the current Vector4.
  68055. */
  68056. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68057. /**
  68058. * Subtract in place the given vector from the current Vector4.
  68059. * @param otherVector the vector to subtract
  68060. * @returns the updated Vector4.
  68061. */
  68062. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68063. /**
  68064. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  68065. * @param otherVector the vector to add
  68066. * @returns the new vector with the result
  68067. */
  68068. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  68069. /**
  68070. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  68071. * @param otherVector the vector to subtract
  68072. * @param result the vector to store the result
  68073. * @returns the current Vector4.
  68074. */
  68075. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68076. /**
  68077. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68078. */
  68079. /**
  68080. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68081. * @param x value to subtract
  68082. * @param y value to subtract
  68083. * @param z value to subtract
  68084. * @param w value to subtract
  68085. * @returns new vector containing the result
  68086. */
  68087. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  68088. /**
  68089. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68090. * @param x value to subtract
  68091. * @param y value to subtract
  68092. * @param z value to subtract
  68093. * @param w value to subtract
  68094. * @param result the vector to store the result in
  68095. * @returns the current Vector4.
  68096. */
  68097. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  68098. /**
  68099. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  68100. * @returns a new vector with the negated values
  68101. */
  68102. negate(): Vector4;
  68103. /**
  68104. * Multiplies the current Vector4 coordinates by scale (float).
  68105. * @param scale the number to scale with
  68106. * @returns the updated Vector4.
  68107. */
  68108. scaleInPlace(scale: number): Vector4;
  68109. /**
  68110. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  68111. * @param scale the number to scale with
  68112. * @returns a new vector with the result
  68113. */
  68114. scale(scale: number): Vector4;
  68115. /**
  68116. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  68117. * @param scale the number to scale with
  68118. * @param result a vector to store the result in
  68119. * @returns the current Vector4.
  68120. */
  68121. scaleToRef(scale: number, result: Vector4): Vector4;
  68122. /**
  68123. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  68124. * @param scale defines the scale factor
  68125. * @param result defines the Vector4 object where to store the result
  68126. * @returns the unmodified current Vector4
  68127. */
  68128. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  68129. /**
  68130. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  68131. * @param otherVector the vector to compare against
  68132. * @returns true if they are equal
  68133. */
  68134. equals(otherVector: DeepImmutable<Vector4>): boolean;
  68135. /**
  68136. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  68137. * @param otherVector vector to compare against
  68138. * @param epsilon (Default: very small number)
  68139. * @returns true if they are equal
  68140. */
  68141. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  68142. /**
  68143. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  68144. * @param x x value to compare against
  68145. * @param y y value to compare against
  68146. * @param z z value to compare against
  68147. * @param w w value to compare against
  68148. * @returns true if equal
  68149. */
  68150. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  68151. /**
  68152. * Multiplies in place the current Vector4 by the given one.
  68153. * @param otherVector vector to multiple with
  68154. * @returns the updated Vector4.
  68155. */
  68156. multiplyInPlace(otherVector: Vector4): Vector4;
  68157. /**
  68158. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  68159. * @param otherVector vector to multiple with
  68160. * @returns resulting new vector
  68161. */
  68162. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  68163. /**
  68164. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  68165. * @param otherVector vector to multiple with
  68166. * @param result vector to store the result
  68167. * @returns the current Vector4.
  68168. */
  68169. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68170. /**
  68171. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  68172. * @param x x value multiply with
  68173. * @param y y value multiply with
  68174. * @param z z value multiply with
  68175. * @param w w value multiply with
  68176. * @returns resulting new vector
  68177. */
  68178. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  68179. /**
  68180. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  68181. * @param otherVector vector to devide with
  68182. * @returns resulting new vector
  68183. */
  68184. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  68185. /**
  68186. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  68187. * @param otherVector vector to devide with
  68188. * @param result vector to store the result
  68189. * @returns the current Vector4.
  68190. */
  68191. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68192. /**
  68193. * Divides the current Vector3 coordinates by the given ones.
  68194. * @param otherVector vector to devide with
  68195. * @returns the updated Vector3.
  68196. */
  68197. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68198. /**
  68199. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  68200. * @param other defines the second operand
  68201. * @returns the current updated Vector4
  68202. */
  68203. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  68204. /**
  68205. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  68206. * @param other defines the second operand
  68207. * @returns the current updated Vector4
  68208. */
  68209. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  68210. /**
  68211. * Gets a new Vector4 from current Vector4 floored values
  68212. * @returns a new Vector4
  68213. */
  68214. floor(): Vector4;
  68215. /**
  68216. * Gets a new Vector4 from current Vector3 floored values
  68217. * @returns a new Vector4
  68218. */
  68219. fract(): Vector4;
  68220. /**
  68221. * Returns the Vector4 length (float).
  68222. * @returns the length
  68223. */
  68224. length(): number;
  68225. /**
  68226. * Returns the Vector4 squared length (float).
  68227. * @returns the length squared
  68228. */
  68229. lengthSquared(): number;
  68230. /**
  68231. * Normalizes in place the Vector4.
  68232. * @returns the updated Vector4.
  68233. */
  68234. normalize(): Vector4;
  68235. /**
  68236. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  68237. * @returns this converted to a new vector3
  68238. */
  68239. toVector3(): Vector3;
  68240. /**
  68241. * Returns a new Vector4 copied from the current one.
  68242. * @returns the new cloned vector
  68243. */
  68244. clone(): Vector4;
  68245. /**
  68246. * Updates the current Vector4 with the given one coordinates.
  68247. * @param source the source vector to copy from
  68248. * @returns the updated Vector4.
  68249. */
  68250. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  68251. /**
  68252. * Updates the current Vector4 coordinates with the given floats.
  68253. * @param x float to copy from
  68254. * @param y float to copy from
  68255. * @param z float to copy from
  68256. * @param w float to copy from
  68257. * @returns the updated Vector4.
  68258. */
  68259. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  68260. /**
  68261. * Updates the current Vector4 coordinates with the given floats.
  68262. * @param x float to set from
  68263. * @param y float to set from
  68264. * @param z float to set from
  68265. * @param w float to set from
  68266. * @returns the updated Vector4.
  68267. */
  68268. set(x: number, y: number, z: number, w: number): Vector4;
  68269. /**
  68270. * Copies the given float to the current Vector3 coordinates
  68271. * @param v defines the x, y, z and w coordinates of the operand
  68272. * @returns the current updated Vector3
  68273. */
  68274. setAll(v: number): Vector4;
  68275. /**
  68276. * Returns a new Vector4 set from the starting index of the given array.
  68277. * @param array the array to pull values from
  68278. * @param offset the offset into the array to start at
  68279. * @returns the new vector
  68280. */
  68281. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  68282. /**
  68283. * Updates the given vector "result" from the starting index of the given array.
  68284. * @param array the array to pull values from
  68285. * @param offset the offset into the array to start at
  68286. * @param result the vector to store the result in
  68287. */
  68288. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  68289. /**
  68290. * Updates the given vector "result" from the starting index of the given Float32Array.
  68291. * @param array the array to pull values from
  68292. * @param offset the offset into the array to start at
  68293. * @param result the vector to store the result in
  68294. */
  68295. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  68296. /**
  68297. * Updates the given vector "result" coordinates from the given floats.
  68298. * @param x float to set from
  68299. * @param y float to set from
  68300. * @param z float to set from
  68301. * @param w float to set from
  68302. * @param result the vector to the floats in
  68303. */
  68304. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  68305. /**
  68306. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  68307. * @returns the new vector
  68308. */
  68309. static Zero(): Vector4;
  68310. /**
  68311. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  68312. * @returns the new vector
  68313. */
  68314. static One(): Vector4;
  68315. /**
  68316. * Returns a new normalized Vector4 from the given one.
  68317. * @param vector the vector to normalize
  68318. * @returns the vector
  68319. */
  68320. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  68321. /**
  68322. * Updates the given vector "result" from the normalization of the given one.
  68323. * @param vector the vector to normalize
  68324. * @param result the vector to store the result in
  68325. */
  68326. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  68327. /**
  68328. * Returns a vector with the minimum values from the left and right vectors
  68329. * @param left left vector to minimize
  68330. * @param right right vector to minimize
  68331. * @returns a new vector with the minimum of the left and right vector values
  68332. */
  68333. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  68334. /**
  68335. * Returns a vector with the maximum values from the left and right vectors
  68336. * @param left left vector to maximize
  68337. * @param right right vector to maximize
  68338. * @returns a new vector with the maximum of the left and right vector values
  68339. */
  68340. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  68341. /**
  68342. * Returns the distance (float) between the vectors "value1" and "value2".
  68343. * @param value1 value to calulate the distance between
  68344. * @param value2 value to calulate the distance between
  68345. * @return the distance between the two vectors
  68346. */
  68347. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  68348. /**
  68349. * Returns the squared distance (float) between the vectors "value1" and "value2".
  68350. * @param value1 value to calulate the distance between
  68351. * @param value2 value to calulate the distance between
  68352. * @return the distance between the two vectors squared
  68353. */
  68354. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  68355. /**
  68356. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  68357. * @param value1 value to calulate the center between
  68358. * @param value2 value to calulate the center between
  68359. * @return the center between the two vectors
  68360. */
  68361. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  68362. /**
  68363. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  68364. * This methods computes transformed normalized direction vectors only.
  68365. * @param vector the vector to transform
  68366. * @param transformation the transformation matrix to apply
  68367. * @returns the new vector
  68368. */
  68369. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  68370. /**
  68371. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  68372. * This methods computes transformed normalized direction vectors only.
  68373. * @param vector the vector to transform
  68374. * @param transformation the transformation matrix to apply
  68375. * @param result the vector to store the result in
  68376. */
  68377. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  68378. /**
  68379. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  68380. * This methods computes transformed normalized direction vectors only.
  68381. * @param x value to transform
  68382. * @param y value to transform
  68383. * @param z value to transform
  68384. * @param w value to transform
  68385. * @param transformation the transformation matrix to apply
  68386. * @param result the vector to store the results in
  68387. */
  68388. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  68389. /**
  68390. * Creates a new Vector4 from a Vector3
  68391. * @param source defines the source data
  68392. * @param w defines the 4th component (default is 0)
  68393. * @returns a new Vector4
  68394. */
  68395. static FromVector3(source: Vector3, w?: number): Vector4;
  68396. }
  68397. /**
  68398. * Class used to store quaternion data
  68399. * @see https://en.wikipedia.org/wiki/Quaternion
  68400. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  68401. */
  68402. export class Quaternion {
  68403. /** defines the first component (0 by default) */
  68404. x: number;
  68405. /** defines the second component (0 by default) */
  68406. y: number;
  68407. /** defines the third component (0 by default) */
  68408. z: number;
  68409. /** defines the fourth component (1.0 by default) */
  68410. w: number;
  68411. /**
  68412. * Creates a new Quaternion from the given floats
  68413. * @param x defines the first component (0 by default)
  68414. * @param y defines the second component (0 by default)
  68415. * @param z defines the third component (0 by default)
  68416. * @param w defines the fourth component (1.0 by default)
  68417. */
  68418. constructor(
  68419. /** defines the first component (0 by default) */
  68420. x?: number,
  68421. /** defines the second component (0 by default) */
  68422. y?: number,
  68423. /** defines the third component (0 by default) */
  68424. z?: number,
  68425. /** defines the fourth component (1.0 by default) */
  68426. w?: number);
  68427. /**
  68428. * Gets a string representation for the current quaternion
  68429. * @returns a string with the Quaternion coordinates
  68430. */
  68431. toString(): string;
  68432. /**
  68433. * Gets the class name of the quaternion
  68434. * @returns the string "Quaternion"
  68435. */
  68436. getClassName(): string;
  68437. /**
  68438. * Gets a hash code for this quaternion
  68439. * @returns the quaternion hash code
  68440. */
  68441. getHashCode(): number;
  68442. /**
  68443. * Copy the quaternion to an array
  68444. * @returns a new array populated with 4 elements from the quaternion coordinates
  68445. */
  68446. asArray(): number[];
  68447. /**
  68448. * Check if two quaternions are equals
  68449. * @param otherQuaternion defines the second operand
  68450. * @return true if the current quaternion and the given one coordinates are strictly equals
  68451. */
  68452. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  68453. /**
  68454. * Clone the current quaternion
  68455. * @returns a new quaternion copied from the current one
  68456. */
  68457. clone(): Quaternion;
  68458. /**
  68459. * Copy a quaternion to the current one
  68460. * @param other defines the other quaternion
  68461. * @returns the updated current quaternion
  68462. */
  68463. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  68464. /**
  68465. * Updates the current quaternion with the given float coordinates
  68466. * @param x defines the x coordinate
  68467. * @param y defines the y coordinate
  68468. * @param z defines the z coordinate
  68469. * @param w defines the w coordinate
  68470. * @returns the updated current quaternion
  68471. */
  68472. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  68473. /**
  68474. * Updates the current quaternion from the given float coordinates
  68475. * @param x defines the x coordinate
  68476. * @param y defines the y coordinate
  68477. * @param z defines the z coordinate
  68478. * @param w defines the w coordinate
  68479. * @returns the updated current quaternion
  68480. */
  68481. set(x: number, y: number, z: number, w: number): Quaternion;
  68482. /**
  68483. * Adds two quaternions
  68484. * @param other defines the second operand
  68485. * @returns a new quaternion as the addition result of the given one and the current quaternion
  68486. */
  68487. add(other: DeepImmutable<Quaternion>): Quaternion;
  68488. /**
  68489. * Add a quaternion to the current one
  68490. * @param other defines the quaternion to add
  68491. * @returns the current quaternion
  68492. */
  68493. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  68494. /**
  68495. * Subtract two quaternions
  68496. * @param other defines the second operand
  68497. * @returns a new quaternion as the subtraction result of the given one from the current one
  68498. */
  68499. subtract(other: Quaternion): Quaternion;
  68500. /**
  68501. * Multiplies the current quaternion by a scale factor
  68502. * @param value defines the scale factor
  68503. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  68504. */
  68505. scale(value: number): Quaternion;
  68506. /**
  68507. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  68508. * @param scale defines the scale factor
  68509. * @param result defines the Quaternion object where to store the result
  68510. * @returns the unmodified current quaternion
  68511. */
  68512. scaleToRef(scale: number, result: Quaternion): Quaternion;
  68513. /**
  68514. * Multiplies in place the current quaternion by a scale factor
  68515. * @param value defines the scale factor
  68516. * @returns the current modified quaternion
  68517. */
  68518. scaleInPlace(value: number): Quaternion;
  68519. /**
  68520. * Scale the current quaternion values by a factor and add the result to a given quaternion
  68521. * @param scale defines the scale factor
  68522. * @param result defines the Quaternion object where to store the result
  68523. * @returns the unmodified current quaternion
  68524. */
  68525. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  68526. /**
  68527. * Multiplies two quaternions
  68528. * @param q1 defines the second operand
  68529. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  68530. */
  68531. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  68532. /**
  68533. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  68534. * @param q1 defines the second operand
  68535. * @param result defines the target quaternion
  68536. * @returns the current quaternion
  68537. */
  68538. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  68539. /**
  68540. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  68541. * @param q1 defines the second operand
  68542. * @returns the currentupdated quaternion
  68543. */
  68544. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  68545. /**
  68546. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  68547. * @param ref defines the target quaternion
  68548. * @returns the current quaternion
  68549. */
  68550. conjugateToRef(ref: Quaternion): Quaternion;
  68551. /**
  68552. * Conjugates in place (1-q) the current quaternion
  68553. * @returns the current updated quaternion
  68554. */
  68555. conjugateInPlace(): Quaternion;
  68556. /**
  68557. * Conjugates in place (1-q) the current quaternion
  68558. * @returns a new quaternion
  68559. */
  68560. conjugate(): Quaternion;
  68561. /**
  68562. * Gets length of current quaternion
  68563. * @returns the quaternion length (float)
  68564. */
  68565. length(): number;
  68566. /**
  68567. * Normalize in place the current quaternion
  68568. * @returns the current updated quaternion
  68569. */
  68570. normalize(): Quaternion;
  68571. /**
  68572. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  68573. * @param order is a reserved parameter and is ignore for now
  68574. * @returns a new Vector3 containing the Euler angles
  68575. */
  68576. toEulerAngles(order?: string): Vector3;
  68577. /**
  68578. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  68579. * @param result defines the vector which will be filled with the Euler angles
  68580. * @param order is a reserved parameter and is ignore for now
  68581. * @returns the current unchanged quaternion
  68582. */
  68583. toEulerAnglesToRef(result: Vector3): Quaternion;
  68584. /**
  68585. * Updates the given rotation matrix with the current quaternion values
  68586. * @param result defines the target matrix
  68587. * @returns the current unchanged quaternion
  68588. */
  68589. toRotationMatrix(result: Matrix): Quaternion;
  68590. /**
  68591. * Updates the current quaternion from the given rotation matrix values
  68592. * @param matrix defines the source matrix
  68593. * @returns the current updated quaternion
  68594. */
  68595. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  68596. /**
  68597. * Creates a new quaternion from a rotation matrix
  68598. * @param matrix defines the source matrix
  68599. * @returns a new quaternion created from the given rotation matrix values
  68600. */
  68601. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  68602. /**
  68603. * Updates the given quaternion with the given rotation matrix values
  68604. * @param matrix defines the source matrix
  68605. * @param result defines the target quaternion
  68606. */
  68607. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  68608. /**
  68609. * Returns the dot product (float) between the quaternions "left" and "right"
  68610. * @param left defines the left operand
  68611. * @param right defines the right operand
  68612. * @returns the dot product
  68613. */
  68614. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  68615. /**
  68616. * Checks if the two quaternions are close to each other
  68617. * @param quat0 defines the first quaternion to check
  68618. * @param quat1 defines the second quaternion to check
  68619. * @returns true if the two quaternions are close to each other
  68620. */
  68621. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  68622. /**
  68623. * Creates an empty quaternion
  68624. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  68625. */
  68626. static Zero(): Quaternion;
  68627. /**
  68628. * Inverse a given quaternion
  68629. * @param q defines the source quaternion
  68630. * @returns a new quaternion as the inverted current quaternion
  68631. */
  68632. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  68633. /**
  68634. * Inverse a given quaternion
  68635. * @param q defines the source quaternion
  68636. * @param result the quaternion the result will be stored in
  68637. * @returns the result quaternion
  68638. */
  68639. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  68640. /**
  68641. * Creates an identity quaternion
  68642. * @returns the identity quaternion
  68643. */
  68644. static Identity(): Quaternion;
  68645. /**
  68646. * Gets a boolean indicating if the given quaternion is identity
  68647. * @param quaternion defines the quaternion to check
  68648. * @returns true if the quaternion is identity
  68649. */
  68650. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  68651. /**
  68652. * Creates a quaternion from a rotation around an axis
  68653. * @param axis defines the axis to use
  68654. * @param angle defines the angle to use
  68655. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  68656. */
  68657. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  68658. /**
  68659. * Creates a rotation around an axis and stores it into the given quaternion
  68660. * @param axis defines the axis to use
  68661. * @param angle defines the angle to use
  68662. * @param result defines the target quaternion
  68663. * @returns the target quaternion
  68664. */
  68665. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  68666. /**
  68667. * Creates a new quaternion from data stored into an array
  68668. * @param array defines the data source
  68669. * @param offset defines the offset in the source array where the data starts
  68670. * @returns a new quaternion
  68671. */
  68672. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  68673. /**
  68674. * Create a quaternion from Euler rotation angles
  68675. * @param x Pitch
  68676. * @param y Yaw
  68677. * @param z Roll
  68678. * @returns the new Quaternion
  68679. */
  68680. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  68681. /**
  68682. * Updates a quaternion from Euler rotation angles
  68683. * @param x Pitch
  68684. * @param y Yaw
  68685. * @param z Roll
  68686. * @param result the quaternion to store the result
  68687. * @returns the updated quaternion
  68688. */
  68689. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  68690. /**
  68691. * Create a quaternion from Euler rotation vector
  68692. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  68693. * @returns the new Quaternion
  68694. */
  68695. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  68696. /**
  68697. * Updates a quaternion from Euler rotation vector
  68698. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  68699. * @param result the quaternion to store the result
  68700. * @returns the updated quaternion
  68701. */
  68702. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  68703. /**
  68704. * Creates a new quaternion from the given Euler float angles (y, x, z)
  68705. * @param yaw defines the rotation around Y axis
  68706. * @param pitch defines the rotation around X axis
  68707. * @param roll defines the rotation around Z axis
  68708. * @returns the new quaternion
  68709. */
  68710. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  68711. /**
  68712. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  68713. * @param yaw defines the rotation around Y axis
  68714. * @param pitch defines the rotation around X axis
  68715. * @param roll defines the rotation around Z axis
  68716. * @param result defines the target quaternion
  68717. */
  68718. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  68719. /**
  68720. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  68721. * @param alpha defines the rotation around first axis
  68722. * @param beta defines the rotation around second axis
  68723. * @param gamma defines the rotation around third axis
  68724. * @returns the new quaternion
  68725. */
  68726. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  68727. /**
  68728. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  68729. * @param alpha defines the rotation around first axis
  68730. * @param beta defines the rotation around second axis
  68731. * @param gamma defines the rotation around third axis
  68732. * @param result defines the target quaternion
  68733. */
  68734. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  68735. /**
  68736. * 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)
  68737. * @param axis1 defines the first axis
  68738. * @param axis2 defines the second axis
  68739. * @param axis3 defines the third axis
  68740. * @returns the new quaternion
  68741. */
  68742. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  68743. /**
  68744. * 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
  68745. * @param axis1 defines the first axis
  68746. * @param axis2 defines the second axis
  68747. * @param axis3 defines the third axis
  68748. * @param ref defines the target quaternion
  68749. */
  68750. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  68751. /**
  68752. * Interpolates between two quaternions
  68753. * @param left defines first quaternion
  68754. * @param right defines second quaternion
  68755. * @param amount defines the gradient to use
  68756. * @returns the new interpolated quaternion
  68757. */
  68758. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  68759. /**
  68760. * Interpolates between two quaternions and stores it into a target quaternion
  68761. * @param left defines first quaternion
  68762. * @param right defines second quaternion
  68763. * @param amount defines the gradient to use
  68764. * @param result defines the target quaternion
  68765. */
  68766. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  68767. /**
  68768. * Interpolate between two quaternions using Hermite interpolation
  68769. * @param value1 defines first quaternion
  68770. * @param tangent1 defines the incoming tangent
  68771. * @param value2 defines second quaternion
  68772. * @param tangent2 defines the outgoing tangent
  68773. * @param amount defines the target quaternion
  68774. * @returns the new interpolated quaternion
  68775. */
  68776. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  68777. }
  68778. /**
  68779. * Class used to store matrix data (4x4)
  68780. */
  68781. export class Matrix {
  68782. private static _updateFlagSeed;
  68783. private static _identityReadOnly;
  68784. private _isIdentity;
  68785. private _isIdentityDirty;
  68786. private _isIdentity3x2;
  68787. private _isIdentity3x2Dirty;
  68788. /**
  68789. * Gets the update flag of the matrix which is an unique number for the matrix.
  68790. * It will be incremented every time the matrix data change.
  68791. * You can use it to speed the comparison between two versions of the same matrix.
  68792. */
  68793. updateFlag: number;
  68794. private readonly _m;
  68795. /**
  68796. * Gets the internal data of the matrix
  68797. */
  68798. readonly m: DeepImmutable<Float32Array>;
  68799. /** @hidden */
  68800. _markAsUpdated(): void;
  68801. /** @hidden */
  68802. private _updateIdentityStatus;
  68803. /**
  68804. * Creates an empty matrix (filled with zeros)
  68805. */
  68806. constructor();
  68807. /**
  68808. * Check if the current matrix is identity
  68809. * @returns true is the matrix is the identity matrix
  68810. */
  68811. isIdentity(): boolean;
  68812. /**
  68813. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  68814. * @returns true is the matrix is the identity matrix
  68815. */
  68816. isIdentityAs3x2(): boolean;
  68817. /**
  68818. * Gets the determinant of the matrix
  68819. * @returns the matrix determinant
  68820. */
  68821. determinant(): number;
  68822. /**
  68823. * Returns the matrix as a Float32Array
  68824. * @returns the matrix underlying array
  68825. */
  68826. toArray(): DeepImmutable<Float32Array>;
  68827. /**
  68828. * Returns the matrix as a Float32Array
  68829. * @returns the matrix underlying array.
  68830. */
  68831. asArray(): DeepImmutable<Float32Array>;
  68832. /**
  68833. * Inverts the current matrix in place
  68834. * @returns the current inverted matrix
  68835. */
  68836. invert(): Matrix;
  68837. /**
  68838. * Sets all the matrix elements to zero
  68839. * @returns the current matrix
  68840. */
  68841. reset(): Matrix;
  68842. /**
  68843. * Adds the current matrix with a second one
  68844. * @param other defines the matrix to add
  68845. * @returns a new matrix as the addition of the current matrix and the given one
  68846. */
  68847. add(other: DeepImmutable<Matrix>): Matrix;
  68848. /**
  68849. * Sets the given matrix "result" to the addition of the current matrix and the given one
  68850. * @param other defines the matrix to add
  68851. * @param result defines the target matrix
  68852. * @returns the current matrix
  68853. */
  68854. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  68855. /**
  68856. * Adds in place the given matrix to the current matrix
  68857. * @param other defines the second operand
  68858. * @returns the current updated matrix
  68859. */
  68860. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  68861. /**
  68862. * Sets the given matrix to the current inverted Matrix
  68863. * @param other defines the target matrix
  68864. * @returns the unmodified current matrix
  68865. */
  68866. invertToRef(other: Matrix): Matrix;
  68867. /**
  68868. * add a value at the specified position in the current Matrix
  68869. * @param index the index of the value within the matrix. between 0 and 15.
  68870. * @param value the value to be added
  68871. * @returns the current updated matrix
  68872. */
  68873. addAtIndex(index: number, value: number): Matrix;
  68874. /**
  68875. * mutiply the specified position in the current Matrix by a value
  68876. * @param index the index of the value within the matrix. between 0 and 15.
  68877. * @param value the value to be added
  68878. * @returns the current updated matrix
  68879. */
  68880. multiplyAtIndex(index: number, value: number): Matrix;
  68881. /**
  68882. * Inserts the translation vector (using 3 floats) in the current matrix
  68883. * @param x defines the 1st component of the translation
  68884. * @param y defines the 2nd component of the translation
  68885. * @param z defines the 3rd component of the translation
  68886. * @returns the current updated matrix
  68887. */
  68888. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  68889. /**
  68890. * Adds the translation vector (using 3 floats) in the current matrix
  68891. * @param x defines the 1st component of the translation
  68892. * @param y defines the 2nd component of the translation
  68893. * @param z defines the 3rd component of the translation
  68894. * @returns the current updated matrix
  68895. */
  68896. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  68897. /**
  68898. * Inserts the translation vector in the current matrix
  68899. * @param vector3 defines the translation to insert
  68900. * @returns the current updated matrix
  68901. */
  68902. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  68903. /**
  68904. * Gets the translation value of the current matrix
  68905. * @returns a new Vector3 as the extracted translation from the matrix
  68906. */
  68907. getTranslation(): Vector3;
  68908. /**
  68909. * Fill a Vector3 with the extracted translation from the matrix
  68910. * @param result defines the Vector3 where to store the translation
  68911. * @returns the current matrix
  68912. */
  68913. getTranslationToRef(result: Vector3): Matrix;
  68914. /**
  68915. * Remove rotation and scaling part from the matrix
  68916. * @returns the updated matrix
  68917. */
  68918. removeRotationAndScaling(): Matrix;
  68919. /**
  68920. * Multiply two matrices
  68921. * @param other defines the second operand
  68922. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  68923. */
  68924. multiply(other: DeepImmutable<Matrix>): Matrix;
  68925. /**
  68926. * Copy the current matrix from the given one
  68927. * @param other defines the source matrix
  68928. * @returns the current updated matrix
  68929. */
  68930. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  68931. /**
  68932. * Populates the given array from the starting index with the current matrix values
  68933. * @param array defines the target array
  68934. * @param offset defines the offset in the target array where to start storing values
  68935. * @returns the current matrix
  68936. */
  68937. copyToArray(array: Float32Array, offset?: number): Matrix;
  68938. /**
  68939. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  68940. * @param other defines the second operand
  68941. * @param result defines the matrix where to store the multiplication
  68942. * @returns the current matrix
  68943. */
  68944. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  68945. /**
  68946. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  68947. * @param other defines the second operand
  68948. * @param result defines the array where to store the multiplication
  68949. * @param offset defines the offset in the target array where to start storing values
  68950. * @returns the current matrix
  68951. */
  68952. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  68953. /**
  68954. * Check equality between this matrix and a second one
  68955. * @param value defines the second matrix to compare
  68956. * @returns true is the current matrix and the given one values are strictly equal
  68957. */
  68958. equals(value: DeepImmutable<Matrix>): boolean;
  68959. /**
  68960. * Clone the current matrix
  68961. * @returns a new matrix from the current matrix
  68962. */
  68963. clone(): Matrix;
  68964. /**
  68965. * Returns the name of the current matrix class
  68966. * @returns the string "Matrix"
  68967. */
  68968. getClassName(): string;
  68969. /**
  68970. * Gets the hash code of the current matrix
  68971. * @returns the hash code
  68972. */
  68973. getHashCode(): number;
  68974. /**
  68975. * Decomposes the current Matrix into a translation, rotation and scaling components
  68976. * @param scale defines the scale vector3 given as a reference to update
  68977. * @param rotation defines the rotation quaternion given as a reference to update
  68978. * @param translation defines the translation vector3 given as a reference to update
  68979. * @returns true if operation was successful
  68980. */
  68981. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  68982. /**
  68983. * Gets specific row of the matrix
  68984. * @param index defines the number of the row to get
  68985. * @returns the index-th row of the current matrix as a new Vector4
  68986. */
  68987. getRow(index: number): Nullable<Vector4>;
  68988. /**
  68989. * Sets the index-th row of the current matrix to the vector4 values
  68990. * @param index defines the number of the row to set
  68991. * @param row defines the target vector4
  68992. * @returns the updated current matrix
  68993. */
  68994. setRow(index: number, row: Vector4): Matrix;
  68995. /**
  68996. * Compute the transpose of the matrix
  68997. * @returns the new transposed matrix
  68998. */
  68999. transpose(): Matrix;
  69000. /**
  69001. * Compute the transpose of the matrix and store it in a given matrix
  69002. * @param result defines the target matrix
  69003. * @returns the current matrix
  69004. */
  69005. transposeToRef(result: Matrix): Matrix;
  69006. /**
  69007. * Sets the index-th row of the current matrix with the given 4 x float values
  69008. * @param index defines the row index
  69009. * @param x defines the x component to set
  69010. * @param y defines the y component to set
  69011. * @param z defines the z component to set
  69012. * @param w defines the w component to set
  69013. * @returns the updated current matrix
  69014. */
  69015. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  69016. /**
  69017. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  69018. * @param scale defines the scale factor
  69019. * @returns a new matrix
  69020. */
  69021. scale(scale: number): Matrix;
  69022. /**
  69023. * Scale the current matrix values by a factor to a given result matrix
  69024. * @param scale defines the scale factor
  69025. * @param result defines the matrix to store the result
  69026. * @returns the current matrix
  69027. */
  69028. scaleToRef(scale: number, result: Matrix): Matrix;
  69029. /**
  69030. * Scale the current matrix values by a factor and add the result to a given matrix
  69031. * @param scale defines the scale factor
  69032. * @param result defines the Matrix to store the result
  69033. * @returns the current matrix
  69034. */
  69035. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  69036. /**
  69037. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  69038. * @param ref matrix to store the result
  69039. */
  69040. toNormalMatrix(ref: Matrix): void;
  69041. /**
  69042. * Gets only rotation part of the current matrix
  69043. * @returns a new matrix sets to the extracted rotation matrix from the current one
  69044. */
  69045. getRotationMatrix(): Matrix;
  69046. /**
  69047. * Extracts the rotation matrix from the current one and sets it as the given "result"
  69048. * @param result defines the target matrix to store data to
  69049. * @returns the current matrix
  69050. */
  69051. getRotationMatrixToRef(result: Matrix): Matrix;
  69052. /**
  69053. * Toggles model matrix from being right handed to left handed in place and vice versa
  69054. */
  69055. toggleModelMatrixHandInPlace(): void;
  69056. /**
  69057. * Toggles projection matrix from being right handed to left handed in place and vice versa
  69058. */
  69059. toggleProjectionMatrixHandInPlace(): void;
  69060. /**
  69061. * Creates a matrix from an array
  69062. * @param array defines the source array
  69063. * @param offset defines an offset in the source array
  69064. * @returns a new Matrix set from the starting index of the given array
  69065. */
  69066. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  69067. /**
  69068. * Copy the content of an array into a given matrix
  69069. * @param array defines the source array
  69070. * @param offset defines an offset in the source array
  69071. * @param result defines the target matrix
  69072. */
  69073. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  69074. /**
  69075. * Stores an array into a matrix after having multiplied each component by a given factor
  69076. * @param array defines the source array
  69077. * @param offset defines the offset in the source array
  69078. * @param scale defines the scaling factor
  69079. * @param result defines the target matrix
  69080. */
  69081. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  69082. /**
  69083. * Gets an identity matrix that must not be updated
  69084. */
  69085. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  69086. /**
  69087. * Stores a list of values (16) inside a given matrix
  69088. * @param initialM11 defines 1st value of 1st row
  69089. * @param initialM12 defines 2nd value of 1st row
  69090. * @param initialM13 defines 3rd value of 1st row
  69091. * @param initialM14 defines 4th value of 1st row
  69092. * @param initialM21 defines 1st value of 2nd row
  69093. * @param initialM22 defines 2nd value of 2nd row
  69094. * @param initialM23 defines 3rd value of 2nd row
  69095. * @param initialM24 defines 4th value of 2nd row
  69096. * @param initialM31 defines 1st value of 3rd row
  69097. * @param initialM32 defines 2nd value of 3rd row
  69098. * @param initialM33 defines 3rd value of 3rd row
  69099. * @param initialM34 defines 4th value of 3rd row
  69100. * @param initialM41 defines 1st value of 4th row
  69101. * @param initialM42 defines 2nd value of 4th row
  69102. * @param initialM43 defines 3rd value of 4th row
  69103. * @param initialM44 defines 4th value of 4th row
  69104. * @param result defines the target matrix
  69105. */
  69106. 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;
  69107. /**
  69108. * Creates new matrix from a list of values (16)
  69109. * @param initialM11 defines 1st value of 1st row
  69110. * @param initialM12 defines 2nd value of 1st row
  69111. * @param initialM13 defines 3rd value of 1st row
  69112. * @param initialM14 defines 4th value of 1st row
  69113. * @param initialM21 defines 1st value of 2nd row
  69114. * @param initialM22 defines 2nd value of 2nd row
  69115. * @param initialM23 defines 3rd value of 2nd row
  69116. * @param initialM24 defines 4th value of 2nd row
  69117. * @param initialM31 defines 1st value of 3rd row
  69118. * @param initialM32 defines 2nd value of 3rd row
  69119. * @param initialM33 defines 3rd value of 3rd row
  69120. * @param initialM34 defines 4th value of 3rd row
  69121. * @param initialM41 defines 1st value of 4th row
  69122. * @param initialM42 defines 2nd value of 4th row
  69123. * @param initialM43 defines 3rd value of 4th row
  69124. * @param initialM44 defines 4th value of 4th row
  69125. * @returns the new matrix
  69126. */
  69127. 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;
  69128. /**
  69129. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  69130. * @param scale defines the scale vector3
  69131. * @param rotation defines the rotation quaternion
  69132. * @param translation defines the translation vector3
  69133. * @returns a new matrix
  69134. */
  69135. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  69136. /**
  69137. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  69138. * @param scale defines the scale vector3
  69139. * @param rotation defines the rotation quaternion
  69140. * @param translation defines the translation vector3
  69141. * @param result defines the target matrix
  69142. */
  69143. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  69144. /**
  69145. * Creates a new identity matrix
  69146. * @returns a new identity matrix
  69147. */
  69148. static Identity(): Matrix;
  69149. /**
  69150. * Creates a new identity matrix and stores the result in a given matrix
  69151. * @param result defines the target matrix
  69152. */
  69153. static IdentityToRef(result: Matrix): void;
  69154. /**
  69155. * Creates a new zero matrix
  69156. * @returns a new zero matrix
  69157. */
  69158. static Zero(): Matrix;
  69159. /**
  69160. * Creates a new rotation matrix for "angle" radians around the X axis
  69161. * @param angle defines the angle (in radians) to use
  69162. * @return the new matrix
  69163. */
  69164. static RotationX(angle: number): Matrix;
  69165. /**
  69166. * Creates a new matrix as the invert of a given matrix
  69167. * @param source defines the source matrix
  69168. * @returns the new matrix
  69169. */
  69170. static Invert(source: DeepImmutable<Matrix>): Matrix;
  69171. /**
  69172. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  69173. * @param angle defines the angle (in radians) to use
  69174. * @param result defines the target matrix
  69175. */
  69176. static RotationXToRef(angle: number, result: Matrix): void;
  69177. /**
  69178. * Creates a new rotation matrix for "angle" radians around the Y axis
  69179. * @param angle defines the angle (in radians) to use
  69180. * @return the new matrix
  69181. */
  69182. static RotationY(angle: number): Matrix;
  69183. /**
  69184. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  69185. * @param angle defines the angle (in radians) to use
  69186. * @param result defines the target matrix
  69187. */
  69188. static RotationYToRef(angle: number, result: Matrix): void;
  69189. /**
  69190. * Creates a new rotation matrix for "angle" radians around the Z axis
  69191. * @param angle defines the angle (in radians) to use
  69192. * @return the new matrix
  69193. */
  69194. static RotationZ(angle: number): Matrix;
  69195. /**
  69196. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  69197. * @param angle defines the angle (in radians) to use
  69198. * @param result defines the target matrix
  69199. */
  69200. static RotationZToRef(angle: number, result: Matrix): void;
  69201. /**
  69202. * Creates a new rotation matrix for "angle" radians around the given axis
  69203. * @param axis defines the axis to use
  69204. * @param angle defines the angle (in radians) to use
  69205. * @return the new matrix
  69206. */
  69207. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  69208. /**
  69209. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  69210. * @param axis defines the axis to use
  69211. * @param angle defines the angle (in radians) to use
  69212. * @param result defines the target matrix
  69213. */
  69214. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  69215. /**
  69216. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  69217. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  69218. * @param from defines the vector to align
  69219. * @param to defines the vector to align to
  69220. * @param result defines the target matrix
  69221. */
  69222. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  69223. /**
  69224. * Creates a rotation matrix
  69225. * @param yaw defines the yaw angle in radians (Y axis)
  69226. * @param pitch defines the pitch angle in radians (X axis)
  69227. * @param roll defines the roll angle in radians (X axis)
  69228. * @returns the new rotation matrix
  69229. */
  69230. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  69231. /**
  69232. * Creates a rotation matrix and stores it in a given matrix
  69233. * @param yaw defines the yaw angle in radians (Y axis)
  69234. * @param pitch defines the pitch angle in radians (X axis)
  69235. * @param roll defines the roll angle in radians (X axis)
  69236. * @param result defines the target matrix
  69237. */
  69238. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  69239. /**
  69240. * Creates a scaling matrix
  69241. * @param x defines the scale factor on X axis
  69242. * @param y defines the scale factor on Y axis
  69243. * @param z defines the scale factor on Z axis
  69244. * @returns the new matrix
  69245. */
  69246. static Scaling(x: number, y: number, z: number): Matrix;
  69247. /**
  69248. * Creates a scaling matrix and stores it in a given matrix
  69249. * @param x defines the scale factor on X axis
  69250. * @param y defines the scale factor on Y axis
  69251. * @param z defines the scale factor on Z axis
  69252. * @param result defines the target matrix
  69253. */
  69254. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  69255. /**
  69256. * Creates a translation matrix
  69257. * @param x defines the translation on X axis
  69258. * @param y defines the translation on Y axis
  69259. * @param z defines the translationon Z axis
  69260. * @returns the new matrix
  69261. */
  69262. static Translation(x: number, y: number, z: number): Matrix;
  69263. /**
  69264. * Creates a translation matrix and stores it in a given matrix
  69265. * @param x defines the translation on X axis
  69266. * @param y defines the translation on Y axis
  69267. * @param z defines the translationon Z axis
  69268. * @param result defines the target matrix
  69269. */
  69270. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  69271. /**
  69272. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  69273. * @param startValue defines the start value
  69274. * @param endValue defines the end value
  69275. * @param gradient defines the gradient factor
  69276. * @returns the new matrix
  69277. */
  69278. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  69279. /**
  69280. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  69281. * @param startValue defines the start value
  69282. * @param endValue defines the end value
  69283. * @param gradient defines the gradient factor
  69284. * @param result defines the Matrix object where to store data
  69285. */
  69286. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  69287. /**
  69288. * Builds a new matrix whose values are computed by:
  69289. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  69290. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  69291. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  69292. * @param startValue defines the first matrix
  69293. * @param endValue defines the second matrix
  69294. * @param gradient defines the gradient between the two matrices
  69295. * @returns the new matrix
  69296. */
  69297. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  69298. /**
  69299. * Update a matrix to values which are computed by:
  69300. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  69301. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  69302. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  69303. * @param startValue defines the first matrix
  69304. * @param endValue defines the second matrix
  69305. * @param gradient defines the gradient between the two matrices
  69306. * @param result defines the target matrix
  69307. */
  69308. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  69309. /**
  69310. * 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"
  69311. * This function works in left handed mode
  69312. * @param eye defines the final position of the entity
  69313. * @param target defines where the entity should look at
  69314. * @param up defines the up vector for the entity
  69315. * @returns the new matrix
  69316. */
  69317. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  69318. /**
  69319. * 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".
  69320. * This function works in left handed mode
  69321. * @param eye defines the final position of the entity
  69322. * @param target defines where the entity should look at
  69323. * @param up defines the up vector for the entity
  69324. * @param result defines the target matrix
  69325. */
  69326. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  69327. /**
  69328. * 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"
  69329. * This function works in right handed mode
  69330. * @param eye defines the final position of the entity
  69331. * @param target defines where the entity should look at
  69332. * @param up defines the up vector for the entity
  69333. * @returns the new matrix
  69334. */
  69335. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  69336. /**
  69337. * 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".
  69338. * This function works in right handed mode
  69339. * @param eye defines the final position of the entity
  69340. * @param target defines where the entity should look at
  69341. * @param up defines the up vector for the entity
  69342. * @param result defines the target matrix
  69343. */
  69344. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  69345. /**
  69346. * Create a left-handed orthographic projection matrix
  69347. * @param width defines the viewport width
  69348. * @param height defines the viewport height
  69349. * @param znear defines the near clip plane
  69350. * @param zfar defines the far clip plane
  69351. * @returns a new matrix as a left-handed orthographic projection matrix
  69352. */
  69353. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  69354. /**
  69355. * Store a left-handed orthographic projection to a given matrix
  69356. * @param width defines the viewport width
  69357. * @param height defines the viewport height
  69358. * @param znear defines the near clip plane
  69359. * @param zfar defines the far clip plane
  69360. * @param result defines the target matrix
  69361. */
  69362. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  69363. /**
  69364. * Create a left-handed orthographic projection matrix
  69365. * @param left defines the viewport left coordinate
  69366. * @param right defines the viewport right coordinate
  69367. * @param bottom defines the viewport bottom coordinate
  69368. * @param top defines the viewport top coordinate
  69369. * @param znear defines the near clip plane
  69370. * @param zfar defines the far clip plane
  69371. * @returns a new matrix as a left-handed orthographic projection matrix
  69372. */
  69373. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  69374. /**
  69375. * Stores a left-handed orthographic projection into a given matrix
  69376. * @param left defines the viewport left coordinate
  69377. * @param right defines the viewport right coordinate
  69378. * @param bottom defines the viewport bottom coordinate
  69379. * @param top defines the viewport top coordinate
  69380. * @param znear defines the near clip plane
  69381. * @param zfar defines the far clip plane
  69382. * @param result defines the target matrix
  69383. */
  69384. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  69385. /**
  69386. * Creates a right-handed orthographic projection matrix
  69387. * @param left defines the viewport left coordinate
  69388. * @param right defines the viewport right coordinate
  69389. * @param bottom defines the viewport bottom coordinate
  69390. * @param top defines the viewport top coordinate
  69391. * @param znear defines the near clip plane
  69392. * @param zfar defines the far clip plane
  69393. * @returns a new matrix as a right-handed orthographic projection matrix
  69394. */
  69395. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  69396. /**
  69397. * Stores a right-handed orthographic projection into a given matrix
  69398. * @param left defines the viewport left coordinate
  69399. * @param right defines the viewport right coordinate
  69400. * @param bottom defines the viewport bottom coordinate
  69401. * @param top defines the viewport top coordinate
  69402. * @param znear defines the near clip plane
  69403. * @param zfar defines the far clip plane
  69404. * @param result defines the target matrix
  69405. */
  69406. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  69407. /**
  69408. * Creates a left-handed perspective projection matrix
  69409. * @param width defines the viewport width
  69410. * @param height defines the viewport height
  69411. * @param znear defines the near clip plane
  69412. * @param zfar defines the far clip plane
  69413. * @returns a new matrix as a left-handed perspective projection matrix
  69414. */
  69415. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  69416. /**
  69417. * Creates a left-handed perspective projection matrix
  69418. * @param fov defines the horizontal field of view
  69419. * @param aspect defines the aspect ratio
  69420. * @param znear defines the near clip plane
  69421. * @param zfar defines the far clip plane
  69422. * @returns a new matrix as a left-handed perspective projection matrix
  69423. */
  69424. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  69425. /**
  69426. * Stores a left-handed perspective projection into a given matrix
  69427. * @param fov defines the horizontal field of view
  69428. * @param aspect defines the aspect ratio
  69429. * @param znear defines the near clip plane
  69430. * @param zfar defines the far clip plane
  69431. * @param result defines the target matrix
  69432. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  69433. */
  69434. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  69435. /**
  69436. * Creates a right-handed perspective projection matrix
  69437. * @param fov defines the horizontal field of view
  69438. * @param aspect defines the aspect ratio
  69439. * @param znear defines the near clip plane
  69440. * @param zfar defines the far clip plane
  69441. * @returns a new matrix as a right-handed perspective projection matrix
  69442. */
  69443. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  69444. /**
  69445. * Stores a right-handed perspective projection into a given matrix
  69446. * @param fov defines the horizontal field of view
  69447. * @param aspect defines the aspect ratio
  69448. * @param znear defines the near clip plane
  69449. * @param zfar defines the far clip plane
  69450. * @param result defines the target matrix
  69451. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  69452. */
  69453. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  69454. /**
  69455. * Stores a perspective projection for WebVR info a given matrix
  69456. * @param fov defines the field of view
  69457. * @param znear defines the near clip plane
  69458. * @param zfar defines the far clip plane
  69459. * @param result defines the target matrix
  69460. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  69461. */
  69462. static PerspectiveFovWebVRToRef(fov: {
  69463. upDegrees: number;
  69464. downDegrees: number;
  69465. leftDegrees: number;
  69466. rightDegrees: number;
  69467. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  69468. /**
  69469. * Computes a complete transformation matrix
  69470. * @param viewport defines the viewport to use
  69471. * @param world defines the world matrix
  69472. * @param view defines the view matrix
  69473. * @param projection defines the projection matrix
  69474. * @param zmin defines the near clip plane
  69475. * @param zmax defines the far clip plane
  69476. * @returns the transformation matrix
  69477. */
  69478. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  69479. /**
  69480. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  69481. * @param matrix defines the matrix to use
  69482. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  69483. */
  69484. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  69485. /**
  69486. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  69487. * @param matrix defines the matrix to use
  69488. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  69489. */
  69490. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  69491. /**
  69492. * Compute the transpose of a given matrix
  69493. * @param matrix defines the matrix to transpose
  69494. * @returns the new matrix
  69495. */
  69496. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  69497. /**
  69498. * Compute the transpose of a matrix and store it in a target matrix
  69499. * @param matrix defines the matrix to transpose
  69500. * @param result defines the target matrix
  69501. */
  69502. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  69503. /**
  69504. * Computes a reflection matrix from a plane
  69505. * @param plane defines the reflection plane
  69506. * @returns a new matrix
  69507. */
  69508. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  69509. /**
  69510. * Computes a reflection matrix from a plane
  69511. * @param plane defines the reflection plane
  69512. * @param result defines the target matrix
  69513. */
  69514. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  69515. /**
  69516. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  69517. * @param xaxis defines the value of the 1st axis
  69518. * @param yaxis defines the value of the 2nd axis
  69519. * @param zaxis defines the value of the 3rd axis
  69520. * @param result defines the target matrix
  69521. */
  69522. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  69523. /**
  69524. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  69525. * @param quat defines the quaternion to use
  69526. * @param result defines the target matrix
  69527. */
  69528. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  69529. }
  69530. /**
  69531. * @hidden
  69532. */
  69533. export class TmpVectors {
  69534. static Vector2: Vector2[];
  69535. static Vector3: Vector3[];
  69536. static Vector4: Vector4[];
  69537. static Quaternion: Quaternion[];
  69538. static Matrix: Matrix[];
  69539. }
  69540. }
  69541. declare module BABYLON {
  69542. /** Defines the cross module used constants to avoid circular dependncies */
  69543. export class Constants {
  69544. /** Defines that alpha blending is disabled */
  69545. static readonly ALPHA_DISABLE: number;
  69546. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  69547. static readonly ALPHA_ADD: number;
  69548. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  69549. static readonly ALPHA_COMBINE: number;
  69550. /** Defines that alpha blending to DEST - SRC * DEST */
  69551. static readonly ALPHA_SUBTRACT: number;
  69552. /** Defines that alpha blending to SRC * DEST */
  69553. static readonly ALPHA_MULTIPLY: number;
  69554. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  69555. static readonly ALPHA_MAXIMIZED: number;
  69556. /** Defines that alpha blending to SRC + DEST */
  69557. static readonly ALPHA_ONEONE: number;
  69558. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  69559. static readonly ALPHA_PREMULTIPLIED: number;
  69560. /**
  69561. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  69562. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  69563. */
  69564. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  69565. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  69566. static readonly ALPHA_INTERPOLATE: number;
  69567. /**
  69568. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  69569. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  69570. */
  69571. static readonly ALPHA_SCREENMODE: number;
  69572. /** Defines that the ressource is not delayed*/
  69573. static readonly DELAYLOADSTATE_NONE: number;
  69574. /** Defines that the ressource was successfully delay loaded */
  69575. static readonly DELAYLOADSTATE_LOADED: number;
  69576. /** Defines that the ressource is currently delay loading */
  69577. static readonly DELAYLOADSTATE_LOADING: number;
  69578. /** Defines that the ressource is delayed and has not started loading */
  69579. static readonly DELAYLOADSTATE_NOTLOADED: number;
  69580. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  69581. static readonly NEVER: number;
  69582. /** 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 */
  69583. static readonly ALWAYS: number;
  69584. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  69585. static readonly LESS: number;
  69586. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  69587. static readonly EQUAL: number;
  69588. /** 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 */
  69589. static readonly LEQUAL: number;
  69590. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  69591. static readonly GREATER: number;
  69592. /** 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 */
  69593. static readonly GEQUAL: number;
  69594. /** 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 */
  69595. static readonly NOTEQUAL: number;
  69596. /** Passed to stencilOperation to specify that stencil value must be kept */
  69597. static readonly KEEP: number;
  69598. /** Passed to stencilOperation to specify that stencil value must be replaced */
  69599. static readonly REPLACE: number;
  69600. /** Passed to stencilOperation to specify that stencil value must be incremented */
  69601. static readonly INCR: number;
  69602. /** Passed to stencilOperation to specify that stencil value must be decremented */
  69603. static readonly DECR: number;
  69604. /** Passed to stencilOperation to specify that stencil value must be inverted */
  69605. static readonly INVERT: number;
  69606. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  69607. static readonly INCR_WRAP: number;
  69608. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  69609. static readonly DECR_WRAP: number;
  69610. /** Texture is not repeating outside of 0..1 UVs */
  69611. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  69612. /** Texture is repeating outside of 0..1 UVs */
  69613. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  69614. /** Texture is repeating and mirrored */
  69615. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  69616. /** ALPHA */
  69617. static readonly TEXTUREFORMAT_ALPHA: number;
  69618. /** LUMINANCE */
  69619. static readonly TEXTUREFORMAT_LUMINANCE: number;
  69620. /** LUMINANCE_ALPHA */
  69621. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  69622. /** RGB */
  69623. static readonly TEXTUREFORMAT_RGB: number;
  69624. /** RGBA */
  69625. static readonly TEXTUREFORMAT_RGBA: number;
  69626. /** RED */
  69627. static readonly TEXTUREFORMAT_RED: number;
  69628. /** RED (2nd reference) */
  69629. static readonly TEXTUREFORMAT_R: number;
  69630. /** RG */
  69631. static readonly TEXTUREFORMAT_RG: number;
  69632. /** RED_INTEGER */
  69633. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  69634. /** RED_INTEGER (2nd reference) */
  69635. static readonly TEXTUREFORMAT_R_INTEGER: number;
  69636. /** RG_INTEGER */
  69637. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  69638. /** RGB_INTEGER */
  69639. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  69640. /** RGBA_INTEGER */
  69641. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  69642. /** UNSIGNED_BYTE */
  69643. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  69644. /** UNSIGNED_BYTE (2nd reference) */
  69645. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  69646. /** FLOAT */
  69647. static readonly TEXTURETYPE_FLOAT: number;
  69648. /** HALF_FLOAT */
  69649. static readonly TEXTURETYPE_HALF_FLOAT: number;
  69650. /** BYTE */
  69651. static readonly TEXTURETYPE_BYTE: number;
  69652. /** SHORT */
  69653. static readonly TEXTURETYPE_SHORT: number;
  69654. /** UNSIGNED_SHORT */
  69655. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  69656. /** INT */
  69657. static readonly TEXTURETYPE_INT: number;
  69658. /** UNSIGNED_INT */
  69659. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  69660. /** UNSIGNED_SHORT_4_4_4_4 */
  69661. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  69662. /** UNSIGNED_SHORT_5_5_5_1 */
  69663. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  69664. /** UNSIGNED_SHORT_5_6_5 */
  69665. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  69666. /** UNSIGNED_INT_2_10_10_10_REV */
  69667. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  69668. /** UNSIGNED_INT_24_8 */
  69669. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  69670. /** UNSIGNED_INT_10F_11F_11F_REV */
  69671. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  69672. /** UNSIGNED_INT_5_9_9_9_REV */
  69673. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  69674. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  69675. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  69676. /** nearest is mag = nearest and min = nearest and mip = linear */
  69677. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  69678. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69679. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  69680. /** Trilinear is mag = linear and min = linear and mip = linear */
  69681. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  69682. /** nearest is mag = nearest and min = nearest and mip = linear */
  69683. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  69684. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69685. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  69686. /** Trilinear is mag = linear and min = linear and mip = linear */
  69687. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  69688. /** mag = nearest and min = nearest and mip = nearest */
  69689. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  69690. /** mag = nearest and min = linear and mip = nearest */
  69691. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  69692. /** mag = nearest and min = linear and mip = linear */
  69693. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  69694. /** mag = nearest and min = linear and mip = none */
  69695. static readonly TEXTURE_NEAREST_LINEAR: number;
  69696. /** mag = nearest and min = nearest and mip = none */
  69697. static readonly TEXTURE_NEAREST_NEAREST: number;
  69698. /** mag = linear and min = nearest and mip = nearest */
  69699. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  69700. /** mag = linear and min = nearest and mip = linear */
  69701. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  69702. /** mag = linear and min = linear and mip = none */
  69703. static readonly TEXTURE_LINEAR_LINEAR: number;
  69704. /** mag = linear and min = nearest and mip = none */
  69705. static readonly TEXTURE_LINEAR_NEAREST: number;
  69706. /** Explicit coordinates mode */
  69707. static readonly TEXTURE_EXPLICIT_MODE: number;
  69708. /** Spherical coordinates mode */
  69709. static readonly TEXTURE_SPHERICAL_MODE: number;
  69710. /** Planar coordinates mode */
  69711. static readonly TEXTURE_PLANAR_MODE: number;
  69712. /** Cubic coordinates mode */
  69713. static readonly TEXTURE_CUBIC_MODE: number;
  69714. /** Projection coordinates mode */
  69715. static readonly TEXTURE_PROJECTION_MODE: number;
  69716. /** Skybox coordinates mode */
  69717. static readonly TEXTURE_SKYBOX_MODE: number;
  69718. /** Inverse Cubic coordinates mode */
  69719. static readonly TEXTURE_INVCUBIC_MODE: number;
  69720. /** Equirectangular coordinates mode */
  69721. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  69722. /** Equirectangular Fixed coordinates mode */
  69723. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  69724. /** Equirectangular Fixed Mirrored coordinates mode */
  69725. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  69726. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  69727. static readonly SCALEMODE_FLOOR: number;
  69728. /** Defines that texture rescaling will look for the nearest power of 2 size */
  69729. static readonly SCALEMODE_NEAREST: number;
  69730. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  69731. static readonly SCALEMODE_CEILING: number;
  69732. /**
  69733. * The dirty texture flag value
  69734. */
  69735. static readonly MATERIAL_TextureDirtyFlag: number;
  69736. /**
  69737. * The dirty light flag value
  69738. */
  69739. static readonly MATERIAL_LightDirtyFlag: number;
  69740. /**
  69741. * The dirty fresnel flag value
  69742. */
  69743. static readonly MATERIAL_FresnelDirtyFlag: number;
  69744. /**
  69745. * The dirty attribute flag value
  69746. */
  69747. static readonly MATERIAL_AttributesDirtyFlag: number;
  69748. /**
  69749. * The dirty misc flag value
  69750. */
  69751. static readonly MATERIAL_MiscDirtyFlag: number;
  69752. /**
  69753. * The all dirty flag value
  69754. */
  69755. static readonly MATERIAL_AllDirtyFlag: number;
  69756. /**
  69757. * Returns the triangle fill mode
  69758. */
  69759. static readonly MATERIAL_TriangleFillMode: number;
  69760. /**
  69761. * Returns the wireframe mode
  69762. */
  69763. static readonly MATERIAL_WireFrameFillMode: number;
  69764. /**
  69765. * Returns the point fill mode
  69766. */
  69767. static readonly MATERIAL_PointFillMode: number;
  69768. /**
  69769. * Returns the point list draw mode
  69770. */
  69771. static readonly MATERIAL_PointListDrawMode: number;
  69772. /**
  69773. * Returns the line list draw mode
  69774. */
  69775. static readonly MATERIAL_LineListDrawMode: number;
  69776. /**
  69777. * Returns the line loop draw mode
  69778. */
  69779. static readonly MATERIAL_LineLoopDrawMode: number;
  69780. /**
  69781. * Returns the line strip draw mode
  69782. */
  69783. static readonly MATERIAL_LineStripDrawMode: number;
  69784. /**
  69785. * Returns the triangle strip draw mode
  69786. */
  69787. static readonly MATERIAL_TriangleStripDrawMode: number;
  69788. /**
  69789. * Returns the triangle fan draw mode
  69790. */
  69791. static readonly MATERIAL_TriangleFanDrawMode: number;
  69792. /**
  69793. * Stores the clock-wise side orientation
  69794. */
  69795. static readonly MATERIAL_ClockWiseSideOrientation: number;
  69796. /**
  69797. * Stores the counter clock-wise side orientation
  69798. */
  69799. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  69800. /**
  69801. * Nothing
  69802. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69803. */
  69804. static readonly ACTION_NothingTrigger: number;
  69805. /**
  69806. * On pick
  69807. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69808. */
  69809. static readonly ACTION_OnPickTrigger: number;
  69810. /**
  69811. * On left pick
  69812. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69813. */
  69814. static readonly ACTION_OnLeftPickTrigger: number;
  69815. /**
  69816. * On right pick
  69817. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69818. */
  69819. static readonly ACTION_OnRightPickTrigger: number;
  69820. /**
  69821. * On center pick
  69822. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69823. */
  69824. static readonly ACTION_OnCenterPickTrigger: number;
  69825. /**
  69826. * On pick down
  69827. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69828. */
  69829. static readonly ACTION_OnPickDownTrigger: number;
  69830. /**
  69831. * On double pick
  69832. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69833. */
  69834. static readonly ACTION_OnDoublePickTrigger: number;
  69835. /**
  69836. * On pick up
  69837. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69838. */
  69839. static readonly ACTION_OnPickUpTrigger: number;
  69840. /**
  69841. * On pick out.
  69842. * This trigger will only be raised if you also declared a OnPickDown
  69843. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69844. */
  69845. static readonly ACTION_OnPickOutTrigger: number;
  69846. /**
  69847. * On long press
  69848. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69849. */
  69850. static readonly ACTION_OnLongPressTrigger: number;
  69851. /**
  69852. * On pointer over
  69853. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69854. */
  69855. static readonly ACTION_OnPointerOverTrigger: number;
  69856. /**
  69857. * On pointer out
  69858. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69859. */
  69860. static readonly ACTION_OnPointerOutTrigger: number;
  69861. /**
  69862. * On every frame
  69863. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69864. */
  69865. static readonly ACTION_OnEveryFrameTrigger: number;
  69866. /**
  69867. * On intersection enter
  69868. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69869. */
  69870. static readonly ACTION_OnIntersectionEnterTrigger: number;
  69871. /**
  69872. * On intersection exit
  69873. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69874. */
  69875. static readonly ACTION_OnIntersectionExitTrigger: number;
  69876. /**
  69877. * On key down
  69878. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69879. */
  69880. static readonly ACTION_OnKeyDownTrigger: number;
  69881. /**
  69882. * On key up
  69883. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69884. */
  69885. static readonly ACTION_OnKeyUpTrigger: number;
  69886. /**
  69887. * Billboard mode will only apply to Y axis
  69888. */
  69889. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  69890. /**
  69891. * Billboard mode will apply to all axes
  69892. */
  69893. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  69894. /**
  69895. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  69896. */
  69897. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  69898. /**
  69899. * Gets or sets base Assets URL
  69900. */
  69901. static PARTICLES_BaseAssetsUrl: string;
  69902. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  69903. * Test order :
  69904. * Is the bounding sphere outside the frustum ?
  69905. * If not, are the bounding box vertices outside the frustum ?
  69906. * It not, then the cullable object is in the frustum.
  69907. */
  69908. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  69909. /** Culling strategy : Bounding Sphere Only.
  69910. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  69911. * It's also less accurate than the standard because some not visible objects can still be selected.
  69912. * Test : is the bounding sphere outside the frustum ?
  69913. * If not, then the cullable object is in the frustum.
  69914. */
  69915. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  69916. /** Culling strategy : Optimistic Inclusion.
  69917. * This in an inclusion test first, then the standard exclusion test.
  69918. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  69919. * 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.
  69920. * Anyway, it's as accurate as the standard strategy.
  69921. * Test :
  69922. * Is the cullable object bounding sphere center in the frustum ?
  69923. * If not, apply the default culling strategy.
  69924. */
  69925. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  69926. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  69927. * This in an inclusion test first, then the bounding sphere only exclusion test.
  69928. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  69929. * 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.
  69930. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  69931. * Test :
  69932. * Is the cullable object bounding sphere center in the frustum ?
  69933. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  69934. */
  69935. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  69936. /**
  69937. * No logging while loading
  69938. */
  69939. static readonly SCENELOADER_NO_LOGGING: number;
  69940. /**
  69941. * Minimal logging while loading
  69942. */
  69943. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  69944. /**
  69945. * Summary logging while loading
  69946. */
  69947. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  69948. /**
  69949. * Detailled logging while loading
  69950. */
  69951. static readonly SCENELOADER_DETAILED_LOGGING: number;
  69952. }
  69953. }
  69954. declare module BABYLON {
  69955. /**
  69956. * Class used to store and describe the pipeline context associated with an effect
  69957. */
  69958. export interface IPipelineContext {
  69959. /**
  69960. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  69961. */
  69962. isAsync: boolean;
  69963. /**
  69964. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  69965. */
  69966. isReady: boolean;
  69967. /** @hidden */
  69968. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  69969. }
  69970. }
  69971. declare module BABYLON {
  69972. /** @hidden */
  69973. export interface IShaderProcessor {
  69974. attributeProcessor?: (attribute: string) => string;
  69975. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  69976. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  69977. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  69978. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  69979. lineProcessor?: (line: string, isFragment: boolean) => string;
  69980. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69981. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69982. }
  69983. }
  69984. declare module BABYLON {
  69985. /** @hidden */
  69986. export interface ProcessingOptions {
  69987. defines: string[];
  69988. indexParameters: any;
  69989. isFragment: boolean;
  69990. shouldUseHighPrecisionShader: boolean;
  69991. supportsUniformBuffers: boolean;
  69992. shadersRepository: string;
  69993. includesShadersStore: {
  69994. [key: string]: string;
  69995. };
  69996. processor?: IShaderProcessor;
  69997. version: string;
  69998. platformName: string;
  69999. lookForClosingBracketForUniformBuffer?: boolean;
  70000. }
  70001. }
  70002. declare module BABYLON {
  70003. /**
  70004. * Helper to manipulate strings
  70005. */
  70006. export class StringTools {
  70007. /**
  70008. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  70009. * @param str Source string
  70010. * @param suffix Suffix to search for in the source string
  70011. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  70012. */
  70013. static EndsWith(str: string, suffix: string): boolean;
  70014. /**
  70015. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  70016. * @param str Source string
  70017. * @param suffix Suffix to search for in the source string
  70018. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  70019. */
  70020. static StartsWith(str: string, suffix: string): boolean;
  70021. }
  70022. }
  70023. declare module BABYLON {
  70024. /** @hidden */
  70025. export class ShaderCodeNode {
  70026. line: string;
  70027. children: ShaderCodeNode[];
  70028. additionalDefineKey?: string;
  70029. additionalDefineValue?: string;
  70030. isValid(preprocessors: {
  70031. [key: string]: string;
  70032. }): boolean;
  70033. process(preprocessors: {
  70034. [key: string]: string;
  70035. }, options: ProcessingOptions): string;
  70036. }
  70037. }
  70038. declare module BABYLON {
  70039. /** @hidden */
  70040. export class ShaderCodeCursor {
  70041. private _lines;
  70042. lineIndex: number;
  70043. readonly currentLine: string;
  70044. readonly canRead: boolean;
  70045. lines: string[];
  70046. }
  70047. }
  70048. declare module BABYLON {
  70049. /** @hidden */
  70050. export class ShaderCodeConditionNode extends ShaderCodeNode {
  70051. process(preprocessors: {
  70052. [key: string]: string;
  70053. }, options: ProcessingOptions): string;
  70054. }
  70055. }
  70056. declare module BABYLON {
  70057. /** @hidden */
  70058. export class ShaderDefineExpression {
  70059. isTrue(preprocessors: {
  70060. [key: string]: string;
  70061. }): boolean;
  70062. }
  70063. }
  70064. declare module BABYLON {
  70065. /** @hidden */
  70066. export class ShaderCodeTestNode extends ShaderCodeNode {
  70067. testExpression: ShaderDefineExpression;
  70068. isValid(preprocessors: {
  70069. [key: string]: string;
  70070. }): boolean;
  70071. }
  70072. }
  70073. declare module BABYLON {
  70074. /** @hidden */
  70075. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  70076. define: string;
  70077. not: boolean;
  70078. constructor(define: string, not?: boolean);
  70079. isTrue(preprocessors: {
  70080. [key: string]: string;
  70081. }): boolean;
  70082. }
  70083. }
  70084. declare module BABYLON {
  70085. /** @hidden */
  70086. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  70087. leftOperand: ShaderDefineExpression;
  70088. rightOperand: ShaderDefineExpression;
  70089. isTrue(preprocessors: {
  70090. [key: string]: string;
  70091. }): boolean;
  70092. }
  70093. }
  70094. declare module BABYLON {
  70095. /** @hidden */
  70096. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  70097. leftOperand: ShaderDefineExpression;
  70098. rightOperand: ShaderDefineExpression;
  70099. isTrue(preprocessors: {
  70100. [key: string]: string;
  70101. }): boolean;
  70102. }
  70103. }
  70104. declare module BABYLON {
  70105. /** @hidden */
  70106. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  70107. define: string;
  70108. operand: string;
  70109. testValue: string;
  70110. constructor(define: string, operand: string, testValue: string);
  70111. isTrue(preprocessors: {
  70112. [key: string]: string;
  70113. }): boolean;
  70114. }
  70115. }
  70116. declare module BABYLON {
  70117. /**
  70118. * @ignore
  70119. * Application error to support additional information when loading a file
  70120. */
  70121. export class LoadFileError extends Error {
  70122. /** defines the optional web request */
  70123. request?: WebRequest | undefined;
  70124. private static _setPrototypeOf;
  70125. /**
  70126. * Creates a new LoadFileError
  70127. * @param message defines the message of the error
  70128. * @param request defines the optional web request
  70129. */
  70130. constructor(message: string,
  70131. /** defines the optional web request */
  70132. request?: WebRequest | undefined);
  70133. }
  70134. }
  70135. declare module BABYLON {
  70136. /**
  70137. * Class used to enable access to offline support
  70138. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  70139. */
  70140. export interface IOfflineProvider {
  70141. /**
  70142. * Gets a boolean indicating if scene must be saved in the database
  70143. */
  70144. enableSceneOffline: boolean;
  70145. /**
  70146. * Gets a boolean indicating if textures must be saved in the database
  70147. */
  70148. enableTexturesOffline: boolean;
  70149. /**
  70150. * Open the offline support and make it available
  70151. * @param successCallback defines the callback to call on success
  70152. * @param errorCallback defines the callback to call on error
  70153. */
  70154. open(successCallback: () => void, errorCallback: () => void): void;
  70155. /**
  70156. * Loads an image from the offline support
  70157. * @param url defines the url to load from
  70158. * @param image defines the target DOM image
  70159. */
  70160. loadImage(url: string, image: HTMLImageElement): void;
  70161. /**
  70162. * Loads a file from offline support
  70163. * @param url defines the URL to load from
  70164. * @param sceneLoaded defines a callback to call on success
  70165. * @param progressCallBack defines a callback to call when progress changed
  70166. * @param errorCallback defines a callback to call on error
  70167. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  70168. */
  70169. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  70170. }
  70171. }
  70172. declare module BABYLON {
  70173. /**
  70174. * Class used to help managing file picking and drag'n'drop
  70175. * File Storage
  70176. */
  70177. export class FilesInputStore {
  70178. /**
  70179. * List of files ready to be loaded
  70180. */
  70181. static FilesToLoad: {
  70182. [key: string]: File;
  70183. };
  70184. }
  70185. }
  70186. declare module BABYLON {
  70187. /**
  70188. * Class used to define a retry strategy when error happens while loading assets
  70189. */
  70190. export class RetryStrategy {
  70191. /**
  70192. * Function used to defines an exponential back off strategy
  70193. * @param maxRetries defines the maximum number of retries (3 by default)
  70194. * @param baseInterval defines the interval between retries
  70195. * @returns the strategy function to use
  70196. */
  70197. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  70198. }
  70199. }
  70200. declare module BABYLON {
  70201. /**
  70202. * @hidden
  70203. */
  70204. export class FileTools {
  70205. /**
  70206. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  70207. */
  70208. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  70209. /**
  70210. * Gets or sets the base URL to use to load assets
  70211. */
  70212. static BaseUrl: string;
  70213. /**
  70214. * Default behaviour for cors in the application.
  70215. * It can be a string if the expected behavior is identical in the entire app.
  70216. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  70217. */
  70218. static CorsBehavior: string | ((url: string | string[]) => string);
  70219. /**
  70220. * Gets or sets a function used to pre-process url before using them to load assets
  70221. */
  70222. static PreprocessUrl: (url: string) => string;
  70223. /**
  70224. * Removes unwanted characters from an url
  70225. * @param url defines the url to clean
  70226. * @returns the cleaned url
  70227. */
  70228. private static _CleanUrl;
  70229. /**
  70230. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  70231. * @param url define the url we are trying
  70232. * @param element define the dom element where to configure the cors policy
  70233. */
  70234. static SetCorsBehavior(url: string | string[], element: {
  70235. crossOrigin: string | null;
  70236. }): void;
  70237. /**
  70238. * Loads an image as an HTMLImageElement.
  70239. * @param input url string, ArrayBuffer, or Blob to load
  70240. * @param onLoad callback called when the image successfully loads
  70241. * @param onError callback called when the image fails to load
  70242. * @param offlineProvider offline provider for caching
  70243. * @returns the HTMLImageElement of the loaded image
  70244. */
  70245. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  70246. /**
  70247. * Loads a file
  70248. * @param fileToLoad defines the file to load
  70249. * @param callback defines the callback to call when data is loaded
  70250. * @param progressCallBack defines the callback to call during loading process
  70251. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  70252. * @returns a file request object
  70253. */
  70254. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  70255. /**
  70256. * Loads a file
  70257. * @param url url string, ArrayBuffer, or Blob to load
  70258. * @param onSuccess callback called when the file successfully loads
  70259. * @param onProgress callback called while file is loading (if the server supports this mode)
  70260. * @param offlineProvider defines the offline provider for caching
  70261. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  70262. * @param onError callback called when the file fails to load
  70263. * @returns a file request object
  70264. */
  70265. 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;
  70266. /**
  70267. * Checks if the loaded document was accessed via `file:`-Protocol.
  70268. * @returns boolean
  70269. */
  70270. static IsFileURL(): boolean;
  70271. }
  70272. }
  70273. declare module BABYLON {
  70274. /** @hidden */
  70275. export class ShaderProcessor {
  70276. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  70277. private static _ProcessPrecision;
  70278. private static _ExtractOperation;
  70279. private static _BuildSubExpression;
  70280. private static _BuildExpression;
  70281. private static _MoveCursorWithinIf;
  70282. private static _MoveCursor;
  70283. private static _EvaluatePreProcessors;
  70284. private static _PreparePreProcessors;
  70285. private static _ProcessShaderConversion;
  70286. private static _ProcessIncludes;
  70287. }
  70288. }
  70289. declare module BABYLON {
  70290. /**
  70291. * Class used to hold a RBG color
  70292. */
  70293. export class Color3 {
  70294. /**
  70295. * Defines the red component (between 0 and 1, default is 0)
  70296. */
  70297. r: number;
  70298. /**
  70299. * Defines the green component (between 0 and 1, default is 0)
  70300. */
  70301. g: number;
  70302. /**
  70303. * Defines the blue component (between 0 and 1, default is 0)
  70304. */
  70305. b: number;
  70306. /**
  70307. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  70308. * @param r defines the red component (between 0 and 1, default is 0)
  70309. * @param g defines the green component (between 0 and 1, default is 0)
  70310. * @param b defines the blue component (between 0 and 1, default is 0)
  70311. */
  70312. constructor(
  70313. /**
  70314. * Defines the red component (between 0 and 1, default is 0)
  70315. */
  70316. r?: number,
  70317. /**
  70318. * Defines the green component (between 0 and 1, default is 0)
  70319. */
  70320. g?: number,
  70321. /**
  70322. * Defines the blue component (between 0 and 1, default is 0)
  70323. */
  70324. b?: number);
  70325. /**
  70326. * Creates a string with the Color3 current values
  70327. * @returns the string representation of the Color3 object
  70328. */
  70329. toString(): string;
  70330. /**
  70331. * Returns the string "Color3"
  70332. * @returns "Color3"
  70333. */
  70334. getClassName(): string;
  70335. /**
  70336. * Compute the Color3 hash code
  70337. * @returns an unique number that can be used to hash Color3 objects
  70338. */
  70339. getHashCode(): number;
  70340. /**
  70341. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  70342. * @param array defines the array where to store the r,g,b components
  70343. * @param index defines an optional index in the target array to define where to start storing values
  70344. * @returns the current Color3 object
  70345. */
  70346. toArray(array: FloatArray, index?: number): Color3;
  70347. /**
  70348. * Returns a new Color4 object from the current Color3 and the given alpha
  70349. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  70350. * @returns a new Color4 object
  70351. */
  70352. toColor4(alpha?: number): Color4;
  70353. /**
  70354. * Returns a new array populated with 3 numeric elements : red, green and blue values
  70355. * @returns the new array
  70356. */
  70357. asArray(): number[];
  70358. /**
  70359. * Returns the luminance value
  70360. * @returns a float value
  70361. */
  70362. toLuminance(): number;
  70363. /**
  70364. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  70365. * @param otherColor defines the second operand
  70366. * @returns the new Color3 object
  70367. */
  70368. multiply(otherColor: DeepImmutable<Color3>): Color3;
  70369. /**
  70370. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  70371. * @param otherColor defines the second operand
  70372. * @param result defines the Color3 object where to store the result
  70373. * @returns the current Color3
  70374. */
  70375. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70376. /**
  70377. * Determines equality between Color3 objects
  70378. * @param otherColor defines the second operand
  70379. * @returns true if the rgb values are equal to the given ones
  70380. */
  70381. equals(otherColor: DeepImmutable<Color3>): boolean;
  70382. /**
  70383. * Determines equality between the current Color3 object and a set of r,b,g values
  70384. * @param r defines the red component to check
  70385. * @param g defines the green component to check
  70386. * @param b defines the blue component to check
  70387. * @returns true if the rgb values are equal to the given ones
  70388. */
  70389. equalsFloats(r: number, g: number, b: number): boolean;
  70390. /**
  70391. * Multiplies in place each rgb value by scale
  70392. * @param scale defines the scaling factor
  70393. * @returns the updated Color3
  70394. */
  70395. scale(scale: number): Color3;
  70396. /**
  70397. * Multiplies the rgb values by scale and stores the result into "result"
  70398. * @param scale defines the scaling factor
  70399. * @param result defines the Color3 object where to store the result
  70400. * @returns the unmodified current Color3
  70401. */
  70402. scaleToRef(scale: number, result: Color3): Color3;
  70403. /**
  70404. * Scale the current Color3 values by a factor and add the result to a given Color3
  70405. * @param scale defines the scale factor
  70406. * @param result defines color to store the result into
  70407. * @returns the unmodified current Color3
  70408. */
  70409. scaleAndAddToRef(scale: number, result: Color3): Color3;
  70410. /**
  70411. * Clamps the rgb values by the min and max values and stores the result into "result"
  70412. * @param min defines minimum clamping value (default is 0)
  70413. * @param max defines maximum clamping value (default is 1)
  70414. * @param result defines color to store the result into
  70415. * @returns the original Color3
  70416. */
  70417. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  70418. /**
  70419. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  70420. * @param otherColor defines the second operand
  70421. * @returns the new Color3
  70422. */
  70423. add(otherColor: DeepImmutable<Color3>): Color3;
  70424. /**
  70425. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  70426. * @param otherColor defines the second operand
  70427. * @param result defines Color3 object to store the result into
  70428. * @returns the unmodified current Color3
  70429. */
  70430. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70431. /**
  70432. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  70433. * @param otherColor defines the second operand
  70434. * @returns the new Color3
  70435. */
  70436. subtract(otherColor: DeepImmutable<Color3>): Color3;
  70437. /**
  70438. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  70439. * @param otherColor defines the second operand
  70440. * @param result defines Color3 object to store the result into
  70441. * @returns the unmodified current Color3
  70442. */
  70443. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70444. /**
  70445. * Copy the current object
  70446. * @returns a new Color3 copied the current one
  70447. */
  70448. clone(): Color3;
  70449. /**
  70450. * Copies the rgb values from the source in the current Color3
  70451. * @param source defines the source Color3 object
  70452. * @returns the updated Color3 object
  70453. */
  70454. copyFrom(source: DeepImmutable<Color3>): Color3;
  70455. /**
  70456. * Updates the Color3 rgb values from the given floats
  70457. * @param r defines the red component to read from
  70458. * @param g defines the green component to read from
  70459. * @param b defines the blue component to read from
  70460. * @returns the current Color3 object
  70461. */
  70462. copyFromFloats(r: number, g: number, b: number): Color3;
  70463. /**
  70464. * Updates the Color3 rgb values from the given floats
  70465. * @param r defines the red component to read from
  70466. * @param g defines the green component to read from
  70467. * @param b defines the blue component to read from
  70468. * @returns the current Color3 object
  70469. */
  70470. set(r: number, g: number, b: number): Color3;
  70471. /**
  70472. * Compute the Color3 hexadecimal code as a string
  70473. * @returns a string containing the hexadecimal representation of the Color3 object
  70474. */
  70475. toHexString(): string;
  70476. /**
  70477. * Computes a new Color3 converted from the current one to linear space
  70478. * @returns a new Color3 object
  70479. */
  70480. toLinearSpace(): Color3;
  70481. /**
  70482. * Converts current color in rgb space to HSV values
  70483. * @returns a new color3 representing the HSV values
  70484. */
  70485. toHSV(): Color3;
  70486. /**
  70487. * Converts current color in rgb space to HSV values
  70488. * @param result defines the Color3 where to store the HSV values
  70489. */
  70490. toHSVToRef(result: Color3): void;
  70491. /**
  70492. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  70493. * @param convertedColor defines the Color3 object where to store the linear space version
  70494. * @returns the unmodified Color3
  70495. */
  70496. toLinearSpaceToRef(convertedColor: Color3): Color3;
  70497. /**
  70498. * Computes a new Color3 converted from the current one to gamma space
  70499. * @returns a new Color3 object
  70500. */
  70501. toGammaSpace(): Color3;
  70502. /**
  70503. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  70504. * @param convertedColor defines the Color3 object where to store the gamma space version
  70505. * @returns the unmodified Color3
  70506. */
  70507. toGammaSpaceToRef(convertedColor: Color3): Color3;
  70508. private static _BlackReadOnly;
  70509. /**
  70510. * Convert Hue, saturation and value to a Color3 (RGB)
  70511. * @param hue defines the hue
  70512. * @param saturation defines the saturation
  70513. * @param value defines the value
  70514. * @param result defines the Color3 where to store the RGB values
  70515. */
  70516. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  70517. /**
  70518. * Creates a new Color3 from the string containing valid hexadecimal values
  70519. * @param hex defines a string containing valid hexadecimal values
  70520. * @returns a new Color3 object
  70521. */
  70522. static FromHexString(hex: string): Color3;
  70523. /**
  70524. * Creates a new Color3 from the starting index of the given array
  70525. * @param array defines the source array
  70526. * @param offset defines an offset in the source array
  70527. * @returns a new Color3 object
  70528. */
  70529. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  70530. /**
  70531. * Creates a new Color3 from integer values (< 256)
  70532. * @param r defines the red component to read from (value between 0 and 255)
  70533. * @param g defines the green component to read from (value between 0 and 255)
  70534. * @param b defines the blue component to read from (value between 0 and 255)
  70535. * @returns a new Color3 object
  70536. */
  70537. static FromInts(r: number, g: number, b: number): Color3;
  70538. /**
  70539. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  70540. * @param start defines the start Color3 value
  70541. * @param end defines the end Color3 value
  70542. * @param amount defines the gradient value between start and end
  70543. * @returns a new Color3 object
  70544. */
  70545. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  70546. /**
  70547. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  70548. * @param left defines the start value
  70549. * @param right defines the end value
  70550. * @param amount defines the gradient factor
  70551. * @param result defines the Color3 object where to store the result
  70552. */
  70553. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  70554. /**
  70555. * Returns a Color3 value containing a red color
  70556. * @returns a new Color3 object
  70557. */
  70558. static Red(): Color3;
  70559. /**
  70560. * Returns a Color3 value containing a green color
  70561. * @returns a new Color3 object
  70562. */
  70563. static Green(): Color3;
  70564. /**
  70565. * Returns a Color3 value containing a blue color
  70566. * @returns a new Color3 object
  70567. */
  70568. static Blue(): Color3;
  70569. /**
  70570. * Returns a Color3 value containing a black color
  70571. * @returns a new Color3 object
  70572. */
  70573. static Black(): Color3;
  70574. /**
  70575. * Gets a Color3 value containing a black color that must not be updated
  70576. */
  70577. static readonly BlackReadOnly: DeepImmutable<Color3>;
  70578. /**
  70579. * Returns a Color3 value containing a white color
  70580. * @returns a new Color3 object
  70581. */
  70582. static White(): Color3;
  70583. /**
  70584. * Returns a Color3 value containing a purple color
  70585. * @returns a new Color3 object
  70586. */
  70587. static Purple(): Color3;
  70588. /**
  70589. * Returns a Color3 value containing a magenta color
  70590. * @returns a new Color3 object
  70591. */
  70592. static Magenta(): Color3;
  70593. /**
  70594. * Returns a Color3 value containing a yellow color
  70595. * @returns a new Color3 object
  70596. */
  70597. static Yellow(): Color3;
  70598. /**
  70599. * Returns a Color3 value containing a gray color
  70600. * @returns a new Color3 object
  70601. */
  70602. static Gray(): Color3;
  70603. /**
  70604. * Returns a Color3 value containing a teal color
  70605. * @returns a new Color3 object
  70606. */
  70607. static Teal(): Color3;
  70608. /**
  70609. * Returns a Color3 value containing a random color
  70610. * @returns a new Color3 object
  70611. */
  70612. static Random(): Color3;
  70613. }
  70614. /**
  70615. * Class used to hold a RBGA color
  70616. */
  70617. export class Color4 {
  70618. /**
  70619. * Defines the red component (between 0 and 1, default is 0)
  70620. */
  70621. r: number;
  70622. /**
  70623. * Defines the green component (between 0 and 1, default is 0)
  70624. */
  70625. g: number;
  70626. /**
  70627. * Defines the blue component (between 0 and 1, default is 0)
  70628. */
  70629. b: number;
  70630. /**
  70631. * Defines the alpha component (between 0 and 1, default is 1)
  70632. */
  70633. a: number;
  70634. /**
  70635. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  70636. * @param r defines the red component (between 0 and 1, default is 0)
  70637. * @param g defines the green component (between 0 and 1, default is 0)
  70638. * @param b defines the blue component (between 0 and 1, default is 0)
  70639. * @param a defines the alpha component (between 0 and 1, default is 1)
  70640. */
  70641. constructor(
  70642. /**
  70643. * Defines the red component (between 0 and 1, default is 0)
  70644. */
  70645. r?: number,
  70646. /**
  70647. * Defines the green component (between 0 and 1, default is 0)
  70648. */
  70649. g?: number,
  70650. /**
  70651. * Defines the blue component (between 0 and 1, default is 0)
  70652. */
  70653. b?: number,
  70654. /**
  70655. * Defines the alpha component (between 0 and 1, default is 1)
  70656. */
  70657. a?: number);
  70658. /**
  70659. * Adds in place the given Color4 values to the current Color4 object
  70660. * @param right defines the second operand
  70661. * @returns the current updated Color4 object
  70662. */
  70663. addInPlace(right: DeepImmutable<Color4>): Color4;
  70664. /**
  70665. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  70666. * @returns the new array
  70667. */
  70668. asArray(): number[];
  70669. /**
  70670. * Stores from the starting index in the given array the Color4 successive values
  70671. * @param array defines the array where to store the r,g,b components
  70672. * @param index defines an optional index in the target array to define where to start storing values
  70673. * @returns the current Color4 object
  70674. */
  70675. toArray(array: number[], index?: number): Color4;
  70676. /**
  70677. * Determines equality between Color4 objects
  70678. * @param otherColor defines the second operand
  70679. * @returns true if the rgba values are equal to the given ones
  70680. */
  70681. equals(otherColor: DeepImmutable<Color4>): boolean;
  70682. /**
  70683. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  70684. * @param right defines the second operand
  70685. * @returns a new Color4 object
  70686. */
  70687. add(right: DeepImmutable<Color4>): Color4;
  70688. /**
  70689. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  70690. * @param right defines the second operand
  70691. * @returns a new Color4 object
  70692. */
  70693. subtract(right: DeepImmutable<Color4>): Color4;
  70694. /**
  70695. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  70696. * @param right defines the second operand
  70697. * @param result defines the Color4 object where to store the result
  70698. * @returns the current Color4 object
  70699. */
  70700. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  70701. /**
  70702. * Creates a new Color4 with the current Color4 values multiplied by scale
  70703. * @param scale defines the scaling factor to apply
  70704. * @returns a new Color4 object
  70705. */
  70706. scale(scale: number): Color4;
  70707. /**
  70708. * Multiplies the current Color4 values by scale and stores the result in "result"
  70709. * @param scale defines the scaling factor to apply
  70710. * @param result defines the Color4 object where to store the result
  70711. * @returns the current unmodified Color4
  70712. */
  70713. scaleToRef(scale: number, result: Color4): Color4;
  70714. /**
  70715. * Scale the current Color4 values by a factor and add the result to a given Color4
  70716. * @param scale defines the scale factor
  70717. * @param result defines the Color4 object where to store the result
  70718. * @returns the unmodified current Color4
  70719. */
  70720. scaleAndAddToRef(scale: number, result: Color4): Color4;
  70721. /**
  70722. * Clamps the rgb values by the min and max values and stores the result into "result"
  70723. * @param min defines minimum clamping value (default is 0)
  70724. * @param max defines maximum clamping value (default is 1)
  70725. * @param result defines color to store the result into.
  70726. * @returns the cuurent Color4
  70727. */
  70728. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  70729. /**
  70730. * Multipy an Color4 value by another and return a new Color4 object
  70731. * @param color defines the Color4 value to multiply by
  70732. * @returns a new Color4 object
  70733. */
  70734. multiply(color: Color4): Color4;
  70735. /**
  70736. * Multipy a Color4 value by another and push the result in a reference value
  70737. * @param color defines the Color4 value to multiply by
  70738. * @param result defines the Color4 to fill the result in
  70739. * @returns the result Color4
  70740. */
  70741. multiplyToRef(color: Color4, result: Color4): Color4;
  70742. /**
  70743. * Creates a string with the Color4 current values
  70744. * @returns the string representation of the Color4 object
  70745. */
  70746. toString(): string;
  70747. /**
  70748. * Returns the string "Color4"
  70749. * @returns "Color4"
  70750. */
  70751. getClassName(): string;
  70752. /**
  70753. * Compute the Color4 hash code
  70754. * @returns an unique number that can be used to hash Color4 objects
  70755. */
  70756. getHashCode(): number;
  70757. /**
  70758. * Creates a new Color4 copied from the current one
  70759. * @returns a new Color4 object
  70760. */
  70761. clone(): Color4;
  70762. /**
  70763. * Copies the given Color4 values into the current one
  70764. * @param source defines the source Color4 object
  70765. * @returns the current updated Color4 object
  70766. */
  70767. copyFrom(source: Color4): Color4;
  70768. /**
  70769. * Copies the given float values into the current one
  70770. * @param r defines the red component to read from
  70771. * @param g defines the green component to read from
  70772. * @param b defines the blue component to read from
  70773. * @param a defines the alpha component to read from
  70774. * @returns the current updated Color4 object
  70775. */
  70776. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  70777. /**
  70778. * Copies the given float values into the current one
  70779. * @param r defines the red component to read from
  70780. * @param g defines the green component to read from
  70781. * @param b defines the blue component to read from
  70782. * @param a defines the alpha component to read from
  70783. * @returns the current updated Color4 object
  70784. */
  70785. set(r: number, g: number, b: number, a: number): Color4;
  70786. /**
  70787. * Compute the Color4 hexadecimal code as a string
  70788. * @returns a string containing the hexadecimal representation of the Color4 object
  70789. */
  70790. toHexString(): string;
  70791. /**
  70792. * Computes a new Color4 converted from the current one to linear space
  70793. * @returns a new Color4 object
  70794. */
  70795. toLinearSpace(): Color4;
  70796. /**
  70797. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  70798. * @param convertedColor defines the Color4 object where to store the linear space version
  70799. * @returns the unmodified Color4
  70800. */
  70801. toLinearSpaceToRef(convertedColor: Color4): Color4;
  70802. /**
  70803. * Computes a new Color4 converted from the current one to gamma space
  70804. * @returns a new Color4 object
  70805. */
  70806. toGammaSpace(): Color4;
  70807. /**
  70808. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  70809. * @param convertedColor defines the Color4 object where to store the gamma space version
  70810. * @returns the unmodified Color4
  70811. */
  70812. toGammaSpaceToRef(convertedColor: Color4): Color4;
  70813. /**
  70814. * Creates a new Color4 from the string containing valid hexadecimal values
  70815. * @param hex defines a string containing valid hexadecimal values
  70816. * @returns a new Color4 object
  70817. */
  70818. static FromHexString(hex: string): Color4;
  70819. /**
  70820. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  70821. * @param left defines the start value
  70822. * @param right defines the end value
  70823. * @param amount defines the gradient factor
  70824. * @returns a new Color4 object
  70825. */
  70826. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  70827. /**
  70828. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  70829. * @param left defines the start value
  70830. * @param right defines the end value
  70831. * @param amount defines the gradient factor
  70832. * @param result defines the Color4 object where to store data
  70833. */
  70834. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  70835. /**
  70836. * Creates a new Color4 from a Color3 and an alpha value
  70837. * @param color3 defines the source Color3 to read from
  70838. * @param alpha defines the alpha component (1.0 by default)
  70839. * @returns a new Color4 object
  70840. */
  70841. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  70842. /**
  70843. * Creates a new Color4 from the starting index element of the given array
  70844. * @param array defines the source array to read from
  70845. * @param offset defines the offset in the source array
  70846. * @returns a new Color4 object
  70847. */
  70848. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  70849. /**
  70850. * Creates a new Color3 from integer values (< 256)
  70851. * @param r defines the red component to read from (value between 0 and 255)
  70852. * @param g defines the green component to read from (value between 0 and 255)
  70853. * @param b defines the blue component to read from (value between 0 and 255)
  70854. * @param a defines the alpha component to read from (value between 0 and 255)
  70855. * @returns a new Color3 object
  70856. */
  70857. static FromInts(r: number, g: number, b: number, a: number): Color4;
  70858. /**
  70859. * Check the content of a given array and convert it to an array containing RGBA data
  70860. * If the original array was already containing count * 4 values then it is returned directly
  70861. * @param colors defines the array to check
  70862. * @param count defines the number of RGBA data to expect
  70863. * @returns an array containing count * 4 values (RGBA)
  70864. */
  70865. static CheckColors4(colors: number[], count: number): number[];
  70866. }
  70867. /**
  70868. * @hidden
  70869. */
  70870. export class TmpColors {
  70871. static Color3: Color3[];
  70872. static Color4: Color4[];
  70873. }
  70874. }
  70875. declare module BABYLON {
  70876. /**
  70877. * Class representing spherical harmonics coefficients to the 3rd degree
  70878. */
  70879. export class SphericalHarmonics {
  70880. /**
  70881. * Defines whether or not the harmonics have been prescaled for rendering.
  70882. */
  70883. preScaled: boolean;
  70884. /**
  70885. * The l0,0 coefficients of the spherical harmonics
  70886. */
  70887. l00: Vector3;
  70888. /**
  70889. * The l1,-1 coefficients of the spherical harmonics
  70890. */
  70891. l1_1: Vector3;
  70892. /**
  70893. * The l1,0 coefficients of the spherical harmonics
  70894. */
  70895. l10: Vector3;
  70896. /**
  70897. * The l1,1 coefficients of the spherical harmonics
  70898. */
  70899. l11: Vector3;
  70900. /**
  70901. * The l2,-2 coefficients of the spherical harmonics
  70902. */
  70903. l2_2: Vector3;
  70904. /**
  70905. * The l2,-1 coefficients of the spherical harmonics
  70906. */
  70907. l2_1: Vector3;
  70908. /**
  70909. * The l2,0 coefficients of the spherical harmonics
  70910. */
  70911. l20: Vector3;
  70912. /**
  70913. * The l2,1 coefficients of the spherical harmonics
  70914. */
  70915. l21: Vector3;
  70916. /**
  70917. * The l2,2 coefficients of the spherical harmonics
  70918. */
  70919. l22: Vector3;
  70920. /**
  70921. * Adds a light to the spherical harmonics
  70922. * @param direction the direction of the light
  70923. * @param color the color of the light
  70924. * @param deltaSolidAngle the delta solid angle of the light
  70925. */
  70926. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  70927. /**
  70928. * Scales the spherical harmonics by the given amount
  70929. * @param scale the amount to scale
  70930. */
  70931. scaleInPlace(scale: number): void;
  70932. /**
  70933. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  70934. *
  70935. * ```
  70936. * E_lm = A_l * L_lm
  70937. * ```
  70938. *
  70939. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  70940. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  70941. * the scaling factors are given in equation 9.
  70942. */
  70943. convertIncidentRadianceToIrradiance(): void;
  70944. /**
  70945. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  70946. *
  70947. * ```
  70948. * L = (1/pi) * E * rho
  70949. * ```
  70950. *
  70951. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  70952. */
  70953. convertIrradianceToLambertianRadiance(): void;
  70954. /**
  70955. * Integrates the reconstruction coefficients directly in to the SH preventing further
  70956. * required operations at run time.
  70957. *
  70958. * This is simply done by scaling back the SH with Ylm constants parameter.
  70959. * The trigonometric part being applied by the shader at run time.
  70960. */
  70961. preScaleForRendering(): void;
  70962. /**
  70963. * Constructs a spherical harmonics from an array.
  70964. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  70965. * @returns the spherical harmonics
  70966. */
  70967. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  70968. /**
  70969. * Gets the spherical harmonics from polynomial
  70970. * @param polynomial the spherical polynomial
  70971. * @returns the spherical harmonics
  70972. */
  70973. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  70974. }
  70975. /**
  70976. * Class representing spherical polynomial coefficients to the 3rd degree
  70977. */
  70978. export class SphericalPolynomial {
  70979. private _harmonics;
  70980. /**
  70981. * The spherical harmonics used to create the polynomials.
  70982. */
  70983. readonly preScaledHarmonics: SphericalHarmonics;
  70984. /**
  70985. * The x coefficients of the spherical polynomial
  70986. */
  70987. x: Vector3;
  70988. /**
  70989. * The y coefficients of the spherical polynomial
  70990. */
  70991. y: Vector3;
  70992. /**
  70993. * The z coefficients of the spherical polynomial
  70994. */
  70995. z: Vector3;
  70996. /**
  70997. * The xx coefficients of the spherical polynomial
  70998. */
  70999. xx: Vector3;
  71000. /**
  71001. * The yy coefficients of the spherical polynomial
  71002. */
  71003. yy: Vector3;
  71004. /**
  71005. * The zz coefficients of the spherical polynomial
  71006. */
  71007. zz: Vector3;
  71008. /**
  71009. * The xy coefficients of the spherical polynomial
  71010. */
  71011. xy: Vector3;
  71012. /**
  71013. * The yz coefficients of the spherical polynomial
  71014. */
  71015. yz: Vector3;
  71016. /**
  71017. * The zx coefficients of the spherical polynomial
  71018. */
  71019. zx: Vector3;
  71020. /**
  71021. * Adds an ambient color to the spherical polynomial
  71022. * @param color the color to add
  71023. */
  71024. addAmbient(color: Color3): void;
  71025. /**
  71026. * Scales the spherical polynomial by the given amount
  71027. * @param scale the amount to scale
  71028. */
  71029. scaleInPlace(scale: number): void;
  71030. /**
  71031. * Gets the spherical polynomial from harmonics
  71032. * @param harmonics the spherical harmonics
  71033. * @returns the spherical polynomial
  71034. */
  71035. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  71036. /**
  71037. * Constructs a spherical polynomial from an array.
  71038. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  71039. * @returns the spherical polynomial
  71040. */
  71041. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  71042. }
  71043. }
  71044. declare module BABYLON {
  71045. /**
  71046. * Define options used to create a render target texture
  71047. */
  71048. export class RenderTargetCreationOptions {
  71049. /**
  71050. * Specifies is mipmaps must be generated
  71051. */
  71052. generateMipMaps?: boolean;
  71053. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  71054. generateDepthBuffer?: boolean;
  71055. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  71056. generateStencilBuffer?: boolean;
  71057. /** Defines texture type (int by default) */
  71058. type?: number;
  71059. /** Defines sampling mode (trilinear by default) */
  71060. samplingMode?: number;
  71061. /** Defines format (RGBA by default) */
  71062. format?: number;
  71063. }
  71064. }
  71065. declare module BABYLON {
  71066. /**
  71067. * @hidden
  71068. **/
  71069. export class _AlphaState {
  71070. private _isAlphaBlendDirty;
  71071. private _isBlendFunctionParametersDirty;
  71072. private _isBlendEquationParametersDirty;
  71073. private _isBlendConstantsDirty;
  71074. private _alphaBlend;
  71075. private _blendFunctionParameters;
  71076. private _blendEquationParameters;
  71077. private _blendConstants;
  71078. /**
  71079. * Initializes the state.
  71080. */
  71081. constructor();
  71082. readonly isDirty: boolean;
  71083. alphaBlend: boolean;
  71084. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  71085. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  71086. setAlphaEquationParameters(rgb: number, alpha: number): void;
  71087. reset(): void;
  71088. apply(gl: WebGLRenderingContext): void;
  71089. }
  71090. }
  71091. declare module BABYLON {
  71092. /**
  71093. * @hidden
  71094. **/
  71095. export class _DepthCullingState {
  71096. private _isDepthTestDirty;
  71097. private _isDepthMaskDirty;
  71098. private _isDepthFuncDirty;
  71099. private _isCullFaceDirty;
  71100. private _isCullDirty;
  71101. private _isZOffsetDirty;
  71102. private _isFrontFaceDirty;
  71103. private _depthTest;
  71104. private _depthMask;
  71105. private _depthFunc;
  71106. private _cull;
  71107. private _cullFace;
  71108. private _zOffset;
  71109. private _frontFace;
  71110. /**
  71111. * Initializes the state.
  71112. */
  71113. constructor();
  71114. readonly isDirty: boolean;
  71115. zOffset: number;
  71116. cullFace: Nullable<number>;
  71117. cull: Nullable<boolean>;
  71118. depthFunc: Nullable<number>;
  71119. depthMask: boolean;
  71120. depthTest: boolean;
  71121. frontFace: Nullable<number>;
  71122. reset(): void;
  71123. apply(gl: WebGLRenderingContext): void;
  71124. }
  71125. }
  71126. declare module BABYLON {
  71127. /**
  71128. * @hidden
  71129. **/
  71130. export class _StencilState {
  71131. /** 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 */
  71132. static readonly ALWAYS: number;
  71133. /** Passed to stencilOperation to specify that stencil value must be kept */
  71134. static readonly KEEP: number;
  71135. /** Passed to stencilOperation to specify that stencil value must be replaced */
  71136. static readonly REPLACE: number;
  71137. private _isStencilTestDirty;
  71138. private _isStencilMaskDirty;
  71139. private _isStencilFuncDirty;
  71140. private _isStencilOpDirty;
  71141. private _stencilTest;
  71142. private _stencilMask;
  71143. private _stencilFunc;
  71144. private _stencilFuncRef;
  71145. private _stencilFuncMask;
  71146. private _stencilOpStencilFail;
  71147. private _stencilOpDepthFail;
  71148. private _stencilOpStencilDepthPass;
  71149. readonly isDirty: boolean;
  71150. stencilFunc: number;
  71151. stencilFuncRef: number;
  71152. stencilFuncMask: number;
  71153. stencilOpStencilFail: number;
  71154. stencilOpDepthFail: number;
  71155. stencilOpStencilDepthPass: number;
  71156. stencilMask: number;
  71157. stencilTest: boolean;
  71158. constructor();
  71159. reset(): void;
  71160. apply(gl: WebGLRenderingContext): void;
  71161. }
  71162. }
  71163. declare module BABYLON {
  71164. /**
  71165. * @hidden
  71166. **/
  71167. export class _TimeToken {
  71168. _startTimeQuery: Nullable<WebGLQuery>;
  71169. _endTimeQuery: Nullable<WebGLQuery>;
  71170. _timeElapsedQuery: Nullable<WebGLQuery>;
  71171. _timeElapsedQueryEnded: boolean;
  71172. }
  71173. }
  71174. declare module BABYLON {
  71175. /**
  71176. * Class used to evalaute queries containing `and` and `or` operators
  71177. */
  71178. export class AndOrNotEvaluator {
  71179. /**
  71180. * Evaluate a query
  71181. * @param query defines the query to evaluate
  71182. * @param evaluateCallback defines the callback used to filter result
  71183. * @returns true if the query matches
  71184. */
  71185. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  71186. private static _HandleParenthesisContent;
  71187. private static _SimplifyNegation;
  71188. }
  71189. }
  71190. declare module BABYLON {
  71191. /**
  71192. * Class used to store custom tags
  71193. */
  71194. export class Tags {
  71195. /**
  71196. * Adds support for tags on the given object
  71197. * @param obj defines the object to use
  71198. */
  71199. static EnableFor(obj: any): void;
  71200. /**
  71201. * Removes tags support
  71202. * @param obj defines the object to use
  71203. */
  71204. static DisableFor(obj: any): void;
  71205. /**
  71206. * Gets a boolean indicating if the given object has tags
  71207. * @param obj defines the object to use
  71208. * @returns a boolean
  71209. */
  71210. static HasTags(obj: any): boolean;
  71211. /**
  71212. * Gets the tags available on a given object
  71213. * @param obj defines the object to use
  71214. * @param asString defines if the tags must be returned as a string instead of an array of strings
  71215. * @returns the tags
  71216. */
  71217. static GetTags(obj: any, asString?: boolean): any;
  71218. /**
  71219. * Adds tags to an object
  71220. * @param obj defines the object to use
  71221. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  71222. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  71223. */
  71224. static AddTagsTo(obj: any, tagsString: string): void;
  71225. /**
  71226. * @hidden
  71227. */
  71228. static _AddTagTo(obj: any, tag: string): void;
  71229. /**
  71230. * Removes specific tags from a specific object
  71231. * @param obj defines the object to use
  71232. * @param tagsString defines the tags to remove
  71233. */
  71234. static RemoveTagsFrom(obj: any, tagsString: string): void;
  71235. /**
  71236. * @hidden
  71237. */
  71238. static _RemoveTagFrom(obj: any, tag: string): void;
  71239. /**
  71240. * Defines if tags hosted on an object match a given query
  71241. * @param obj defines the object to use
  71242. * @param tagsQuery defines the tag query
  71243. * @returns a boolean
  71244. */
  71245. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  71246. }
  71247. }
  71248. declare module BABYLON {
  71249. /**
  71250. * Defines potential orientation for back face culling
  71251. */
  71252. export enum Orientation {
  71253. /**
  71254. * Clockwise
  71255. */
  71256. CW = 0,
  71257. /** Counter clockwise */
  71258. CCW = 1
  71259. }
  71260. /** Class used to represent a Bezier curve */
  71261. export class BezierCurve {
  71262. /**
  71263. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  71264. * @param t defines the time
  71265. * @param x1 defines the left coordinate on X axis
  71266. * @param y1 defines the left coordinate on Y axis
  71267. * @param x2 defines the right coordinate on X axis
  71268. * @param y2 defines the right coordinate on Y axis
  71269. * @returns the interpolated value
  71270. */
  71271. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  71272. }
  71273. /**
  71274. * Defines angle representation
  71275. */
  71276. export class Angle {
  71277. private _radians;
  71278. /**
  71279. * Creates an Angle object of "radians" radians (float).
  71280. * @param radians the angle in radians
  71281. */
  71282. constructor(radians: number);
  71283. /**
  71284. * Get value in degrees
  71285. * @returns the Angle value in degrees (float)
  71286. */
  71287. degrees(): number;
  71288. /**
  71289. * Get value in radians
  71290. * @returns the Angle value in radians (float)
  71291. */
  71292. radians(): number;
  71293. /**
  71294. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  71295. * @param a defines first vector
  71296. * @param b defines second vector
  71297. * @returns a new Angle
  71298. */
  71299. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  71300. /**
  71301. * Gets a new Angle object from the given float in radians
  71302. * @param radians defines the angle value in radians
  71303. * @returns a new Angle
  71304. */
  71305. static FromRadians(radians: number): Angle;
  71306. /**
  71307. * Gets a new Angle object from the given float in degrees
  71308. * @param degrees defines the angle value in degrees
  71309. * @returns a new Angle
  71310. */
  71311. static FromDegrees(degrees: number): Angle;
  71312. }
  71313. /**
  71314. * This represents an arc in a 2d space.
  71315. */
  71316. export class Arc2 {
  71317. /** Defines the start point of the arc */
  71318. startPoint: Vector2;
  71319. /** Defines the mid point of the arc */
  71320. midPoint: Vector2;
  71321. /** Defines the end point of the arc */
  71322. endPoint: Vector2;
  71323. /**
  71324. * Defines the center point of the arc.
  71325. */
  71326. centerPoint: Vector2;
  71327. /**
  71328. * Defines the radius of the arc.
  71329. */
  71330. radius: number;
  71331. /**
  71332. * Defines the angle of the arc (from mid point to end point).
  71333. */
  71334. angle: Angle;
  71335. /**
  71336. * Defines the start angle of the arc (from start point to middle point).
  71337. */
  71338. startAngle: Angle;
  71339. /**
  71340. * Defines the orientation of the arc (clock wise/counter clock wise).
  71341. */
  71342. orientation: Orientation;
  71343. /**
  71344. * Creates an Arc object from the three given points : start, middle and end.
  71345. * @param startPoint Defines the start point of the arc
  71346. * @param midPoint Defines the midlle point of the arc
  71347. * @param endPoint Defines the end point of the arc
  71348. */
  71349. constructor(
  71350. /** Defines the start point of the arc */
  71351. startPoint: Vector2,
  71352. /** Defines the mid point of the arc */
  71353. midPoint: Vector2,
  71354. /** Defines the end point of the arc */
  71355. endPoint: Vector2);
  71356. }
  71357. /**
  71358. * Represents a 2D path made up of multiple 2D points
  71359. */
  71360. export class Path2 {
  71361. private _points;
  71362. private _length;
  71363. /**
  71364. * If the path start and end point are the same
  71365. */
  71366. closed: boolean;
  71367. /**
  71368. * Creates a Path2 object from the starting 2D coordinates x and y.
  71369. * @param x the starting points x value
  71370. * @param y the starting points y value
  71371. */
  71372. constructor(x: number, y: number);
  71373. /**
  71374. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  71375. * @param x the added points x value
  71376. * @param y the added points y value
  71377. * @returns the updated Path2.
  71378. */
  71379. addLineTo(x: number, y: number): Path2;
  71380. /**
  71381. * 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.
  71382. * @param midX middle point x value
  71383. * @param midY middle point y value
  71384. * @param endX end point x value
  71385. * @param endY end point y value
  71386. * @param numberOfSegments (default: 36)
  71387. * @returns the updated Path2.
  71388. */
  71389. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  71390. /**
  71391. * Closes the Path2.
  71392. * @returns the Path2.
  71393. */
  71394. close(): Path2;
  71395. /**
  71396. * Gets the sum of the distance between each sequential point in the path
  71397. * @returns the Path2 total length (float).
  71398. */
  71399. length(): number;
  71400. /**
  71401. * Gets the points which construct the path
  71402. * @returns the Path2 internal array of points.
  71403. */
  71404. getPoints(): Vector2[];
  71405. /**
  71406. * Retreives the point at the distance aways from the starting point
  71407. * @param normalizedLengthPosition the length along the path to retreive the point from
  71408. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  71409. */
  71410. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  71411. /**
  71412. * Creates a new path starting from an x and y position
  71413. * @param x starting x value
  71414. * @param y starting y value
  71415. * @returns a new Path2 starting at the coordinates (x, y).
  71416. */
  71417. static StartingAt(x: number, y: number): Path2;
  71418. }
  71419. /**
  71420. * Represents a 3D path made up of multiple 3D points
  71421. */
  71422. export class Path3D {
  71423. /**
  71424. * an array of Vector3, the curve axis of the Path3D
  71425. */
  71426. path: Vector3[];
  71427. private _curve;
  71428. private _distances;
  71429. private _tangents;
  71430. private _normals;
  71431. private _binormals;
  71432. private _raw;
  71433. /**
  71434. * new Path3D(path, normal, raw)
  71435. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  71436. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  71437. * @param path an array of Vector3, the curve axis of the Path3D
  71438. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  71439. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  71440. */
  71441. constructor(
  71442. /**
  71443. * an array of Vector3, the curve axis of the Path3D
  71444. */
  71445. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  71446. /**
  71447. * Returns the Path3D array of successive Vector3 designing its curve.
  71448. * @returns the Path3D array of successive Vector3 designing its curve.
  71449. */
  71450. getCurve(): Vector3[];
  71451. /**
  71452. * Returns an array populated with tangent vectors on each Path3D curve point.
  71453. * @returns an array populated with tangent vectors on each Path3D curve point.
  71454. */
  71455. getTangents(): Vector3[];
  71456. /**
  71457. * Returns an array populated with normal vectors on each Path3D curve point.
  71458. * @returns an array populated with normal vectors on each Path3D curve point.
  71459. */
  71460. getNormals(): Vector3[];
  71461. /**
  71462. * Returns an array populated with binormal vectors on each Path3D curve point.
  71463. * @returns an array populated with binormal vectors on each Path3D curve point.
  71464. */
  71465. getBinormals(): Vector3[];
  71466. /**
  71467. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  71468. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  71469. */
  71470. getDistances(): number[];
  71471. /**
  71472. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  71473. * @param path path which all values are copied into the curves points
  71474. * @param firstNormal which should be projected onto the curve
  71475. * @returns the same object updated.
  71476. */
  71477. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  71478. private _compute;
  71479. private _getFirstNonNullVector;
  71480. private _getLastNonNullVector;
  71481. private _normalVector;
  71482. }
  71483. /**
  71484. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  71485. * A Curve3 is designed from a series of successive Vector3.
  71486. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  71487. */
  71488. export class Curve3 {
  71489. private _points;
  71490. private _length;
  71491. /**
  71492. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  71493. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  71494. * @param v1 (Vector3) the control point
  71495. * @param v2 (Vector3) the end point of the Quadratic Bezier
  71496. * @param nbPoints (integer) the wanted number of points in the curve
  71497. * @returns the created Curve3
  71498. */
  71499. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71500. /**
  71501. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  71502. * @param v0 (Vector3) the origin point of the Cubic Bezier
  71503. * @param v1 (Vector3) the first control point
  71504. * @param v2 (Vector3) the second control point
  71505. * @param v3 (Vector3) the end point of the Cubic Bezier
  71506. * @param nbPoints (integer) the wanted number of points in the curve
  71507. * @returns the created Curve3
  71508. */
  71509. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71510. /**
  71511. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  71512. * @param p1 (Vector3) the origin point of the Hermite Spline
  71513. * @param t1 (Vector3) the tangent vector at the origin point
  71514. * @param p2 (Vector3) the end point of the Hermite Spline
  71515. * @param t2 (Vector3) the tangent vector at the end point
  71516. * @param nbPoints (integer) the wanted number of points in the curve
  71517. * @returns the created Curve3
  71518. */
  71519. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71520. /**
  71521. * Returns a Curve3 object along a CatmullRom Spline curve :
  71522. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  71523. * @param nbPoints (integer) the wanted number of points between each curve control points
  71524. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  71525. * @returns the created Curve3
  71526. */
  71527. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  71528. /**
  71529. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  71530. * A Curve3 is designed from a series of successive Vector3.
  71531. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  71532. * @param points points which make up the curve
  71533. */
  71534. constructor(points: Vector3[]);
  71535. /**
  71536. * @returns the Curve3 stored array of successive Vector3
  71537. */
  71538. getPoints(): Vector3[];
  71539. /**
  71540. * @returns the computed length (float) of the curve.
  71541. */
  71542. length(): number;
  71543. /**
  71544. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  71545. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  71546. * curveA and curveB keep unchanged.
  71547. * @param curve the curve to continue from this curve
  71548. * @returns the newly constructed curve
  71549. */
  71550. continue(curve: DeepImmutable<Curve3>): Curve3;
  71551. private _computeLength;
  71552. }
  71553. }
  71554. declare module BABYLON {
  71555. /**
  71556. * This represents the main contract an easing function should follow.
  71557. * Easing functions are used throughout the animation system.
  71558. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71559. */
  71560. export interface IEasingFunction {
  71561. /**
  71562. * Given an input gradient between 0 and 1, this returns the corrseponding value
  71563. * of the easing function.
  71564. * The link below provides some of the most common examples of easing functions.
  71565. * @see https://easings.net/
  71566. * @param gradient Defines the value between 0 and 1 we want the easing value for
  71567. * @returns the corresponding value on the curve defined by the easing function
  71568. */
  71569. ease(gradient: number): number;
  71570. }
  71571. /**
  71572. * Base class used for every default easing function.
  71573. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71574. */
  71575. export class EasingFunction implements IEasingFunction {
  71576. /**
  71577. * Interpolation follows the mathematical formula associated with the easing function.
  71578. */
  71579. static readonly EASINGMODE_EASEIN: number;
  71580. /**
  71581. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  71582. */
  71583. static readonly EASINGMODE_EASEOUT: number;
  71584. /**
  71585. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  71586. */
  71587. static readonly EASINGMODE_EASEINOUT: number;
  71588. private _easingMode;
  71589. /**
  71590. * Sets the easing mode of the current function.
  71591. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  71592. */
  71593. setEasingMode(easingMode: number): void;
  71594. /**
  71595. * Gets the current easing mode.
  71596. * @returns the easing mode
  71597. */
  71598. getEasingMode(): number;
  71599. /**
  71600. * @hidden
  71601. */
  71602. easeInCore(gradient: number): number;
  71603. /**
  71604. * Given an input gradient between 0 and 1, this returns the corresponding value
  71605. * of the easing function.
  71606. * @param gradient Defines the value between 0 and 1 we want the easing value for
  71607. * @returns the corresponding value on the curve defined by the easing function
  71608. */
  71609. ease(gradient: number): number;
  71610. }
  71611. /**
  71612. * Easing function with a circle shape (see link below).
  71613. * @see https://easings.net/#easeInCirc
  71614. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71615. */
  71616. export class CircleEase extends EasingFunction implements IEasingFunction {
  71617. /** @hidden */
  71618. easeInCore(gradient: number): number;
  71619. }
  71620. /**
  71621. * Easing function with a ease back shape (see link below).
  71622. * @see https://easings.net/#easeInBack
  71623. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71624. */
  71625. export class BackEase extends EasingFunction implements IEasingFunction {
  71626. /** Defines the amplitude of the function */
  71627. amplitude: number;
  71628. /**
  71629. * Instantiates a back ease easing
  71630. * @see https://easings.net/#easeInBack
  71631. * @param amplitude Defines the amplitude of the function
  71632. */
  71633. constructor(
  71634. /** Defines the amplitude of the function */
  71635. amplitude?: number);
  71636. /** @hidden */
  71637. easeInCore(gradient: number): number;
  71638. }
  71639. /**
  71640. * Easing function with a bouncing shape (see link below).
  71641. * @see https://easings.net/#easeInBounce
  71642. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71643. */
  71644. export class BounceEase extends EasingFunction implements IEasingFunction {
  71645. /** Defines the number of bounces */
  71646. bounces: number;
  71647. /** Defines the amplitude of the bounce */
  71648. bounciness: number;
  71649. /**
  71650. * Instantiates a bounce easing
  71651. * @see https://easings.net/#easeInBounce
  71652. * @param bounces Defines the number of bounces
  71653. * @param bounciness Defines the amplitude of the bounce
  71654. */
  71655. constructor(
  71656. /** Defines the number of bounces */
  71657. bounces?: number,
  71658. /** Defines the amplitude of the bounce */
  71659. bounciness?: number);
  71660. /** @hidden */
  71661. easeInCore(gradient: number): number;
  71662. }
  71663. /**
  71664. * Easing function with a power of 3 shape (see link below).
  71665. * @see https://easings.net/#easeInCubic
  71666. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71667. */
  71668. export class CubicEase extends EasingFunction implements IEasingFunction {
  71669. /** @hidden */
  71670. easeInCore(gradient: number): number;
  71671. }
  71672. /**
  71673. * Easing function with an elastic shape (see link below).
  71674. * @see https://easings.net/#easeInElastic
  71675. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71676. */
  71677. export class ElasticEase extends EasingFunction implements IEasingFunction {
  71678. /** Defines the number of oscillations*/
  71679. oscillations: number;
  71680. /** Defines the amplitude of the oscillations*/
  71681. springiness: number;
  71682. /**
  71683. * Instantiates an elastic easing function
  71684. * @see https://easings.net/#easeInElastic
  71685. * @param oscillations Defines the number of oscillations
  71686. * @param springiness Defines the amplitude of the oscillations
  71687. */
  71688. constructor(
  71689. /** Defines the number of oscillations*/
  71690. oscillations?: number,
  71691. /** Defines the amplitude of the oscillations*/
  71692. springiness?: number);
  71693. /** @hidden */
  71694. easeInCore(gradient: number): number;
  71695. }
  71696. /**
  71697. * Easing function with an exponential shape (see link below).
  71698. * @see https://easings.net/#easeInExpo
  71699. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71700. */
  71701. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  71702. /** Defines the exponent of the function */
  71703. exponent: number;
  71704. /**
  71705. * Instantiates an exponential easing function
  71706. * @see https://easings.net/#easeInExpo
  71707. * @param exponent Defines the exponent of the function
  71708. */
  71709. constructor(
  71710. /** Defines the exponent of the function */
  71711. exponent?: number);
  71712. /** @hidden */
  71713. easeInCore(gradient: number): number;
  71714. }
  71715. /**
  71716. * Easing function with a power shape (see link below).
  71717. * @see https://easings.net/#easeInQuad
  71718. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71719. */
  71720. export class PowerEase extends EasingFunction implements IEasingFunction {
  71721. /** Defines the power of the function */
  71722. power: number;
  71723. /**
  71724. * Instantiates an power base easing function
  71725. * @see https://easings.net/#easeInQuad
  71726. * @param power Defines the power of the function
  71727. */
  71728. constructor(
  71729. /** Defines the power of the function */
  71730. power?: number);
  71731. /** @hidden */
  71732. easeInCore(gradient: number): number;
  71733. }
  71734. /**
  71735. * Easing function with a power of 2 shape (see link below).
  71736. * @see https://easings.net/#easeInQuad
  71737. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71738. */
  71739. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  71740. /** @hidden */
  71741. easeInCore(gradient: number): number;
  71742. }
  71743. /**
  71744. * Easing function with a power of 4 shape (see link below).
  71745. * @see https://easings.net/#easeInQuart
  71746. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71747. */
  71748. export class QuarticEase extends EasingFunction implements IEasingFunction {
  71749. /** @hidden */
  71750. easeInCore(gradient: number): number;
  71751. }
  71752. /**
  71753. * Easing function with a power of 5 shape (see link below).
  71754. * @see https://easings.net/#easeInQuint
  71755. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71756. */
  71757. export class QuinticEase extends EasingFunction implements IEasingFunction {
  71758. /** @hidden */
  71759. easeInCore(gradient: number): number;
  71760. }
  71761. /**
  71762. * Easing function with a sin shape (see link below).
  71763. * @see https://easings.net/#easeInSine
  71764. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71765. */
  71766. export class SineEase extends EasingFunction implements IEasingFunction {
  71767. /** @hidden */
  71768. easeInCore(gradient: number): number;
  71769. }
  71770. /**
  71771. * Easing function with a bezier shape (see link below).
  71772. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  71773. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71774. */
  71775. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  71776. /** Defines the x component of the start tangent in the bezier curve */
  71777. x1: number;
  71778. /** Defines the y component of the start tangent in the bezier curve */
  71779. y1: number;
  71780. /** Defines the x component of the end tangent in the bezier curve */
  71781. x2: number;
  71782. /** Defines the y component of the end tangent in the bezier curve */
  71783. y2: number;
  71784. /**
  71785. * Instantiates a bezier function
  71786. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  71787. * @param x1 Defines the x component of the start tangent in the bezier curve
  71788. * @param y1 Defines the y component of the start tangent in the bezier curve
  71789. * @param x2 Defines the x component of the end tangent in the bezier curve
  71790. * @param y2 Defines the y component of the end tangent in the bezier curve
  71791. */
  71792. constructor(
  71793. /** Defines the x component of the start tangent in the bezier curve */
  71794. x1?: number,
  71795. /** Defines the y component of the start tangent in the bezier curve */
  71796. y1?: number,
  71797. /** Defines the x component of the end tangent in the bezier curve */
  71798. x2?: number,
  71799. /** Defines the y component of the end tangent in the bezier curve */
  71800. y2?: number);
  71801. /** @hidden */
  71802. easeInCore(gradient: number): number;
  71803. }
  71804. }
  71805. declare module BABYLON {
  71806. /**
  71807. * Defines an interface which represents an animation key frame
  71808. */
  71809. export interface IAnimationKey {
  71810. /**
  71811. * Frame of the key frame
  71812. */
  71813. frame: number;
  71814. /**
  71815. * Value at the specifies key frame
  71816. */
  71817. value: any;
  71818. /**
  71819. * The input tangent for the cubic hermite spline
  71820. */
  71821. inTangent?: any;
  71822. /**
  71823. * The output tangent for the cubic hermite spline
  71824. */
  71825. outTangent?: any;
  71826. /**
  71827. * The animation interpolation type
  71828. */
  71829. interpolation?: AnimationKeyInterpolation;
  71830. }
  71831. /**
  71832. * Enum for the animation key frame interpolation type
  71833. */
  71834. export enum AnimationKeyInterpolation {
  71835. /**
  71836. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  71837. */
  71838. STEP = 1
  71839. }
  71840. }
  71841. declare module BABYLON {
  71842. /**
  71843. * Represents the range of an animation
  71844. */
  71845. export class AnimationRange {
  71846. /**The name of the animation range**/
  71847. name: string;
  71848. /**The starting frame of the animation */
  71849. from: number;
  71850. /**The ending frame of the animation*/
  71851. to: number;
  71852. /**
  71853. * Initializes the range of an animation
  71854. * @param name The name of the animation range
  71855. * @param from The starting frame of the animation
  71856. * @param to The ending frame of the animation
  71857. */
  71858. constructor(
  71859. /**The name of the animation range**/
  71860. name: string,
  71861. /**The starting frame of the animation */
  71862. from: number,
  71863. /**The ending frame of the animation*/
  71864. to: number);
  71865. /**
  71866. * Makes a copy of the animation range
  71867. * @returns A copy of the animation range
  71868. */
  71869. clone(): AnimationRange;
  71870. }
  71871. }
  71872. declare module BABYLON {
  71873. /**
  71874. * Composed of a frame, and an action function
  71875. */
  71876. export class AnimationEvent {
  71877. /** The frame for which the event is triggered **/
  71878. frame: number;
  71879. /** The event to perform when triggered **/
  71880. action: (currentFrame: number) => void;
  71881. /** Specifies if the event should be triggered only once**/
  71882. onlyOnce?: boolean | undefined;
  71883. /**
  71884. * Specifies if the animation event is done
  71885. */
  71886. isDone: boolean;
  71887. /**
  71888. * Initializes the animation event
  71889. * @param frame The frame for which the event is triggered
  71890. * @param action The event to perform when triggered
  71891. * @param onlyOnce Specifies if the event should be triggered only once
  71892. */
  71893. constructor(
  71894. /** The frame for which the event is triggered **/
  71895. frame: number,
  71896. /** The event to perform when triggered **/
  71897. action: (currentFrame: number) => void,
  71898. /** Specifies if the event should be triggered only once**/
  71899. onlyOnce?: boolean | undefined);
  71900. /** @hidden */
  71901. _clone(): AnimationEvent;
  71902. }
  71903. }
  71904. declare module BABYLON {
  71905. /**
  71906. * Interface used to define a behavior
  71907. */
  71908. export interface Behavior<T> {
  71909. /** gets or sets behavior's name */
  71910. name: string;
  71911. /**
  71912. * Function called when the behavior needs to be initialized (after attaching it to a target)
  71913. */
  71914. init(): void;
  71915. /**
  71916. * Called when the behavior is attached to a target
  71917. * @param target defines the target where the behavior is attached to
  71918. */
  71919. attach(target: T): void;
  71920. /**
  71921. * Called when the behavior is detached from its target
  71922. */
  71923. detach(): void;
  71924. }
  71925. /**
  71926. * Interface implemented by classes supporting behaviors
  71927. */
  71928. export interface IBehaviorAware<T> {
  71929. /**
  71930. * Attach a behavior
  71931. * @param behavior defines the behavior to attach
  71932. * @returns the current host
  71933. */
  71934. addBehavior(behavior: Behavior<T>): T;
  71935. /**
  71936. * Remove a behavior from the current object
  71937. * @param behavior defines the behavior to detach
  71938. * @returns the current host
  71939. */
  71940. removeBehavior(behavior: Behavior<T>): T;
  71941. /**
  71942. * Gets a behavior using its name to search
  71943. * @param name defines the name to search
  71944. * @returns the behavior or null if not found
  71945. */
  71946. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  71947. }
  71948. }
  71949. declare module BABYLON {
  71950. /**
  71951. * Defines an array and its length.
  71952. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  71953. */
  71954. export interface ISmartArrayLike<T> {
  71955. /**
  71956. * The data of the array.
  71957. */
  71958. data: Array<T>;
  71959. /**
  71960. * The active length of the array.
  71961. */
  71962. length: number;
  71963. }
  71964. /**
  71965. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  71966. */
  71967. export class SmartArray<T> implements ISmartArrayLike<T> {
  71968. /**
  71969. * The full set of data from the array.
  71970. */
  71971. data: Array<T>;
  71972. /**
  71973. * The active length of the array.
  71974. */
  71975. length: number;
  71976. protected _id: number;
  71977. /**
  71978. * Instantiates a Smart Array.
  71979. * @param capacity defines the default capacity of the array.
  71980. */
  71981. constructor(capacity: number);
  71982. /**
  71983. * Pushes a value at the end of the active data.
  71984. * @param value defines the object to push in the array.
  71985. */
  71986. push(value: T): void;
  71987. /**
  71988. * Iterates over the active data and apply the lambda to them.
  71989. * @param func defines the action to apply on each value.
  71990. */
  71991. forEach(func: (content: T) => void): void;
  71992. /**
  71993. * Sorts the full sets of data.
  71994. * @param compareFn defines the comparison function to apply.
  71995. */
  71996. sort(compareFn: (a: T, b: T) => number): void;
  71997. /**
  71998. * Resets the active data to an empty array.
  71999. */
  72000. reset(): void;
  72001. /**
  72002. * Releases all the data from the array as well as the array.
  72003. */
  72004. dispose(): void;
  72005. /**
  72006. * Concats the active data with a given array.
  72007. * @param array defines the data to concatenate with.
  72008. */
  72009. concat(array: any): void;
  72010. /**
  72011. * Returns the position of a value in the active data.
  72012. * @param value defines the value to find the index for
  72013. * @returns the index if found in the active data otherwise -1
  72014. */
  72015. indexOf(value: T): number;
  72016. /**
  72017. * Returns whether an element is part of the active data.
  72018. * @param value defines the value to look for
  72019. * @returns true if found in the active data otherwise false
  72020. */
  72021. contains(value: T): boolean;
  72022. private static _GlobalId;
  72023. }
  72024. /**
  72025. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  72026. * The data in this array can only be present once
  72027. */
  72028. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  72029. private _duplicateId;
  72030. /**
  72031. * Pushes a value at the end of the active data.
  72032. * THIS DOES NOT PREVENT DUPPLICATE DATA
  72033. * @param value defines the object to push in the array.
  72034. */
  72035. push(value: T): void;
  72036. /**
  72037. * Pushes a value at the end of the active data.
  72038. * If the data is already present, it won t be added again
  72039. * @param value defines the object to push in the array.
  72040. * @returns true if added false if it was already present
  72041. */
  72042. pushNoDuplicate(value: T): boolean;
  72043. /**
  72044. * Resets the active data to an empty array.
  72045. */
  72046. reset(): void;
  72047. /**
  72048. * Concats the active data with a given array.
  72049. * This ensures no dupplicate will be present in the result.
  72050. * @param array defines the data to concatenate with.
  72051. */
  72052. concatWithNoDuplicate(array: any): void;
  72053. }
  72054. }
  72055. declare module BABYLON {
  72056. /**
  72057. * @ignore
  72058. * This is a list of all the different input types that are available in the application.
  72059. * Fo instance: ArcRotateCameraGamepadInput...
  72060. */
  72061. export var CameraInputTypes: {};
  72062. /**
  72063. * This is the contract to implement in order to create a new input class.
  72064. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  72065. */
  72066. export interface ICameraInput<TCamera extends Camera> {
  72067. /**
  72068. * Defines the camera the input is attached to.
  72069. */
  72070. camera: Nullable<TCamera>;
  72071. /**
  72072. * Gets the class name of the current intput.
  72073. * @returns the class name
  72074. */
  72075. getClassName(): string;
  72076. /**
  72077. * Get the friendly name associated with the input class.
  72078. * @returns the input friendly name
  72079. */
  72080. getSimpleName(): string;
  72081. /**
  72082. * Attach the input controls to a specific dom element to get the input from.
  72083. * @param element Defines the element the controls should be listened from
  72084. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72085. */
  72086. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  72087. /**
  72088. * Detach the current controls from the specified dom element.
  72089. * @param element Defines the element to stop listening the inputs from
  72090. */
  72091. detachControl(element: Nullable<HTMLElement>): void;
  72092. /**
  72093. * Update the current camera state depending on the inputs that have been used this frame.
  72094. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72095. */
  72096. checkInputs?: () => void;
  72097. }
  72098. /**
  72099. * Represents a map of input types to input instance or input index to input instance.
  72100. */
  72101. export interface CameraInputsMap<TCamera extends Camera> {
  72102. /**
  72103. * Accessor to the input by input type.
  72104. */
  72105. [name: string]: ICameraInput<TCamera>;
  72106. /**
  72107. * Accessor to the input by input index.
  72108. */
  72109. [idx: number]: ICameraInput<TCamera>;
  72110. }
  72111. /**
  72112. * This represents the input manager used within a camera.
  72113. * It helps dealing with all the different kind of input attached to a camera.
  72114. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72115. */
  72116. export class CameraInputsManager<TCamera extends Camera> {
  72117. /**
  72118. * Defines the list of inputs attahed to the camera.
  72119. */
  72120. attached: CameraInputsMap<TCamera>;
  72121. /**
  72122. * Defines the dom element the camera is collecting inputs from.
  72123. * This is null if the controls have not been attached.
  72124. */
  72125. attachedElement: Nullable<HTMLElement>;
  72126. /**
  72127. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72128. */
  72129. noPreventDefault: boolean;
  72130. /**
  72131. * Defined the camera the input manager belongs to.
  72132. */
  72133. camera: TCamera;
  72134. /**
  72135. * Update the current camera state depending on the inputs that have been used this frame.
  72136. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72137. */
  72138. checkInputs: () => void;
  72139. /**
  72140. * Instantiate a new Camera Input Manager.
  72141. * @param camera Defines the camera the input manager blongs to
  72142. */
  72143. constructor(camera: TCamera);
  72144. /**
  72145. * Add an input method to a camera
  72146. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72147. * @param input camera input method
  72148. */
  72149. add(input: ICameraInput<TCamera>): void;
  72150. /**
  72151. * Remove a specific input method from a camera
  72152. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  72153. * @param inputToRemove camera input method
  72154. */
  72155. remove(inputToRemove: ICameraInput<TCamera>): void;
  72156. /**
  72157. * Remove a specific input type from a camera
  72158. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  72159. * @param inputType the type of the input to remove
  72160. */
  72161. removeByType(inputType: string): void;
  72162. private _addCheckInputs;
  72163. /**
  72164. * Attach the input controls to the currently attached dom element to listen the events from.
  72165. * @param input Defines the input to attach
  72166. */
  72167. attachInput(input: ICameraInput<TCamera>): void;
  72168. /**
  72169. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  72170. * @param element Defines the dom element to collect the events from
  72171. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72172. */
  72173. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  72174. /**
  72175. * Detach the current manager inputs controls from a specific dom element.
  72176. * @param element Defines the dom element to collect the events from
  72177. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  72178. */
  72179. detachElement(element: HTMLElement, disconnect?: boolean): void;
  72180. /**
  72181. * Rebuild the dynamic inputCheck function from the current list of
  72182. * defined inputs in the manager.
  72183. */
  72184. rebuildInputCheck(): void;
  72185. /**
  72186. * Remove all attached input methods from a camera
  72187. */
  72188. clear(): void;
  72189. /**
  72190. * Serialize the current input manager attached to a camera.
  72191. * This ensures than once parsed,
  72192. * the input associated to the camera will be identical to the current ones
  72193. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  72194. */
  72195. serialize(serializedCamera: any): void;
  72196. /**
  72197. * Parses an input manager serialized JSON to restore the previous list of inputs
  72198. * and states associated to a camera.
  72199. * @param parsedCamera Defines the JSON to parse
  72200. */
  72201. parse(parsedCamera: any): void;
  72202. }
  72203. }
  72204. declare module BABYLON {
  72205. /**
  72206. * @hidden
  72207. */
  72208. export class IntersectionInfo {
  72209. bu: Nullable<number>;
  72210. bv: Nullable<number>;
  72211. distance: number;
  72212. faceId: number;
  72213. subMeshId: number;
  72214. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  72215. }
  72216. }
  72217. declare module BABYLON {
  72218. /**
  72219. * Represens a plane by the equation ax + by + cz + d = 0
  72220. */
  72221. export class Plane {
  72222. private static _TmpMatrix;
  72223. /**
  72224. * Normal of the plane (a,b,c)
  72225. */
  72226. normal: Vector3;
  72227. /**
  72228. * d component of the plane
  72229. */
  72230. d: number;
  72231. /**
  72232. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  72233. * @param a a component of the plane
  72234. * @param b b component of the plane
  72235. * @param c c component of the plane
  72236. * @param d d component of the plane
  72237. */
  72238. constructor(a: number, b: number, c: number, d: number);
  72239. /**
  72240. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  72241. */
  72242. asArray(): number[];
  72243. /**
  72244. * @returns a new plane copied from the current Plane.
  72245. */
  72246. clone(): Plane;
  72247. /**
  72248. * @returns the string "Plane".
  72249. */
  72250. getClassName(): string;
  72251. /**
  72252. * @returns the Plane hash code.
  72253. */
  72254. getHashCode(): number;
  72255. /**
  72256. * Normalize the current Plane in place.
  72257. * @returns the updated Plane.
  72258. */
  72259. normalize(): Plane;
  72260. /**
  72261. * Applies a transformation the plane and returns the result
  72262. * @param transformation the transformation matrix to be applied to the plane
  72263. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  72264. */
  72265. transform(transformation: DeepImmutable<Matrix>): Plane;
  72266. /**
  72267. * Calcualtte the dot product between the point and the plane normal
  72268. * @param point point to calculate the dot product with
  72269. * @returns the dot product (float) of the point coordinates and the plane normal.
  72270. */
  72271. dotCoordinate(point: DeepImmutable<Vector3>): number;
  72272. /**
  72273. * Updates the current Plane from the plane defined by the three given points.
  72274. * @param point1 one of the points used to contruct the plane
  72275. * @param point2 one of the points used to contruct the plane
  72276. * @param point3 one of the points used to contruct the plane
  72277. * @returns the updated Plane.
  72278. */
  72279. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  72280. /**
  72281. * Checks if the plane is facing a given direction
  72282. * @param direction the direction to check if the plane is facing
  72283. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  72284. * @returns True is the vector "direction" is the same side than the plane normal.
  72285. */
  72286. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  72287. /**
  72288. * Calculates the distance to a point
  72289. * @param point point to calculate distance to
  72290. * @returns the signed distance (float) from the given point to the Plane.
  72291. */
  72292. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  72293. /**
  72294. * Creates a plane from an array
  72295. * @param array the array to create a plane from
  72296. * @returns a new Plane from the given array.
  72297. */
  72298. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  72299. /**
  72300. * Creates a plane from three points
  72301. * @param point1 point used to create the plane
  72302. * @param point2 point used to create the plane
  72303. * @param point3 point used to create the plane
  72304. * @returns a new Plane defined by the three given points.
  72305. */
  72306. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  72307. /**
  72308. * Creates a plane from an origin point and a normal
  72309. * @param origin origin of the plane to be constructed
  72310. * @param normal normal of the plane to be constructed
  72311. * @returns a new Plane the normal vector to this plane at the given origin point.
  72312. * Note : the vector "normal" is updated because normalized.
  72313. */
  72314. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  72315. /**
  72316. * Calculates the distance from a plane and a point
  72317. * @param origin origin of the plane to be constructed
  72318. * @param normal normal of the plane to be constructed
  72319. * @param point point to calculate distance to
  72320. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  72321. */
  72322. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  72323. }
  72324. }
  72325. declare module BABYLON {
  72326. /**
  72327. * Class used to store bounding sphere information
  72328. */
  72329. export class BoundingSphere {
  72330. /**
  72331. * Gets the center of the bounding sphere in local space
  72332. */
  72333. readonly center: Vector3;
  72334. /**
  72335. * Radius of the bounding sphere in local space
  72336. */
  72337. radius: number;
  72338. /**
  72339. * Gets the center of the bounding sphere in world space
  72340. */
  72341. readonly centerWorld: Vector3;
  72342. /**
  72343. * Radius of the bounding sphere in world space
  72344. */
  72345. radiusWorld: number;
  72346. /**
  72347. * Gets the minimum vector in local space
  72348. */
  72349. readonly minimum: Vector3;
  72350. /**
  72351. * Gets the maximum vector in local space
  72352. */
  72353. readonly maximum: Vector3;
  72354. private _worldMatrix;
  72355. private static readonly TmpVector3;
  72356. /**
  72357. * Creates a new bounding sphere
  72358. * @param min defines the minimum vector (in local space)
  72359. * @param max defines the maximum vector (in local space)
  72360. * @param worldMatrix defines the new world matrix
  72361. */
  72362. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72363. /**
  72364. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  72365. * @param min defines the new minimum vector (in local space)
  72366. * @param max defines the new maximum vector (in local space)
  72367. * @param worldMatrix defines the new world matrix
  72368. */
  72369. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72370. /**
  72371. * Scale the current bounding sphere by applying a scale factor
  72372. * @param factor defines the scale factor to apply
  72373. * @returns the current bounding box
  72374. */
  72375. scale(factor: number): BoundingSphere;
  72376. /**
  72377. * Gets the world matrix of the bounding box
  72378. * @returns a matrix
  72379. */
  72380. getWorldMatrix(): DeepImmutable<Matrix>;
  72381. /** @hidden */
  72382. _update(worldMatrix: DeepImmutable<Matrix>): void;
  72383. /**
  72384. * Tests if the bounding sphere is intersecting the frustum planes
  72385. * @param frustumPlanes defines the frustum planes to test
  72386. * @returns true if there is an intersection
  72387. */
  72388. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72389. /**
  72390. * Tests if the bounding sphere center is in between the frustum planes.
  72391. * Used for optimistic fast inclusion.
  72392. * @param frustumPlanes defines the frustum planes to test
  72393. * @returns true if the sphere center is in between the frustum planes
  72394. */
  72395. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72396. /**
  72397. * Tests if a point is inside the bounding sphere
  72398. * @param point defines the point to test
  72399. * @returns true if the point is inside the bounding sphere
  72400. */
  72401. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72402. /**
  72403. * Checks if two sphere intersct
  72404. * @param sphere0 sphere 0
  72405. * @param sphere1 sphere 1
  72406. * @returns true if the speres intersect
  72407. */
  72408. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  72409. }
  72410. }
  72411. declare module BABYLON {
  72412. /**
  72413. * Class used to store bounding box information
  72414. */
  72415. export class BoundingBox implements ICullable {
  72416. /**
  72417. * Gets the 8 vectors representing the bounding box in local space
  72418. */
  72419. readonly vectors: Vector3[];
  72420. /**
  72421. * Gets the center of the bounding box in local space
  72422. */
  72423. readonly center: Vector3;
  72424. /**
  72425. * Gets the center of the bounding box in world space
  72426. */
  72427. readonly centerWorld: Vector3;
  72428. /**
  72429. * Gets the extend size in local space
  72430. */
  72431. readonly extendSize: Vector3;
  72432. /**
  72433. * Gets the extend size in world space
  72434. */
  72435. readonly extendSizeWorld: Vector3;
  72436. /**
  72437. * Gets the OBB (object bounding box) directions
  72438. */
  72439. readonly directions: Vector3[];
  72440. /**
  72441. * Gets the 8 vectors representing the bounding box in world space
  72442. */
  72443. readonly vectorsWorld: Vector3[];
  72444. /**
  72445. * Gets the minimum vector in world space
  72446. */
  72447. readonly minimumWorld: Vector3;
  72448. /**
  72449. * Gets the maximum vector in world space
  72450. */
  72451. readonly maximumWorld: Vector3;
  72452. /**
  72453. * Gets the minimum vector in local space
  72454. */
  72455. readonly minimum: Vector3;
  72456. /**
  72457. * Gets the maximum vector in local space
  72458. */
  72459. readonly maximum: Vector3;
  72460. private _worldMatrix;
  72461. private static readonly TmpVector3;
  72462. /**
  72463. * @hidden
  72464. */
  72465. _tag: number;
  72466. /**
  72467. * Creates a new bounding box
  72468. * @param min defines the minimum vector (in local space)
  72469. * @param max defines the maximum vector (in local space)
  72470. * @param worldMatrix defines the new world matrix
  72471. */
  72472. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72473. /**
  72474. * Recreates the entire bounding box from scratch as if we call the constructor in place
  72475. * @param min defines the new minimum vector (in local space)
  72476. * @param max defines the new maximum vector (in local space)
  72477. * @param worldMatrix defines the new world matrix
  72478. */
  72479. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72480. /**
  72481. * Scale the current bounding box by applying a scale factor
  72482. * @param factor defines the scale factor to apply
  72483. * @returns the current bounding box
  72484. */
  72485. scale(factor: number): BoundingBox;
  72486. /**
  72487. * Gets the world matrix of the bounding box
  72488. * @returns a matrix
  72489. */
  72490. getWorldMatrix(): DeepImmutable<Matrix>;
  72491. /** @hidden */
  72492. _update(world: DeepImmutable<Matrix>): void;
  72493. /**
  72494. * Tests if the bounding box is intersecting the frustum planes
  72495. * @param frustumPlanes defines the frustum planes to test
  72496. * @returns true if there is an intersection
  72497. */
  72498. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72499. /**
  72500. * Tests if the bounding box is entirely inside the frustum planes
  72501. * @param frustumPlanes defines the frustum planes to test
  72502. * @returns true if there is an inclusion
  72503. */
  72504. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72505. /**
  72506. * Tests if a point is inside the bounding box
  72507. * @param point defines the point to test
  72508. * @returns true if the point is inside the bounding box
  72509. */
  72510. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72511. /**
  72512. * Tests if the bounding box intersects with a bounding sphere
  72513. * @param sphere defines the sphere to test
  72514. * @returns true if there is an intersection
  72515. */
  72516. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  72517. /**
  72518. * Tests if the bounding box intersects with a box defined by a min and max vectors
  72519. * @param min defines the min vector to use
  72520. * @param max defines the max vector to use
  72521. * @returns true if there is an intersection
  72522. */
  72523. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  72524. /**
  72525. * Tests if two bounding boxes are intersections
  72526. * @param box0 defines the first box to test
  72527. * @param box1 defines the second box to test
  72528. * @returns true if there is an intersection
  72529. */
  72530. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  72531. /**
  72532. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  72533. * @param minPoint defines the minimum vector of the bounding box
  72534. * @param maxPoint defines the maximum vector of the bounding box
  72535. * @param sphereCenter defines the sphere center
  72536. * @param sphereRadius defines the sphere radius
  72537. * @returns true if there is an intersection
  72538. */
  72539. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  72540. /**
  72541. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  72542. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  72543. * @param frustumPlanes defines the frustum planes to test
  72544. * @return true if there is an inclusion
  72545. */
  72546. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72547. /**
  72548. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  72549. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  72550. * @param frustumPlanes defines the frustum planes to test
  72551. * @return true if there is an intersection
  72552. */
  72553. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72554. }
  72555. }
  72556. declare module BABYLON {
  72557. /** @hidden */
  72558. export class Collider {
  72559. /** Define if a collision was found */
  72560. collisionFound: boolean;
  72561. /**
  72562. * Define last intersection point in local space
  72563. */
  72564. intersectionPoint: Vector3;
  72565. /**
  72566. * Define last collided mesh
  72567. */
  72568. collidedMesh: Nullable<AbstractMesh>;
  72569. private _collisionPoint;
  72570. private _planeIntersectionPoint;
  72571. private _tempVector;
  72572. private _tempVector2;
  72573. private _tempVector3;
  72574. private _tempVector4;
  72575. private _edge;
  72576. private _baseToVertex;
  72577. private _destinationPoint;
  72578. private _slidePlaneNormal;
  72579. private _displacementVector;
  72580. /** @hidden */
  72581. _radius: Vector3;
  72582. /** @hidden */
  72583. _retry: number;
  72584. private _velocity;
  72585. private _basePoint;
  72586. private _epsilon;
  72587. /** @hidden */
  72588. _velocityWorldLength: number;
  72589. /** @hidden */
  72590. _basePointWorld: Vector3;
  72591. private _velocityWorld;
  72592. private _normalizedVelocity;
  72593. /** @hidden */
  72594. _initialVelocity: Vector3;
  72595. /** @hidden */
  72596. _initialPosition: Vector3;
  72597. private _nearestDistance;
  72598. private _collisionMask;
  72599. collisionMask: number;
  72600. /**
  72601. * Gets the plane normal used to compute the sliding response (in local space)
  72602. */
  72603. readonly slidePlaneNormal: Vector3;
  72604. /** @hidden */
  72605. _initialize(source: Vector3, dir: Vector3, e: number): void;
  72606. /** @hidden */
  72607. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  72608. /** @hidden */
  72609. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  72610. /** @hidden */
  72611. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  72612. /** @hidden */
  72613. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  72614. /** @hidden */
  72615. _getResponse(pos: Vector3, vel: Vector3): void;
  72616. }
  72617. }
  72618. declare module BABYLON {
  72619. /**
  72620. * Interface for cullable objects
  72621. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  72622. */
  72623. export interface ICullable {
  72624. /**
  72625. * Checks if the object or part of the object is in the frustum
  72626. * @param frustumPlanes Camera near/planes
  72627. * @returns true if the object is in frustum otherwise false
  72628. */
  72629. isInFrustum(frustumPlanes: Plane[]): boolean;
  72630. /**
  72631. * Checks if a cullable object (mesh...) is in the camera frustum
  72632. * Unlike isInFrustum this cheks the full bounding box
  72633. * @param frustumPlanes Camera near/planes
  72634. * @returns true if the object is in frustum otherwise false
  72635. */
  72636. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  72637. }
  72638. /**
  72639. * Info for a bounding data of a mesh
  72640. */
  72641. export class BoundingInfo implements ICullable {
  72642. /**
  72643. * Bounding box for the mesh
  72644. */
  72645. readonly boundingBox: BoundingBox;
  72646. /**
  72647. * Bounding sphere for the mesh
  72648. */
  72649. readonly boundingSphere: BoundingSphere;
  72650. private _isLocked;
  72651. private static readonly TmpVector3;
  72652. /**
  72653. * Constructs bounding info
  72654. * @param minimum min vector of the bounding box/sphere
  72655. * @param maximum max vector of the bounding box/sphere
  72656. * @param worldMatrix defines the new world matrix
  72657. */
  72658. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72659. /**
  72660. * Recreates the entire bounding info from scratch as if we call the constructor in place
  72661. * @param min defines the new minimum vector (in local space)
  72662. * @param max defines the new maximum vector (in local space)
  72663. * @param worldMatrix defines the new world matrix
  72664. */
  72665. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72666. /**
  72667. * min vector of the bounding box/sphere
  72668. */
  72669. readonly minimum: Vector3;
  72670. /**
  72671. * max vector of the bounding box/sphere
  72672. */
  72673. readonly maximum: Vector3;
  72674. /**
  72675. * If the info is locked and won't be updated to avoid perf overhead
  72676. */
  72677. isLocked: boolean;
  72678. /**
  72679. * Updates the bounding sphere and box
  72680. * @param world world matrix to be used to update
  72681. */
  72682. update(world: DeepImmutable<Matrix>): void;
  72683. /**
  72684. * Recreate the bounding info to be centered around a specific point given a specific extend.
  72685. * @param center New center of the bounding info
  72686. * @param extend New extend of the bounding info
  72687. * @returns the current bounding info
  72688. */
  72689. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  72690. /**
  72691. * Scale the current bounding info by applying a scale factor
  72692. * @param factor defines the scale factor to apply
  72693. * @returns the current bounding info
  72694. */
  72695. scale(factor: number): BoundingInfo;
  72696. /**
  72697. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  72698. * @param frustumPlanes defines the frustum to test
  72699. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  72700. * @returns true if the bounding info is in the frustum planes
  72701. */
  72702. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  72703. /**
  72704. * Gets the world distance between the min and max points of the bounding box
  72705. */
  72706. readonly diagonalLength: number;
  72707. /**
  72708. * Checks if a cullable object (mesh...) is in the camera frustum
  72709. * Unlike isInFrustum this cheks the full bounding box
  72710. * @param frustumPlanes Camera near/planes
  72711. * @returns true if the object is in frustum otherwise false
  72712. */
  72713. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72714. /** @hidden */
  72715. _checkCollision(collider: Collider): boolean;
  72716. /**
  72717. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  72718. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  72719. * @param point the point to check intersection with
  72720. * @returns if the point intersects
  72721. */
  72722. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72723. /**
  72724. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  72725. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  72726. * @param boundingInfo the bounding info to check intersection with
  72727. * @param precise if the intersection should be done using OBB
  72728. * @returns if the bounding info intersects
  72729. */
  72730. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  72731. }
  72732. }
  72733. declare module BABYLON {
  72734. /**
  72735. * Extracts minimum and maximum values from a list of indexed positions
  72736. * @param positions defines the positions to use
  72737. * @param indices defines the indices to the positions
  72738. * @param indexStart defines the start index
  72739. * @param indexCount defines the end index
  72740. * @param bias defines bias value to add to the result
  72741. * @return minimum and maximum values
  72742. */
  72743. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  72744. minimum: Vector3;
  72745. maximum: Vector3;
  72746. };
  72747. /**
  72748. * Extracts minimum and maximum values from a list of positions
  72749. * @param positions defines the positions to use
  72750. * @param start defines the start index in the positions array
  72751. * @param count defines the number of positions to handle
  72752. * @param bias defines bias value to add to the result
  72753. * @param stride defines the stride size to use (distance between two positions in the positions array)
  72754. * @return minimum and maximum values
  72755. */
  72756. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  72757. minimum: Vector3;
  72758. maximum: Vector3;
  72759. };
  72760. }
  72761. declare module BABYLON {
  72762. /**
  72763. * Enum that determines the text-wrapping mode to use.
  72764. */
  72765. export enum InspectableType {
  72766. /**
  72767. * Checkbox for booleans
  72768. */
  72769. Checkbox = 0,
  72770. /**
  72771. * Sliders for numbers
  72772. */
  72773. Slider = 1,
  72774. /**
  72775. * Vector3
  72776. */
  72777. Vector3 = 2,
  72778. /**
  72779. * Quaternions
  72780. */
  72781. Quaternion = 3,
  72782. /**
  72783. * Color3
  72784. */
  72785. Color3 = 4,
  72786. /**
  72787. * String
  72788. */
  72789. String = 5
  72790. }
  72791. /**
  72792. * Interface used to define custom inspectable properties.
  72793. * This interface is used by the inspector to display custom property grids
  72794. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  72795. */
  72796. export interface IInspectable {
  72797. /**
  72798. * Gets the label to display
  72799. */
  72800. label: string;
  72801. /**
  72802. * Gets the name of the property to edit
  72803. */
  72804. propertyName: string;
  72805. /**
  72806. * Gets the type of the editor to use
  72807. */
  72808. type: InspectableType;
  72809. /**
  72810. * Gets the minimum value of the property when using in "slider" mode
  72811. */
  72812. min?: number;
  72813. /**
  72814. * Gets the maximum value of the property when using in "slider" mode
  72815. */
  72816. max?: number;
  72817. /**
  72818. * Gets the setp to use when using in "slider" mode
  72819. */
  72820. step?: number;
  72821. }
  72822. }
  72823. declare module BABYLON {
  72824. /**
  72825. * Class used to provide helper for timing
  72826. */
  72827. export class TimingTools {
  72828. /**
  72829. * Polyfill for setImmediate
  72830. * @param action defines the action to execute after the current execution block
  72831. */
  72832. static SetImmediate(action: () => void): void;
  72833. }
  72834. }
  72835. declare module BABYLON {
  72836. /**
  72837. * Class used to enable instatition of objects by class name
  72838. */
  72839. export class InstantiationTools {
  72840. /**
  72841. * Use this object to register external classes like custom textures or material
  72842. * to allow the laoders to instantiate them
  72843. */
  72844. static RegisteredExternalClasses: {
  72845. [key: string]: Object;
  72846. };
  72847. /**
  72848. * Tries to instantiate a new object from a given class name
  72849. * @param className defines the class name to instantiate
  72850. * @returns the new object or null if the system was not able to do the instantiation
  72851. */
  72852. static Instantiate(className: string): any;
  72853. }
  72854. }
  72855. declare module BABYLON {
  72856. /**
  72857. * This represents the required contract to create a new type of texture loader.
  72858. */
  72859. export interface IInternalTextureLoader {
  72860. /**
  72861. * Defines wether the loader supports cascade loading the different faces.
  72862. */
  72863. supportCascades: boolean;
  72864. /**
  72865. * This returns if the loader support the current file information.
  72866. * @param extension defines the file extension of the file being loaded
  72867. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72868. * @param fallback defines the fallback internal texture if any
  72869. * @param isBase64 defines whether the texture is encoded as a base64
  72870. * @param isBuffer defines whether the texture data are stored as a buffer
  72871. * @returns true if the loader can load the specified file
  72872. */
  72873. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  72874. /**
  72875. * Transform the url before loading if required.
  72876. * @param rootUrl the url of the texture
  72877. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72878. * @returns the transformed texture
  72879. */
  72880. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  72881. /**
  72882. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  72883. * @param rootUrl the url of the texture
  72884. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72885. * @returns the fallback texture
  72886. */
  72887. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  72888. /**
  72889. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  72890. * @param data contains the texture data
  72891. * @param texture defines the BabylonJS internal texture
  72892. * @param createPolynomials will be true if polynomials have been requested
  72893. * @param onLoad defines the callback to trigger once the texture is ready
  72894. * @param onError defines the callback to trigger in case of error
  72895. */
  72896. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  72897. /**
  72898. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  72899. * @param data contains the texture data
  72900. * @param texture defines the BabylonJS internal texture
  72901. * @param callback defines the method to call once ready to upload
  72902. */
  72903. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  72904. }
  72905. }
  72906. declare module BABYLON {
  72907. interface Engine {
  72908. /**
  72909. * Creates a depth stencil cube texture.
  72910. * This is only available in WebGL 2.
  72911. * @param size The size of face edge in the cube texture.
  72912. * @param options The options defining the cube texture.
  72913. * @returns The cube texture
  72914. */
  72915. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  72916. /**
  72917. * Creates a cube texture
  72918. * @param rootUrl defines the url where the files to load is located
  72919. * @param scene defines the current scene
  72920. * @param files defines the list of files to load (1 per face)
  72921. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72922. * @param onLoad defines an optional callback raised when the texture is loaded
  72923. * @param onError defines an optional callback raised if there is an issue to load the texture
  72924. * @param format defines the format of the data
  72925. * @param forcedExtension defines the extension to use to pick the right loader
  72926. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  72927. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72928. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72929. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  72930. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  72931. * @returns the cube texture as an InternalTexture
  72932. */
  72933. 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;
  72934. /**
  72935. * Creates a cube texture
  72936. * @param rootUrl defines the url where the files to load is located
  72937. * @param scene defines the current scene
  72938. * @param files defines the list of files to load (1 per face)
  72939. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72940. * @param onLoad defines an optional callback raised when the texture is loaded
  72941. * @param onError defines an optional callback raised if there is an issue to load the texture
  72942. * @param format defines the format of the data
  72943. * @param forcedExtension defines the extension to use to pick the right loader
  72944. * @returns the cube texture as an InternalTexture
  72945. */
  72946. 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;
  72947. /**
  72948. * Creates a cube texture
  72949. * @param rootUrl defines the url where the files to load is located
  72950. * @param scene defines the current scene
  72951. * @param files defines the list of files to load (1 per face)
  72952. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72953. * @param onLoad defines an optional callback raised when the texture is loaded
  72954. * @param onError defines an optional callback raised if there is an issue to load the texture
  72955. * @param format defines the format of the data
  72956. * @param forcedExtension defines the extension to use to pick the right loader
  72957. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  72958. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72959. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72960. * @returns the cube texture as an InternalTexture
  72961. */
  72962. 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;
  72963. /** @hidden */
  72964. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  72965. /** @hidden */
  72966. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  72967. /** @hidden */
  72968. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  72969. /** @hidden */
  72970. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  72971. }
  72972. }
  72973. declare module BABYLON {
  72974. /**
  72975. * Class for creating a cube texture
  72976. */
  72977. export class CubeTexture extends BaseTexture {
  72978. private _delayedOnLoad;
  72979. /**
  72980. * The url of the texture
  72981. */
  72982. url: string;
  72983. /**
  72984. * Gets or sets the center of the bounding box associated with the cube texture.
  72985. * It must define where the camera used to render the texture was set
  72986. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72987. */
  72988. boundingBoxPosition: Vector3;
  72989. private _boundingBoxSize;
  72990. /**
  72991. * Gets or sets the size of the bounding box associated with the cube texture
  72992. * When defined, the cubemap will switch to local mode
  72993. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  72994. * @example https://www.babylonjs-playground.com/#RNASML
  72995. */
  72996. /**
  72997. * Returns the bounding box size
  72998. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72999. */
  73000. boundingBoxSize: Vector3;
  73001. protected _rotationY: number;
  73002. /**
  73003. * Sets texture matrix rotation angle around Y axis in radians.
  73004. */
  73005. /**
  73006. * Gets texture matrix rotation angle around Y axis radians.
  73007. */
  73008. rotationY: number;
  73009. /**
  73010. * Are mip maps generated for this texture or not.
  73011. */
  73012. readonly noMipmap: boolean;
  73013. private _noMipmap;
  73014. private _files;
  73015. private _extensions;
  73016. private _textureMatrix;
  73017. private _format;
  73018. private _createPolynomials;
  73019. /** @hidden */
  73020. _prefiltered: boolean;
  73021. /**
  73022. * Creates a cube texture from an array of image urls
  73023. * @param files defines an array of image urls
  73024. * @param scene defines the hosting scene
  73025. * @param noMipmap specifies if mip maps are not used
  73026. * @returns a cube texture
  73027. */
  73028. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  73029. /**
  73030. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73031. * @param url defines the url of the prefiltered texture
  73032. * @param scene defines the scene the texture is attached to
  73033. * @param forcedExtension defines the extension of the file if different from the url
  73034. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73035. * @return the prefiltered texture
  73036. */
  73037. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  73038. /**
  73039. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73040. * as prefiltered data.
  73041. * @param rootUrl defines the url of the texture or the root name of the six images
  73042. * @param scene defines the scene the texture is attached to
  73043. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73044. * @param noMipmap defines if mipmaps should be created or not
  73045. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  73046. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73047. * @param onError defines a callback triggered in case of error during load
  73048. * @param format defines the internal format to use for the texture once loaded
  73049. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73050. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73051. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73052. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73053. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73054. * @return the cube texture
  73055. */
  73056. 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);
  73057. /**
  73058. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  73059. */
  73060. readonly isPrefiltered: boolean;
  73061. /**
  73062. * Get the current class name of the texture useful for serialization or dynamic coding.
  73063. * @returns "CubeTexture"
  73064. */
  73065. getClassName(): string;
  73066. /**
  73067. * Update the url (and optional buffer) of this texture if url was null during construction.
  73068. * @param url the url of the texture
  73069. * @param forcedExtension defines the extension to use
  73070. * @param onLoad callback called when the texture is loaded (defaults to null)
  73071. */
  73072. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  73073. /**
  73074. * Delays loading of the cube texture
  73075. * @param forcedExtension defines the extension to use
  73076. */
  73077. delayLoad(forcedExtension?: string): void;
  73078. /**
  73079. * Returns the reflection texture matrix
  73080. * @returns the reflection texture matrix
  73081. */
  73082. getReflectionTextureMatrix(): Matrix;
  73083. /**
  73084. * Sets the reflection texture matrix
  73085. * @param value Reflection texture matrix
  73086. */
  73087. setReflectionTextureMatrix(value: Matrix): void;
  73088. /**
  73089. * Parses text to create a cube texture
  73090. * @param parsedTexture define the serialized text to read from
  73091. * @param scene defines the hosting scene
  73092. * @param rootUrl defines the root url of the cube texture
  73093. * @returns a cube texture
  73094. */
  73095. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  73096. /**
  73097. * Makes a clone, or deep copy, of the cube texture
  73098. * @returns a new cube texture
  73099. */
  73100. clone(): CubeTexture;
  73101. }
  73102. }
  73103. declare module BABYLON {
  73104. /**
  73105. * Manages the defines for the Material
  73106. */
  73107. export class MaterialDefines {
  73108. /** @hidden */
  73109. protected _keys: string[];
  73110. private _isDirty;
  73111. /** @hidden */
  73112. _renderId: number;
  73113. /** @hidden */
  73114. _areLightsDirty: boolean;
  73115. /** @hidden */
  73116. _areLightsDisposed: boolean;
  73117. /** @hidden */
  73118. _areAttributesDirty: boolean;
  73119. /** @hidden */
  73120. _areTexturesDirty: boolean;
  73121. /** @hidden */
  73122. _areFresnelDirty: boolean;
  73123. /** @hidden */
  73124. _areMiscDirty: boolean;
  73125. /** @hidden */
  73126. _areImageProcessingDirty: boolean;
  73127. /** @hidden */
  73128. _normals: boolean;
  73129. /** @hidden */
  73130. _uvs: boolean;
  73131. /** @hidden */
  73132. _needNormals: boolean;
  73133. /** @hidden */
  73134. _needUVs: boolean;
  73135. [id: string]: any;
  73136. /**
  73137. * Specifies if the material needs to be re-calculated
  73138. */
  73139. readonly isDirty: boolean;
  73140. /**
  73141. * Marks the material to indicate that it has been re-calculated
  73142. */
  73143. markAsProcessed(): void;
  73144. /**
  73145. * Marks the material to indicate that it needs to be re-calculated
  73146. */
  73147. markAsUnprocessed(): void;
  73148. /**
  73149. * Marks the material to indicate all of its defines need to be re-calculated
  73150. */
  73151. markAllAsDirty(): void;
  73152. /**
  73153. * Marks the material to indicate that image processing needs to be re-calculated
  73154. */
  73155. markAsImageProcessingDirty(): void;
  73156. /**
  73157. * Marks the material to indicate the lights need to be re-calculated
  73158. * @param disposed Defines whether the light is dirty due to dispose or not
  73159. */
  73160. markAsLightDirty(disposed?: boolean): void;
  73161. /**
  73162. * Marks the attribute state as changed
  73163. */
  73164. markAsAttributesDirty(): void;
  73165. /**
  73166. * Marks the texture state as changed
  73167. */
  73168. markAsTexturesDirty(): void;
  73169. /**
  73170. * Marks the fresnel state as changed
  73171. */
  73172. markAsFresnelDirty(): void;
  73173. /**
  73174. * Marks the misc state as changed
  73175. */
  73176. markAsMiscDirty(): void;
  73177. /**
  73178. * Rebuilds the material defines
  73179. */
  73180. rebuild(): void;
  73181. /**
  73182. * Specifies if two material defines are equal
  73183. * @param other - A material define instance to compare to
  73184. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  73185. */
  73186. isEqual(other: MaterialDefines): boolean;
  73187. /**
  73188. * Clones this instance's defines to another instance
  73189. * @param other - material defines to clone values to
  73190. */
  73191. cloneTo(other: MaterialDefines): void;
  73192. /**
  73193. * Resets the material define values
  73194. */
  73195. reset(): void;
  73196. /**
  73197. * Converts the material define values to a string
  73198. * @returns - String of material define information
  73199. */
  73200. toString(): string;
  73201. }
  73202. }
  73203. declare module BABYLON {
  73204. /**
  73205. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  73206. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  73207. * 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;
  73208. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  73209. */
  73210. export class ColorCurves {
  73211. private _dirty;
  73212. private _tempColor;
  73213. private _globalCurve;
  73214. private _highlightsCurve;
  73215. private _midtonesCurve;
  73216. private _shadowsCurve;
  73217. private _positiveCurve;
  73218. private _negativeCurve;
  73219. private _globalHue;
  73220. private _globalDensity;
  73221. private _globalSaturation;
  73222. private _globalExposure;
  73223. /**
  73224. * Gets the global Hue value.
  73225. * 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).
  73226. */
  73227. /**
  73228. * Sets the global Hue value.
  73229. * 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).
  73230. */
  73231. globalHue: number;
  73232. /**
  73233. * Gets the global Density value.
  73234. * 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.
  73235. * Values less than zero provide a filter of opposite hue.
  73236. */
  73237. /**
  73238. * Sets the global Density value.
  73239. * 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.
  73240. * Values less than zero provide a filter of opposite hue.
  73241. */
  73242. globalDensity: number;
  73243. /**
  73244. * Gets the global Saturation value.
  73245. * 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.
  73246. */
  73247. /**
  73248. * Sets the global Saturation value.
  73249. * 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.
  73250. */
  73251. globalSaturation: number;
  73252. /**
  73253. * Gets the global Exposure value.
  73254. * 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.
  73255. */
  73256. /**
  73257. * Sets the global Exposure value.
  73258. * 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.
  73259. */
  73260. globalExposure: number;
  73261. private _highlightsHue;
  73262. private _highlightsDensity;
  73263. private _highlightsSaturation;
  73264. private _highlightsExposure;
  73265. /**
  73266. * Gets the highlights Hue value.
  73267. * 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).
  73268. */
  73269. /**
  73270. * Sets the highlights Hue value.
  73271. * 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).
  73272. */
  73273. highlightsHue: number;
  73274. /**
  73275. * Gets the highlights Density value.
  73276. * 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.
  73277. * Values less than zero provide a filter of opposite hue.
  73278. */
  73279. /**
  73280. * Sets the highlights Density value.
  73281. * 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.
  73282. * Values less than zero provide a filter of opposite hue.
  73283. */
  73284. highlightsDensity: number;
  73285. /**
  73286. * Gets the highlights Saturation value.
  73287. * 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.
  73288. */
  73289. /**
  73290. * Sets the highlights Saturation value.
  73291. * 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.
  73292. */
  73293. highlightsSaturation: number;
  73294. /**
  73295. * Gets the highlights Exposure value.
  73296. * 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.
  73297. */
  73298. /**
  73299. * Sets the highlights Exposure value.
  73300. * 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.
  73301. */
  73302. highlightsExposure: number;
  73303. private _midtonesHue;
  73304. private _midtonesDensity;
  73305. private _midtonesSaturation;
  73306. private _midtonesExposure;
  73307. /**
  73308. * Gets the midtones Hue value.
  73309. * 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).
  73310. */
  73311. /**
  73312. * Sets the midtones Hue value.
  73313. * 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).
  73314. */
  73315. midtonesHue: number;
  73316. /**
  73317. * Gets the midtones Density value.
  73318. * 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.
  73319. * Values less than zero provide a filter of opposite hue.
  73320. */
  73321. /**
  73322. * Sets the midtones Density value.
  73323. * 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.
  73324. * Values less than zero provide a filter of opposite hue.
  73325. */
  73326. midtonesDensity: number;
  73327. /**
  73328. * Gets the midtones Saturation value.
  73329. * 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.
  73330. */
  73331. /**
  73332. * Sets the midtones Saturation value.
  73333. * 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.
  73334. */
  73335. midtonesSaturation: number;
  73336. /**
  73337. * Gets the midtones Exposure value.
  73338. * 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.
  73339. */
  73340. /**
  73341. * Sets the midtones Exposure value.
  73342. * 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.
  73343. */
  73344. midtonesExposure: number;
  73345. private _shadowsHue;
  73346. private _shadowsDensity;
  73347. private _shadowsSaturation;
  73348. private _shadowsExposure;
  73349. /**
  73350. * Gets the shadows Hue value.
  73351. * 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).
  73352. */
  73353. /**
  73354. * Sets the shadows Hue value.
  73355. * 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).
  73356. */
  73357. shadowsHue: number;
  73358. /**
  73359. * Gets the shadows Density value.
  73360. * 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.
  73361. * Values less than zero provide a filter of opposite hue.
  73362. */
  73363. /**
  73364. * Sets the shadows Density value.
  73365. * 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.
  73366. * Values less than zero provide a filter of opposite hue.
  73367. */
  73368. shadowsDensity: number;
  73369. /**
  73370. * Gets the shadows Saturation value.
  73371. * 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.
  73372. */
  73373. /**
  73374. * Sets the shadows Saturation value.
  73375. * 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.
  73376. */
  73377. shadowsSaturation: number;
  73378. /**
  73379. * Gets the shadows Exposure value.
  73380. * 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.
  73381. */
  73382. /**
  73383. * Sets the shadows Exposure value.
  73384. * 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.
  73385. */
  73386. shadowsExposure: number;
  73387. /**
  73388. * Returns the class name
  73389. * @returns The class name
  73390. */
  73391. getClassName(): string;
  73392. /**
  73393. * Binds the color curves to the shader.
  73394. * @param colorCurves The color curve to bind
  73395. * @param effect The effect to bind to
  73396. * @param positiveUniform The positive uniform shader parameter
  73397. * @param neutralUniform The neutral uniform shader parameter
  73398. * @param negativeUniform The negative uniform shader parameter
  73399. */
  73400. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  73401. /**
  73402. * Prepare the list of uniforms associated with the ColorCurves effects.
  73403. * @param uniformsList The list of uniforms used in the effect
  73404. */
  73405. static PrepareUniforms(uniformsList: string[]): void;
  73406. /**
  73407. * Returns color grading data based on a hue, density, saturation and exposure value.
  73408. * @param filterHue The hue of the color filter.
  73409. * @param filterDensity The density of the color filter.
  73410. * @param saturation The saturation.
  73411. * @param exposure The exposure.
  73412. * @param result The result data container.
  73413. */
  73414. private getColorGradingDataToRef;
  73415. /**
  73416. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  73417. * @param value The input slider value in range [-100,100].
  73418. * @returns Adjusted value.
  73419. */
  73420. private static applyColorGradingSliderNonlinear;
  73421. /**
  73422. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  73423. * @param hue The hue (H) input.
  73424. * @param saturation The saturation (S) input.
  73425. * @param brightness The brightness (B) input.
  73426. * @result An RGBA color represented as Vector4.
  73427. */
  73428. private static fromHSBToRef;
  73429. /**
  73430. * Returns a value clamped between min and max
  73431. * @param value The value to clamp
  73432. * @param min The minimum of value
  73433. * @param max The maximum of value
  73434. * @returns The clamped value.
  73435. */
  73436. private static clamp;
  73437. /**
  73438. * Clones the current color curve instance.
  73439. * @return The cloned curves
  73440. */
  73441. clone(): ColorCurves;
  73442. /**
  73443. * Serializes the current color curve instance to a json representation.
  73444. * @return a JSON representation
  73445. */
  73446. serialize(): any;
  73447. /**
  73448. * Parses the color curve from a json representation.
  73449. * @param source the JSON source to parse
  73450. * @return The parsed curves
  73451. */
  73452. static Parse(source: any): ColorCurves;
  73453. }
  73454. }
  73455. declare module BABYLON {
  73456. /**
  73457. * Interface to follow in your material defines to integrate easily the
  73458. * Image proccessing functions.
  73459. * @hidden
  73460. */
  73461. export interface IImageProcessingConfigurationDefines {
  73462. IMAGEPROCESSING: boolean;
  73463. VIGNETTE: boolean;
  73464. VIGNETTEBLENDMODEMULTIPLY: boolean;
  73465. VIGNETTEBLENDMODEOPAQUE: boolean;
  73466. TONEMAPPING: boolean;
  73467. TONEMAPPING_ACES: boolean;
  73468. CONTRAST: boolean;
  73469. EXPOSURE: boolean;
  73470. COLORCURVES: boolean;
  73471. COLORGRADING: boolean;
  73472. COLORGRADING3D: boolean;
  73473. SAMPLER3DGREENDEPTH: boolean;
  73474. SAMPLER3DBGRMAP: boolean;
  73475. IMAGEPROCESSINGPOSTPROCESS: boolean;
  73476. }
  73477. /**
  73478. * @hidden
  73479. */
  73480. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  73481. IMAGEPROCESSING: boolean;
  73482. VIGNETTE: boolean;
  73483. VIGNETTEBLENDMODEMULTIPLY: boolean;
  73484. VIGNETTEBLENDMODEOPAQUE: boolean;
  73485. TONEMAPPING: boolean;
  73486. TONEMAPPING_ACES: boolean;
  73487. CONTRAST: boolean;
  73488. COLORCURVES: boolean;
  73489. COLORGRADING: boolean;
  73490. COLORGRADING3D: boolean;
  73491. SAMPLER3DGREENDEPTH: boolean;
  73492. SAMPLER3DBGRMAP: boolean;
  73493. IMAGEPROCESSINGPOSTPROCESS: boolean;
  73494. EXPOSURE: boolean;
  73495. constructor();
  73496. }
  73497. /**
  73498. * This groups together the common properties used for image processing either in direct forward pass
  73499. * or through post processing effect depending on the use of the image processing pipeline in your scene
  73500. * or not.
  73501. */
  73502. export class ImageProcessingConfiguration {
  73503. /**
  73504. * Default tone mapping applied in BabylonJS.
  73505. */
  73506. static readonly TONEMAPPING_STANDARD: number;
  73507. /**
  73508. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  73509. * to other engines rendering to increase portability.
  73510. */
  73511. static readonly TONEMAPPING_ACES: number;
  73512. /**
  73513. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  73514. */
  73515. colorCurves: Nullable<ColorCurves>;
  73516. private _colorCurvesEnabled;
  73517. /**
  73518. * Gets wether the color curves effect is enabled.
  73519. */
  73520. /**
  73521. * Sets wether the color curves effect is enabled.
  73522. */
  73523. colorCurvesEnabled: boolean;
  73524. private _colorGradingTexture;
  73525. /**
  73526. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  73527. */
  73528. /**
  73529. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  73530. */
  73531. colorGradingTexture: Nullable<BaseTexture>;
  73532. private _colorGradingEnabled;
  73533. /**
  73534. * Gets wether the color grading effect is enabled.
  73535. */
  73536. /**
  73537. * Sets wether the color grading effect is enabled.
  73538. */
  73539. colorGradingEnabled: boolean;
  73540. private _colorGradingWithGreenDepth;
  73541. /**
  73542. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  73543. */
  73544. /**
  73545. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  73546. */
  73547. colorGradingWithGreenDepth: boolean;
  73548. private _colorGradingBGR;
  73549. /**
  73550. * Gets wether the color grading texture contains BGR values.
  73551. */
  73552. /**
  73553. * Sets wether the color grading texture contains BGR values.
  73554. */
  73555. colorGradingBGR: boolean;
  73556. /** @hidden */
  73557. _exposure: number;
  73558. /**
  73559. * Gets the Exposure used in the effect.
  73560. */
  73561. /**
  73562. * Sets the Exposure used in the effect.
  73563. */
  73564. exposure: number;
  73565. private _toneMappingEnabled;
  73566. /**
  73567. * Gets wether the tone mapping effect is enabled.
  73568. */
  73569. /**
  73570. * Sets wether the tone mapping effect is enabled.
  73571. */
  73572. toneMappingEnabled: boolean;
  73573. private _toneMappingType;
  73574. /**
  73575. * Gets the type of tone mapping effect.
  73576. */
  73577. /**
  73578. * Sets the type of tone mapping effect used in BabylonJS.
  73579. */
  73580. toneMappingType: number;
  73581. protected _contrast: number;
  73582. /**
  73583. * Gets the contrast used in the effect.
  73584. */
  73585. /**
  73586. * Sets the contrast used in the effect.
  73587. */
  73588. contrast: number;
  73589. /**
  73590. * Vignette stretch size.
  73591. */
  73592. vignetteStretch: number;
  73593. /**
  73594. * Vignette centre X Offset.
  73595. */
  73596. vignetteCentreX: number;
  73597. /**
  73598. * Vignette centre Y Offset.
  73599. */
  73600. vignetteCentreY: number;
  73601. /**
  73602. * Vignette weight or intensity of the vignette effect.
  73603. */
  73604. vignetteWeight: number;
  73605. /**
  73606. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  73607. * if vignetteEnabled is set to true.
  73608. */
  73609. vignetteColor: Color4;
  73610. /**
  73611. * Camera field of view used by the Vignette effect.
  73612. */
  73613. vignetteCameraFov: number;
  73614. private _vignetteBlendMode;
  73615. /**
  73616. * Gets the vignette blend mode allowing different kind of effect.
  73617. */
  73618. /**
  73619. * Sets the vignette blend mode allowing different kind of effect.
  73620. */
  73621. vignetteBlendMode: number;
  73622. private _vignetteEnabled;
  73623. /**
  73624. * Gets wether the vignette effect is enabled.
  73625. */
  73626. /**
  73627. * Sets wether the vignette effect is enabled.
  73628. */
  73629. vignetteEnabled: boolean;
  73630. private _applyByPostProcess;
  73631. /**
  73632. * Gets wether the image processing is applied through a post process or not.
  73633. */
  73634. /**
  73635. * Sets wether the image processing is applied through a post process or not.
  73636. */
  73637. applyByPostProcess: boolean;
  73638. private _isEnabled;
  73639. /**
  73640. * Gets wether the image processing is enabled or not.
  73641. */
  73642. /**
  73643. * Sets wether the image processing is enabled or not.
  73644. */
  73645. isEnabled: boolean;
  73646. /**
  73647. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  73648. */
  73649. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  73650. /**
  73651. * Method called each time the image processing information changes requires to recompile the effect.
  73652. */
  73653. protected _updateParameters(): void;
  73654. /**
  73655. * Gets the current class name.
  73656. * @return "ImageProcessingConfiguration"
  73657. */
  73658. getClassName(): string;
  73659. /**
  73660. * Prepare the list of uniforms associated with the Image Processing effects.
  73661. * @param uniforms The list of uniforms used in the effect
  73662. * @param defines the list of defines currently in use
  73663. */
  73664. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  73665. /**
  73666. * Prepare the list of samplers associated with the Image Processing effects.
  73667. * @param samplersList The list of uniforms used in the effect
  73668. * @param defines the list of defines currently in use
  73669. */
  73670. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  73671. /**
  73672. * Prepare the list of defines associated to the shader.
  73673. * @param defines the list of defines to complete
  73674. * @param forPostProcess Define if we are currently in post process mode or not
  73675. */
  73676. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  73677. /**
  73678. * Returns true if all the image processing information are ready.
  73679. * @returns True if ready, otherwise, false
  73680. */
  73681. isReady(): boolean;
  73682. /**
  73683. * Binds the image processing to the shader.
  73684. * @param effect The effect to bind to
  73685. * @param aspectRatio Define the current aspect ratio of the effect
  73686. */
  73687. bind(effect: Effect, aspectRatio?: number): void;
  73688. /**
  73689. * Clones the current image processing instance.
  73690. * @return The cloned image processing
  73691. */
  73692. clone(): ImageProcessingConfiguration;
  73693. /**
  73694. * Serializes the current image processing instance to a json representation.
  73695. * @return a JSON representation
  73696. */
  73697. serialize(): any;
  73698. /**
  73699. * Parses the image processing from a json representation.
  73700. * @param source the JSON source to parse
  73701. * @return The parsed image processing
  73702. */
  73703. static Parse(source: any): ImageProcessingConfiguration;
  73704. private static _VIGNETTEMODE_MULTIPLY;
  73705. private static _VIGNETTEMODE_OPAQUE;
  73706. /**
  73707. * Used to apply the vignette as a mix with the pixel color.
  73708. */
  73709. static readonly VIGNETTEMODE_MULTIPLY: number;
  73710. /**
  73711. * Used to apply the vignette as a replacement of the pixel color.
  73712. */
  73713. static readonly VIGNETTEMODE_OPAQUE: number;
  73714. }
  73715. }
  73716. declare module BABYLON {
  73717. /** @hidden */
  73718. export var postprocessVertexShader: {
  73719. name: string;
  73720. shader: string;
  73721. };
  73722. }
  73723. declare module BABYLON {
  73724. /** Defines supported spaces */
  73725. export enum Space {
  73726. /** Local (object) space */
  73727. LOCAL = 0,
  73728. /** World space */
  73729. WORLD = 1,
  73730. /** Bone space */
  73731. BONE = 2
  73732. }
  73733. /** Defines the 3 main axes */
  73734. export class Axis {
  73735. /** X axis */
  73736. static X: Vector3;
  73737. /** Y axis */
  73738. static Y: Vector3;
  73739. /** Z axis */
  73740. static Z: Vector3;
  73741. }
  73742. }
  73743. declare module BABYLON {
  73744. /**
  73745. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  73746. * This is the base of the follow, arc rotate cameras and Free camera
  73747. * @see http://doc.babylonjs.com/features/cameras
  73748. */
  73749. export class TargetCamera extends Camera {
  73750. private static _RigCamTransformMatrix;
  73751. private static _TargetTransformMatrix;
  73752. private static _TargetFocalPoint;
  73753. /**
  73754. * Define the current direction the camera is moving to
  73755. */
  73756. cameraDirection: Vector3;
  73757. /**
  73758. * Define the current rotation the camera is rotating to
  73759. */
  73760. cameraRotation: Vector2;
  73761. /**
  73762. * When set, the up vector of the camera will be updated by the rotation of the camera
  73763. */
  73764. updateUpVectorFromRotation: boolean;
  73765. private _tmpQuaternion;
  73766. /**
  73767. * Define the current rotation of the camera
  73768. */
  73769. rotation: Vector3;
  73770. /**
  73771. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  73772. */
  73773. rotationQuaternion: Quaternion;
  73774. /**
  73775. * Define the current speed of the camera
  73776. */
  73777. speed: number;
  73778. /**
  73779. * Add cconstraint to the camera to prevent it to move freely in all directions and
  73780. * around all axis.
  73781. */
  73782. noRotationConstraint: boolean;
  73783. /**
  73784. * Define the current target of the camera as an object or a position.
  73785. */
  73786. lockedTarget: any;
  73787. /** @hidden */
  73788. _currentTarget: Vector3;
  73789. /** @hidden */
  73790. _initialFocalDistance: number;
  73791. /** @hidden */
  73792. _viewMatrix: Matrix;
  73793. /** @hidden */
  73794. _camMatrix: Matrix;
  73795. /** @hidden */
  73796. _cameraTransformMatrix: Matrix;
  73797. /** @hidden */
  73798. _cameraRotationMatrix: Matrix;
  73799. /** @hidden */
  73800. _referencePoint: Vector3;
  73801. /** @hidden */
  73802. _transformedReferencePoint: Vector3;
  73803. protected _globalCurrentTarget: Vector3;
  73804. protected _globalCurrentUpVector: Vector3;
  73805. /** @hidden */
  73806. _reset: () => void;
  73807. private _defaultUp;
  73808. /**
  73809. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  73810. * This is the base of the follow, arc rotate cameras and Free camera
  73811. * @see http://doc.babylonjs.com/features/cameras
  73812. * @param name Defines the name of the camera in the scene
  73813. * @param position Defines the start position of the camera in the scene
  73814. * @param scene Defines the scene the camera belongs to
  73815. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  73816. */
  73817. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  73818. /**
  73819. * Gets the position in front of the camera at a given distance.
  73820. * @param distance The distance from the camera we want the position to be
  73821. * @returns the position
  73822. */
  73823. getFrontPosition(distance: number): Vector3;
  73824. /** @hidden */
  73825. _getLockedTargetPosition(): Nullable<Vector3>;
  73826. private _storedPosition;
  73827. private _storedRotation;
  73828. private _storedRotationQuaternion;
  73829. /**
  73830. * Store current camera state of the camera (fov, position, rotation, etc..)
  73831. * @returns the camera
  73832. */
  73833. storeState(): Camera;
  73834. /**
  73835. * Restored camera state. You must call storeState() first
  73836. * @returns whether it was successful or not
  73837. * @hidden
  73838. */
  73839. _restoreStateValues(): boolean;
  73840. /** @hidden */
  73841. _initCache(): void;
  73842. /** @hidden */
  73843. _updateCache(ignoreParentClass?: boolean): void;
  73844. /** @hidden */
  73845. _isSynchronizedViewMatrix(): boolean;
  73846. /** @hidden */
  73847. _computeLocalCameraSpeed(): number;
  73848. /**
  73849. * Defines the target the camera should look at.
  73850. * @param target Defines the new target as a Vector or a mesh
  73851. */
  73852. setTarget(target: Vector3): void;
  73853. /**
  73854. * Return the current target position of the camera. This value is expressed in local space.
  73855. * @returns the target position
  73856. */
  73857. getTarget(): Vector3;
  73858. /** @hidden */
  73859. _decideIfNeedsToMove(): boolean;
  73860. /** @hidden */
  73861. _updatePosition(): void;
  73862. /** @hidden */
  73863. _checkInputs(): void;
  73864. protected _updateCameraRotationMatrix(): void;
  73865. /**
  73866. * 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)
  73867. * @returns the current camera
  73868. */
  73869. private _rotateUpVectorWithCameraRotationMatrix;
  73870. private _cachedRotationZ;
  73871. private _cachedQuaternionRotationZ;
  73872. /** @hidden */
  73873. _getViewMatrix(): Matrix;
  73874. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  73875. /**
  73876. * @hidden
  73877. */
  73878. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  73879. /**
  73880. * @hidden
  73881. */
  73882. _updateRigCameras(): void;
  73883. private _getRigCamPositionAndTarget;
  73884. /**
  73885. * Gets the current object class name.
  73886. * @return the class name
  73887. */
  73888. getClassName(): string;
  73889. }
  73890. }
  73891. declare module BABYLON {
  73892. /**
  73893. * Gather the list of keyboard event types as constants.
  73894. */
  73895. export class KeyboardEventTypes {
  73896. /**
  73897. * The keydown event is fired when a key becomes active (pressed).
  73898. */
  73899. static readonly KEYDOWN: number;
  73900. /**
  73901. * The keyup event is fired when a key has been released.
  73902. */
  73903. static readonly KEYUP: number;
  73904. }
  73905. /**
  73906. * This class is used to store keyboard related info for the onKeyboardObservable event.
  73907. */
  73908. export class KeyboardInfo {
  73909. /**
  73910. * Defines the type of event (KeyboardEventTypes)
  73911. */
  73912. type: number;
  73913. /**
  73914. * Defines the related dom event
  73915. */
  73916. event: KeyboardEvent;
  73917. /**
  73918. * Instantiates a new keyboard info.
  73919. * This class is used to store keyboard related info for the onKeyboardObservable event.
  73920. * @param type Defines the type of event (KeyboardEventTypes)
  73921. * @param event Defines the related dom event
  73922. */
  73923. constructor(
  73924. /**
  73925. * Defines the type of event (KeyboardEventTypes)
  73926. */
  73927. type: number,
  73928. /**
  73929. * Defines the related dom event
  73930. */
  73931. event: KeyboardEvent);
  73932. }
  73933. /**
  73934. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  73935. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  73936. */
  73937. export class KeyboardInfoPre extends KeyboardInfo {
  73938. /**
  73939. * Defines the type of event (KeyboardEventTypes)
  73940. */
  73941. type: number;
  73942. /**
  73943. * Defines the related dom event
  73944. */
  73945. event: KeyboardEvent;
  73946. /**
  73947. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  73948. */
  73949. skipOnPointerObservable: boolean;
  73950. /**
  73951. * Instantiates a new keyboard pre info.
  73952. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  73953. * @param type Defines the type of event (KeyboardEventTypes)
  73954. * @param event Defines the related dom event
  73955. */
  73956. constructor(
  73957. /**
  73958. * Defines the type of event (KeyboardEventTypes)
  73959. */
  73960. type: number,
  73961. /**
  73962. * Defines the related dom event
  73963. */
  73964. event: KeyboardEvent);
  73965. }
  73966. }
  73967. declare module BABYLON {
  73968. /**
  73969. * Manage the keyboard inputs to control the movement of a free camera.
  73970. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  73971. */
  73972. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  73973. /**
  73974. * Defines the camera the input is attached to.
  73975. */
  73976. camera: FreeCamera;
  73977. /**
  73978. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  73979. */
  73980. keysUp: number[];
  73981. /**
  73982. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  73983. */
  73984. keysDown: number[];
  73985. /**
  73986. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  73987. */
  73988. keysLeft: number[];
  73989. /**
  73990. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  73991. */
  73992. keysRight: number[];
  73993. private _keys;
  73994. private _onCanvasBlurObserver;
  73995. private _onKeyboardObserver;
  73996. private _engine;
  73997. private _scene;
  73998. /**
  73999. * Attach the input controls to a specific dom element to get the input from.
  74000. * @param element Defines the element the controls should be listened from
  74001. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74002. */
  74003. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  74004. /**
  74005. * Detach the current controls from the specified dom element.
  74006. * @param element Defines the element to stop listening the inputs from
  74007. */
  74008. detachControl(element: Nullable<HTMLElement>): void;
  74009. /**
  74010. * Update the current camera state depending on the inputs that have been used this frame.
  74011. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74012. */
  74013. checkInputs(): void;
  74014. /**
  74015. * Gets the class name of the current intput.
  74016. * @returns the class name
  74017. */
  74018. getClassName(): string;
  74019. /** @hidden */
  74020. _onLostFocus(): void;
  74021. /**
  74022. * Get the friendly name associated with the input class.
  74023. * @returns the input friendly name
  74024. */
  74025. getSimpleName(): string;
  74026. }
  74027. }
  74028. declare module BABYLON {
  74029. /**
  74030. * Interface describing all the common properties and methods a shadow light needs to implement.
  74031. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  74032. * as well as binding the different shadow properties to the effects.
  74033. */
  74034. export interface IShadowLight extends Light {
  74035. /**
  74036. * The light id in the scene (used in scene.findLighById for instance)
  74037. */
  74038. id: string;
  74039. /**
  74040. * The position the shdow will be casted from.
  74041. */
  74042. position: Vector3;
  74043. /**
  74044. * In 2d mode (needCube being false), the direction used to cast the shadow.
  74045. */
  74046. direction: Vector3;
  74047. /**
  74048. * The transformed position. Position of the light in world space taking parenting in account.
  74049. */
  74050. transformedPosition: Vector3;
  74051. /**
  74052. * The transformed direction. Direction of the light in world space taking parenting in account.
  74053. */
  74054. transformedDirection: Vector3;
  74055. /**
  74056. * The friendly name of the light in the scene.
  74057. */
  74058. name: string;
  74059. /**
  74060. * Defines the shadow projection clipping minimum z value.
  74061. */
  74062. shadowMinZ: number;
  74063. /**
  74064. * Defines the shadow projection clipping maximum z value.
  74065. */
  74066. shadowMaxZ: number;
  74067. /**
  74068. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  74069. * @returns true if the information has been computed, false if it does not need to (no parenting)
  74070. */
  74071. computeTransformedInformation(): boolean;
  74072. /**
  74073. * Gets the scene the light belongs to.
  74074. * @returns The scene
  74075. */
  74076. getScene(): Scene;
  74077. /**
  74078. * Callback defining a custom Projection Matrix Builder.
  74079. * This can be used to override the default projection matrix computation.
  74080. */
  74081. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  74082. /**
  74083. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  74084. * @param matrix The materix to updated with the projection information
  74085. * @param viewMatrix The transform matrix of the light
  74086. * @param renderList The list of mesh to render in the map
  74087. * @returns The current light
  74088. */
  74089. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  74090. /**
  74091. * Gets the current depth scale used in ESM.
  74092. * @returns The scale
  74093. */
  74094. getDepthScale(): number;
  74095. /**
  74096. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  74097. * @returns true if a cube texture needs to be use
  74098. */
  74099. needCube(): boolean;
  74100. /**
  74101. * Detects if the projection matrix requires to be recomputed this frame.
  74102. * @returns true if it requires to be recomputed otherwise, false.
  74103. */
  74104. needProjectionMatrixCompute(): boolean;
  74105. /**
  74106. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  74107. */
  74108. forceProjectionMatrixCompute(): void;
  74109. /**
  74110. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  74111. * @param faceIndex The index of the face we are computed the direction to generate shadow
  74112. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  74113. */
  74114. getShadowDirection(faceIndex?: number): Vector3;
  74115. /**
  74116. * Gets the minZ used for shadow according to both the scene and the light.
  74117. * @param activeCamera The camera we are returning the min for
  74118. * @returns the depth min z
  74119. */
  74120. getDepthMinZ(activeCamera: Camera): number;
  74121. /**
  74122. * Gets the maxZ used for shadow according to both the scene and the light.
  74123. * @param activeCamera The camera we are returning the max for
  74124. * @returns the depth max z
  74125. */
  74126. getDepthMaxZ(activeCamera: Camera): number;
  74127. }
  74128. /**
  74129. * Base implementation IShadowLight
  74130. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  74131. */
  74132. export abstract class ShadowLight extends Light implements IShadowLight {
  74133. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  74134. protected _position: Vector3;
  74135. protected _setPosition(value: Vector3): void;
  74136. /**
  74137. * Sets the position the shadow will be casted from. Also use as the light position for both
  74138. * point and spot lights.
  74139. */
  74140. /**
  74141. * Sets the position the shadow will be casted from. Also use as the light position for both
  74142. * point and spot lights.
  74143. */
  74144. position: Vector3;
  74145. protected _direction: Vector3;
  74146. protected _setDirection(value: Vector3): void;
  74147. /**
  74148. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  74149. * Also use as the light direction on spot and directional lights.
  74150. */
  74151. /**
  74152. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  74153. * Also use as the light direction on spot and directional lights.
  74154. */
  74155. direction: Vector3;
  74156. private _shadowMinZ;
  74157. /**
  74158. * Gets the shadow projection clipping minimum z value.
  74159. */
  74160. /**
  74161. * Sets the shadow projection clipping minimum z value.
  74162. */
  74163. shadowMinZ: number;
  74164. private _shadowMaxZ;
  74165. /**
  74166. * Sets the shadow projection clipping maximum z value.
  74167. */
  74168. /**
  74169. * Gets the shadow projection clipping maximum z value.
  74170. */
  74171. shadowMaxZ: number;
  74172. /**
  74173. * Callback defining a custom Projection Matrix Builder.
  74174. * This can be used to override the default projection matrix computation.
  74175. */
  74176. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  74177. /**
  74178. * The transformed position. Position of the light in world space taking parenting in account.
  74179. */
  74180. transformedPosition: Vector3;
  74181. /**
  74182. * The transformed direction. Direction of the light in world space taking parenting in account.
  74183. */
  74184. transformedDirection: Vector3;
  74185. private _needProjectionMatrixCompute;
  74186. /**
  74187. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  74188. * @returns true if the information has been computed, false if it does not need to (no parenting)
  74189. */
  74190. computeTransformedInformation(): boolean;
  74191. /**
  74192. * Return the depth scale used for the shadow map.
  74193. * @returns the depth scale.
  74194. */
  74195. getDepthScale(): number;
  74196. /**
  74197. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  74198. * @param faceIndex The index of the face we are computed the direction to generate shadow
  74199. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  74200. */
  74201. getShadowDirection(faceIndex?: number): Vector3;
  74202. /**
  74203. * Returns the ShadowLight absolute position in the World.
  74204. * @returns the position vector in world space
  74205. */
  74206. getAbsolutePosition(): Vector3;
  74207. /**
  74208. * Sets the ShadowLight direction toward the passed target.
  74209. * @param target The point to target in local space
  74210. * @returns the updated ShadowLight direction
  74211. */
  74212. setDirectionToTarget(target: Vector3): Vector3;
  74213. /**
  74214. * Returns the light rotation in euler definition.
  74215. * @returns the x y z rotation in local space.
  74216. */
  74217. getRotation(): Vector3;
  74218. /**
  74219. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  74220. * @returns true if a cube texture needs to be use
  74221. */
  74222. needCube(): boolean;
  74223. /**
  74224. * Detects if the projection matrix requires to be recomputed this frame.
  74225. * @returns true if it requires to be recomputed otherwise, false.
  74226. */
  74227. needProjectionMatrixCompute(): boolean;
  74228. /**
  74229. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  74230. */
  74231. forceProjectionMatrixCompute(): void;
  74232. /** @hidden */
  74233. _initCache(): void;
  74234. /** @hidden */
  74235. _isSynchronized(): boolean;
  74236. /**
  74237. * Computes the world matrix of the node
  74238. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  74239. * @returns the world matrix
  74240. */
  74241. computeWorldMatrix(force?: boolean): Matrix;
  74242. /**
  74243. * Gets the minZ used for shadow according to both the scene and the light.
  74244. * @param activeCamera The camera we are returning the min for
  74245. * @returns the depth min z
  74246. */
  74247. getDepthMinZ(activeCamera: Camera): number;
  74248. /**
  74249. * Gets the maxZ used for shadow according to both the scene and the light.
  74250. * @param activeCamera The camera we are returning the max for
  74251. * @returns the depth max z
  74252. */
  74253. getDepthMaxZ(activeCamera: Camera): number;
  74254. /**
  74255. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  74256. * @param matrix The materix to updated with the projection information
  74257. * @param viewMatrix The transform matrix of the light
  74258. * @param renderList The list of mesh to render in the map
  74259. * @returns The current light
  74260. */
  74261. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  74262. }
  74263. }
  74264. declare module BABYLON {
  74265. /**
  74266. * "Static Class" containing the most commonly used helper while dealing with material for
  74267. * rendering purpose.
  74268. *
  74269. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  74270. *
  74271. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  74272. */
  74273. export class MaterialHelper {
  74274. /**
  74275. * Bind the current view position to an effect.
  74276. * @param effect The effect to be bound
  74277. * @param scene The scene the eyes position is used from
  74278. */
  74279. static BindEyePosition(effect: Effect, scene: Scene): void;
  74280. /**
  74281. * Helps preparing the defines values about the UVs in used in the effect.
  74282. * UVs are shared as much as we can accross channels in the shaders.
  74283. * @param texture The texture we are preparing the UVs for
  74284. * @param defines The defines to update
  74285. * @param key The channel key "diffuse", "specular"... used in the shader
  74286. */
  74287. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  74288. /**
  74289. * Binds a texture matrix value to its corrsponding uniform
  74290. * @param texture The texture to bind the matrix for
  74291. * @param uniformBuffer The uniform buffer receivin the data
  74292. * @param key The channel key "diffuse", "specular"... used in the shader
  74293. */
  74294. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  74295. /**
  74296. * Gets the current status of the fog (should it be enabled?)
  74297. * @param mesh defines the mesh to evaluate for fog support
  74298. * @param scene defines the hosting scene
  74299. * @returns true if fog must be enabled
  74300. */
  74301. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  74302. /**
  74303. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  74304. * @param mesh defines the current mesh
  74305. * @param scene defines the current scene
  74306. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  74307. * @param pointsCloud defines if point cloud rendering has to be turned on
  74308. * @param fogEnabled defines if fog has to be turned on
  74309. * @param alphaTest defines if alpha testing has to be turned on
  74310. * @param defines defines the current list of defines
  74311. */
  74312. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  74313. /**
  74314. * Helper used to prepare the list of defines associated with frame values for shader compilation
  74315. * @param scene defines the current scene
  74316. * @param engine defines the current engine
  74317. * @param defines specifies the list of active defines
  74318. * @param useInstances defines if instances have to be turned on
  74319. * @param useClipPlane defines if clip plane have to be turned on
  74320. */
  74321. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  74322. /**
  74323. * Prepares the defines for bones
  74324. * @param mesh The mesh containing the geometry data we will draw
  74325. * @param defines The defines to update
  74326. */
  74327. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  74328. /**
  74329. * Prepares the defines for morph targets
  74330. * @param mesh The mesh containing the geometry data we will draw
  74331. * @param defines The defines to update
  74332. */
  74333. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  74334. /**
  74335. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  74336. * @param mesh The mesh containing the geometry data we will draw
  74337. * @param defines The defines to update
  74338. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  74339. * @param useBones Precise whether bones should be used or not (override mesh info)
  74340. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  74341. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  74342. * @returns false if defines are considered not dirty and have not been checked
  74343. */
  74344. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  74345. /**
  74346. * Prepares the defines related to multiview
  74347. * @param scene The scene we are intending to draw
  74348. * @param defines The defines to update
  74349. */
  74350. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  74351. /**
  74352. * Prepares the defines related to the light information passed in parameter
  74353. * @param scene The scene we are intending to draw
  74354. * @param mesh The mesh the effect is compiling for
  74355. * @param light The light the effect is compiling for
  74356. * @param lightIndex The index of the light
  74357. * @param defines The defines to update
  74358. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  74359. * @param state Defines the current state regarding what is needed (normals, etc...)
  74360. */
  74361. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  74362. needNormals: boolean;
  74363. needRebuild: boolean;
  74364. shadowEnabled: boolean;
  74365. specularEnabled: boolean;
  74366. lightmapMode: boolean;
  74367. }): void;
  74368. /**
  74369. * Prepares the defines related to the light information passed in parameter
  74370. * @param scene The scene we are intending to draw
  74371. * @param mesh The mesh the effect is compiling for
  74372. * @param defines The defines to update
  74373. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  74374. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  74375. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  74376. * @returns true if normals will be required for the rest of the effect
  74377. */
  74378. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  74379. /**
  74380. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  74381. * @param lightIndex defines the light index
  74382. * @param uniformsList The uniform list
  74383. * @param samplersList The sampler list
  74384. * @param projectedLightTexture defines if projected texture must be used
  74385. * @param uniformBuffersList defines an optional list of uniform buffers
  74386. */
  74387. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  74388. /**
  74389. * Prepares the uniforms and samplers list to be used in the effect
  74390. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  74391. * @param samplersList The sampler list
  74392. * @param defines The defines helping in the list generation
  74393. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  74394. */
  74395. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  74396. /**
  74397. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  74398. * @param defines The defines to update while falling back
  74399. * @param fallbacks The authorized effect fallbacks
  74400. * @param maxSimultaneousLights The maximum number of lights allowed
  74401. * @param rank the current rank of the Effect
  74402. * @returns The newly affected rank
  74403. */
  74404. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  74405. private static _TmpMorphInfluencers;
  74406. /**
  74407. * Prepares the list of attributes required for morph targets according to the effect defines.
  74408. * @param attribs The current list of supported attribs
  74409. * @param mesh The mesh to prepare the morph targets attributes for
  74410. * @param influencers The number of influencers
  74411. */
  74412. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  74413. /**
  74414. * Prepares the list of attributes required for morph targets according to the effect defines.
  74415. * @param attribs The current list of supported attribs
  74416. * @param mesh The mesh to prepare the morph targets attributes for
  74417. * @param defines The current Defines of the effect
  74418. */
  74419. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  74420. /**
  74421. * Prepares the list of attributes required for bones according to the effect defines.
  74422. * @param attribs The current list of supported attribs
  74423. * @param mesh The mesh to prepare the bones attributes for
  74424. * @param defines The current Defines of the effect
  74425. * @param fallbacks The current efffect fallback strategy
  74426. */
  74427. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  74428. /**
  74429. * Check and prepare the list of attributes required for instances according to the effect defines.
  74430. * @param attribs The current list of supported attribs
  74431. * @param defines The current MaterialDefines of the effect
  74432. */
  74433. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  74434. /**
  74435. * Add the list of attributes required for instances to the attribs array.
  74436. * @param attribs The current list of supported attribs
  74437. */
  74438. static PushAttributesForInstances(attribs: string[]): void;
  74439. /**
  74440. * Binds the light shadow information to the effect for the given mesh.
  74441. * @param light The light containing the generator
  74442. * @param scene The scene the lights belongs to
  74443. * @param mesh The mesh we are binding the information to render
  74444. * @param lightIndex The light index in the effect used to render the mesh
  74445. * @param effect The effect we are binding the data to
  74446. */
  74447. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  74448. /**
  74449. * Binds the light information to the effect.
  74450. * @param light The light containing the generator
  74451. * @param effect The effect we are binding the data to
  74452. * @param lightIndex The light index in the effect used to render
  74453. */
  74454. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  74455. /**
  74456. * Binds the lights information from the scene to the effect for the given mesh.
  74457. * @param light Light to bind
  74458. * @param lightIndex Light index
  74459. * @param scene The scene where the light belongs to
  74460. * @param mesh The mesh we are binding the information to render
  74461. * @param effect The effect we are binding the data to
  74462. * @param useSpecular Defines if specular is supported
  74463. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  74464. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  74465. */
  74466. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  74467. /**
  74468. * Binds the lights information from the scene to the effect for the given mesh.
  74469. * @param scene The scene the lights belongs to
  74470. * @param mesh The mesh we are binding the information to render
  74471. * @param effect The effect we are binding the data to
  74472. * @param defines The generated defines for the effect
  74473. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  74474. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  74475. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  74476. */
  74477. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  74478. private static _tempFogColor;
  74479. /**
  74480. * Binds the fog information from the scene to the effect for the given mesh.
  74481. * @param scene The scene the lights belongs to
  74482. * @param mesh The mesh we are binding the information to render
  74483. * @param effect The effect we are binding the data to
  74484. * @param linearSpace Defines if the fog effect is applied in linear space
  74485. */
  74486. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  74487. /**
  74488. * Binds the bones information from the mesh to the effect.
  74489. * @param mesh The mesh we are binding the information to render
  74490. * @param effect The effect we are binding the data to
  74491. */
  74492. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  74493. /**
  74494. * Binds the morph targets information from the mesh to the effect.
  74495. * @param abstractMesh The mesh we are binding the information to render
  74496. * @param effect The effect we are binding the data to
  74497. */
  74498. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  74499. /**
  74500. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  74501. * @param defines The generated defines used in the effect
  74502. * @param effect The effect we are binding the data to
  74503. * @param scene The scene we are willing to render with logarithmic scale for
  74504. */
  74505. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  74506. /**
  74507. * Binds the clip plane information from the scene to the effect.
  74508. * @param scene The scene the clip plane information are extracted from
  74509. * @param effect The effect we are binding the data to
  74510. */
  74511. static BindClipPlane(effect: Effect, scene: Scene): void;
  74512. }
  74513. }
  74514. declare module BABYLON {
  74515. /** @hidden */
  74516. export var packingFunctions: {
  74517. name: string;
  74518. shader: string;
  74519. };
  74520. }
  74521. declare module BABYLON {
  74522. /** @hidden */
  74523. export var shadowMapPixelShader: {
  74524. name: string;
  74525. shader: string;
  74526. };
  74527. }
  74528. declare module BABYLON {
  74529. /** @hidden */
  74530. export var bonesDeclaration: {
  74531. name: string;
  74532. shader: string;
  74533. };
  74534. }
  74535. declare module BABYLON {
  74536. /** @hidden */
  74537. export var morphTargetsVertexGlobalDeclaration: {
  74538. name: string;
  74539. shader: string;
  74540. };
  74541. }
  74542. declare module BABYLON {
  74543. /** @hidden */
  74544. export var morphTargetsVertexDeclaration: {
  74545. name: string;
  74546. shader: string;
  74547. };
  74548. }
  74549. declare module BABYLON {
  74550. /** @hidden */
  74551. export var instancesDeclaration: {
  74552. name: string;
  74553. shader: string;
  74554. };
  74555. }
  74556. declare module BABYLON {
  74557. /** @hidden */
  74558. export var helperFunctions: {
  74559. name: string;
  74560. shader: string;
  74561. };
  74562. }
  74563. declare module BABYLON {
  74564. /** @hidden */
  74565. export var morphTargetsVertex: {
  74566. name: string;
  74567. shader: string;
  74568. };
  74569. }
  74570. declare module BABYLON {
  74571. /** @hidden */
  74572. export var instancesVertex: {
  74573. name: string;
  74574. shader: string;
  74575. };
  74576. }
  74577. declare module BABYLON {
  74578. /** @hidden */
  74579. export var bonesVertex: {
  74580. name: string;
  74581. shader: string;
  74582. };
  74583. }
  74584. declare module BABYLON {
  74585. /** @hidden */
  74586. export var shadowMapVertexShader: {
  74587. name: string;
  74588. shader: string;
  74589. };
  74590. }
  74591. declare module BABYLON {
  74592. /** @hidden */
  74593. export var depthBoxBlurPixelShader: {
  74594. name: string;
  74595. shader: string;
  74596. };
  74597. }
  74598. declare module BABYLON {
  74599. /**
  74600. * Defines the options associated with the creation of a custom shader for a shadow generator.
  74601. */
  74602. export interface ICustomShaderOptions {
  74603. /**
  74604. * Gets or sets the custom shader name to use
  74605. */
  74606. shaderName: string;
  74607. /**
  74608. * The list of attribute names used in the shader
  74609. */
  74610. attributes?: string[];
  74611. /**
  74612. * The list of unifrom names used in the shader
  74613. */
  74614. uniforms?: string[];
  74615. /**
  74616. * The list of sampler names used in the shader
  74617. */
  74618. samplers?: string[];
  74619. /**
  74620. * The list of defines used in the shader
  74621. */
  74622. defines?: string[];
  74623. }
  74624. /**
  74625. * Interface to implement to create a shadow generator compatible with BJS.
  74626. */
  74627. export interface IShadowGenerator {
  74628. /**
  74629. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  74630. * @returns The render target texture if present otherwise, null
  74631. */
  74632. getShadowMap(): Nullable<RenderTargetTexture>;
  74633. /**
  74634. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  74635. * @returns The render target texture if the shadow map is present otherwise, null
  74636. */
  74637. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  74638. /**
  74639. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  74640. * @param subMesh The submesh we want to render in the shadow map
  74641. * @param useInstances Defines wether will draw in the map using instances
  74642. * @returns true if ready otherwise, false
  74643. */
  74644. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  74645. /**
  74646. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  74647. * @param defines Defines of the material we want to update
  74648. * @param lightIndex Index of the light in the enabled light list of the material
  74649. */
  74650. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  74651. /**
  74652. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  74653. * defined in the generator but impacting the effect).
  74654. * It implies the unifroms available on the materials are the standard BJS ones.
  74655. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  74656. * @param effect The effect we are binfing the information for
  74657. */
  74658. bindShadowLight(lightIndex: string, effect: Effect): void;
  74659. /**
  74660. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  74661. * (eq to shadow prjection matrix * light transform matrix)
  74662. * @returns The transform matrix used to create the shadow map
  74663. */
  74664. getTransformMatrix(): Matrix;
  74665. /**
  74666. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  74667. * Cube and 2D textures for instance.
  74668. */
  74669. recreateShadowMap(): void;
  74670. /**
  74671. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74672. * @param onCompiled Callback triggered at the and of the effects compilation
  74673. * @param options Sets of optional options forcing the compilation with different modes
  74674. */
  74675. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  74676. useInstances: boolean;
  74677. }>): void;
  74678. /**
  74679. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74680. * @param options Sets of optional options forcing the compilation with different modes
  74681. * @returns A promise that resolves when the compilation completes
  74682. */
  74683. forceCompilationAsync(options?: Partial<{
  74684. useInstances: boolean;
  74685. }>): Promise<void>;
  74686. /**
  74687. * Serializes the shadow generator setup to a json object.
  74688. * @returns The serialized JSON object
  74689. */
  74690. serialize(): any;
  74691. /**
  74692. * Disposes the Shadow map and related Textures and effects.
  74693. */
  74694. dispose(): void;
  74695. }
  74696. /**
  74697. * Default implementation IShadowGenerator.
  74698. * This is the main object responsible of generating shadows in the framework.
  74699. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  74700. */
  74701. export class ShadowGenerator implements IShadowGenerator {
  74702. /**
  74703. * Shadow generator mode None: no filtering applied.
  74704. */
  74705. static readonly FILTER_NONE: number;
  74706. /**
  74707. * Shadow generator mode ESM: Exponential Shadow Mapping.
  74708. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74709. */
  74710. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  74711. /**
  74712. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  74713. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  74714. */
  74715. static readonly FILTER_POISSONSAMPLING: number;
  74716. /**
  74717. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  74718. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74719. */
  74720. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  74721. /**
  74722. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  74723. * edge artifacts on steep falloff.
  74724. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74725. */
  74726. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  74727. /**
  74728. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  74729. * edge artifacts on steep falloff.
  74730. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74731. */
  74732. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  74733. /**
  74734. * Shadow generator mode PCF: Percentage Closer Filtering
  74735. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  74736. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  74737. */
  74738. static readonly FILTER_PCF: number;
  74739. /**
  74740. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  74741. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  74742. * Contact Hardening
  74743. */
  74744. static readonly FILTER_PCSS: number;
  74745. /**
  74746. * Reserved for PCF and PCSS
  74747. * Highest Quality.
  74748. *
  74749. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  74750. *
  74751. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  74752. */
  74753. static readonly QUALITY_HIGH: number;
  74754. /**
  74755. * Reserved for PCF and PCSS
  74756. * Good tradeoff for quality/perf cross devices
  74757. *
  74758. * Execute PCF on a 3*3 kernel.
  74759. *
  74760. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  74761. */
  74762. static readonly QUALITY_MEDIUM: number;
  74763. /**
  74764. * Reserved for PCF and PCSS
  74765. * The lowest quality but the fastest.
  74766. *
  74767. * Execute PCF on a 1*1 kernel.
  74768. *
  74769. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  74770. */
  74771. static readonly QUALITY_LOW: number;
  74772. /** Gets or sets the custom shader name to use */
  74773. customShaderOptions: ICustomShaderOptions;
  74774. /**
  74775. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  74776. */
  74777. onBeforeShadowMapRenderObservable: Observable<Effect>;
  74778. /**
  74779. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  74780. */
  74781. onAfterShadowMapRenderObservable: Observable<Effect>;
  74782. /**
  74783. * Observable triggered before a mesh is rendered in the shadow map.
  74784. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  74785. */
  74786. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  74787. /**
  74788. * Observable triggered after a mesh is rendered in the shadow map.
  74789. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  74790. */
  74791. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  74792. private _bias;
  74793. /**
  74794. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  74795. */
  74796. /**
  74797. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  74798. */
  74799. bias: number;
  74800. private _normalBias;
  74801. /**
  74802. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  74803. */
  74804. /**
  74805. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  74806. */
  74807. normalBias: number;
  74808. private _blurBoxOffset;
  74809. /**
  74810. * Gets the blur box offset: offset applied during the blur pass.
  74811. * Only useful if useKernelBlur = false
  74812. */
  74813. /**
  74814. * Sets the blur box offset: offset applied during the blur pass.
  74815. * Only useful if useKernelBlur = false
  74816. */
  74817. blurBoxOffset: number;
  74818. private _blurScale;
  74819. /**
  74820. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  74821. * 2 means half of the size.
  74822. */
  74823. /**
  74824. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  74825. * 2 means half of the size.
  74826. */
  74827. blurScale: number;
  74828. private _blurKernel;
  74829. /**
  74830. * Gets the blur kernel: kernel size of the blur pass.
  74831. * Only useful if useKernelBlur = true
  74832. */
  74833. /**
  74834. * Sets the blur kernel: kernel size of the blur pass.
  74835. * Only useful if useKernelBlur = true
  74836. */
  74837. blurKernel: number;
  74838. private _useKernelBlur;
  74839. /**
  74840. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  74841. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  74842. */
  74843. /**
  74844. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  74845. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  74846. */
  74847. useKernelBlur: boolean;
  74848. private _depthScale;
  74849. /**
  74850. * Gets the depth scale used in ESM mode.
  74851. */
  74852. /**
  74853. * Sets the depth scale used in ESM mode.
  74854. * This can override the scale stored on the light.
  74855. */
  74856. depthScale: number;
  74857. private _filter;
  74858. /**
  74859. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  74860. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  74861. */
  74862. /**
  74863. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  74864. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  74865. */
  74866. filter: number;
  74867. /**
  74868. * Gets if the current filter is set to Poisson Sampling.
  74869. */
  74870. /**
  74871. * Sets the current filter to Poisson Sampling.
  74872. */
  74873. usePoissonSampling: boolean;
  74874. /**
  74875. * Gets if the current filter is set to ESM.
  74876. */
  74877. /**
  74878. * Sets the current filter is to ESM.
  74879. */
  74880. useExponentialShadowMap: boolean;
  74881. /**
  74882. * Gets if the current filter is set to filtered ESM.
  74883. */
  74884. /**
  74885. * Gets if the current filter is set to filtered ESM.
  74886. */
  74887. useBlurExponentialShadowMap: boolean;
  74888. /**
  74889. * Gets if the current filter is set to "close ESM" (using the inverse of the
  74890. * exponential to prevent steep falloff artifacts).
  74891. */
  74892. /**
  74893. * Sets the current filter to "close ESM" (using the inverse of the
  74894. * exponential to prevent steep falloff artifacts).
  74895. */
  74896. useCloseExponentialShadowMap: boolean;
  74897. /**
  74898. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  74899. * exponential to prevent steep falloff artifacts).
  74900. */
  74901. /**
  74902. * Sets the current filter to filtered "close ESM" (using the inverse of the
  74903. * exponential to prevent steep falloff artifacts).
  74904. */
  74905. useBlurCloseExponentialShadowMap: boolean;
  74906. /**
  74907. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  74908. */
  74909. /**
  74910. * Sets the current filter to "PCF" (percentage closer filtering).
  74911. */
  74912. usePercentageCloserFiltering: boolean;
  74913. private _filteringQuality;
  74914. /**
  74915. * Gets the PCF or PCSS Quality.
  74916. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  74917. */
  74918. /**
  74919. * Sets the PCF or PCSS Quality.
  74920. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  74921. */
  74922. filteringQuality: number;
  74923. /**
  74924. * Gets if the current filter is set to "PCSS" (contact hardening).
  74925. */
  74926. /**
  74927. * Sets the current filter to "PCSS" (contact hardening).
  74928. */
  74929. useContactHardeningShadow: boolean;
  74930. private _contactHardeningLightSizeUVRatio;
  74931. /**
  74932. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  74933. * Using a ratio helps keeping shape stability independently of the map size.
  74934. *
  74935. * It does not account for the light projection as it was having too much
  74936. * instability during the light setup or during light position changes.
  74937. *
  74938. * Only valid if useContactHardeningShadow is true.
  74939. */
  74940. /**
  74941. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  74942. * Using a ratio helps keeping shape stability independently of the map size.
  74943. *
  74944. * It does not account for the light projection as it was having too much
  74945. * instability during the light setup or during light position changes.
  74946. *
  74947. * Only valid if useContactHardeningShadow is true.
  74948. */
  74949. contactHardeningLightSizeUVRatio: number;
  74950. private _darkness;
  74951. /** Gets or sets the actual darkness of a shadow */
  74952. darkness: number;
  74953. /**
  74954. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  74955. * 0 means strongest and 1 would means no shadow.
  74956. * @returns the darkness.
  74957. */
  74958. getDarkness(): number;
  74959. /**
  74960. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  74961. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  74962. * @returns the shadow generator allowing fluent coding.
  74963. */
  74964. setDarkness(darkness: number): ShadowGenerator;
  74965. private _transparencyShadow;
  74966. /** Gets or sets the ability to have transparent shadow */
  74967. transparencyShadow: boolean;
  74968. /**
  74969. * Sets the ability to have transparent shadow (boolean).
  74970. * @param transparent True if transparent else False
  74971. * @returns the shadow generator allowing fluent coding
  74972. */
  74973. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  74974. private _shadowMap;
  74975. private _shadowMap2;
  74976. /**
  74977. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  74978. * @returns The render target texture if present otherwise, null
  74979. */
  74980. getShadowMap(): Nullable<RenderTargetTexture>;
  74981. /**
  74982. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  74983. * @returns The render target texture if the shadow map is present otherwise, null
  74984. */
  74985. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  74986. /**
  74987. * Gets the class name of that object
  74988. * @returns "ShadowGenerator"
  74989. */
  74990. getClassName(): string;
  74991. /**
  74992. * Helper function to add a mesh and its descendants to the list of shadow casters.
  74993. * @param mesh Mesh to add
  74994. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  74995. * @returns the Shadow Generator itself
  74996. */
  74997. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  74998. /**
  74999. * Helper function to remove a mesh and its descendants from the list of shadow casters
  75000. * @param mesh Mesh to remove
  75001. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  75002. * @returns the Shadow Generator itself
  75003. */
  75004. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  75005. /**
  75006. * Controls the extent to which the shadows fade out at the edge of the frustum
  75007. * Used only by directionals and spots
  75008. */
  75009. frustumEdgeFalloff: number;
  75010. private _light;
  75011. /**
  75012. * Returns the associated light object.
  75013. * @returns the light generating the shadow
  75014. */
  75015. getLight(): IShadowLight;
  75016. /**
  75017. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  75018. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  75019. * It might on the other hand introduce peter panning.
  75020. */
  75021. forceBackFacesOnly: boolean;
  75022. private _scene;
  75023. private _lightDirection;
  75024. private _effect;
  75025. private _viewMatrix;
  75026. private _projectionMatrix;
  75027. private _transformMatrix;
  75028. private _cachedPosition;
  75029. private _cachedDirection;
  75030. private _cachedDefines;
  75031. private _currentRenderID;
  75032. private _boxBlurPostprocess;
  75033. private _kernelBlurXPostprocess;
  75034. private _kernelBlurYPostprocess;
  75035. private _blurPostProcesses;
  75036. private _mapSize;
  75037. private _currentFaceIndex;
  75038. private _currentFaceIndexCache;
  75039. private _textureType;
  75040. private _defaultTextureMatrix;
  75041. /** @hidden */
  75042. static _SceneComponentInitialization: (scene: Scene) => void;
  75043. /**
  75044. * Creates a ShadowGenerator object.
  75045. * A ShadowGenerator is the required tool to use the shadows.
  75046. * Each light casting shadows needs to use its own ShadowGenerator.
  75047. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  75048. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  75049. * @param light The light object generating the shadows.
  75050. * @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.
  75051. */
  75052. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  75053. private _initializeGenerator;
  75054. private _initializeShadowMap;
  75055. private _initializeBlurRTTAndPostProcesses;
  75056. private _renderForShadowMap;
  75057. private _renderSubMeshForShadowMap;
  75058. private _applyFilterValues;
  75059. /**
  75060. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  75061. * @param onCompiled Callback triggered at the and of the effects compilation
  75062. * @param options Sets of optional options forcing the compilation with different modes
  75063. */
  75064. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  75065. useInstances: boolean;
  75066. }>): void;
  75067. /**
  75068. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  75069. * @param options Sets of optional options forcing the compilation with different modes
  75070. * @returns A promise that resolves when the compilation completes
  75071. */
  75072. forceCompilationAsync(options?: Partial<{
  75073. useInstances: boolean;
  75074. }>): Promise<void>;
  75075. /**
  75076. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  75077. * @param subMesh The submesh we want to render in the shadow map
  75078. * @param useInstances Defines wether will draw in the map using instances
  75079. * @returns true if ready otherwise, false
  75080. */
  75081. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  75082. /**
  75083. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  75084. * @param defines Defines of the material we want to update
  75085. * @param lightIndex Index of the light in the enabled light list of the material
  75086. */
  75087. prepareDefines(defines: any, lightIndex: number): void;
  75088. /**
  75089. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  75090. * defined in the generator but impacting the effect).
  75091. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  75092. * @param effect The effect we are binfing the information for
  75093. */
  75094. bindShadowLight(lightIndex: string, effect: Effect): void;
  75095. /**
  75096. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  75097. * (eq to shadow prjection matrix * light transform matrix)
  75098. * @returns The transform matrix used to create the shadow map
  75099. */
  75100. getTransformMatrix(): Matrix;
  75101. /**
  75102. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  75103. * Cube and 2D textures for instance.
  75104. */
  75105. recreateShadowMap(): void;
  75106. private _disposeBlurPostProcesses;
  75107. private _disposeRTTandPostProcesses;
  75108. /**
  75109. * Disposes the ShadowGenerator.
  75110. * Returns nothing.
  75111. */
  75112. dispose(): void;
  75113. /**
  75114. * Serializes the shadow generator setup to a json object.
  75115. * @returns The serialized JSON object
  75116. */
  75117. serialize(): any;
  75118. /**
  75119. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  75120. * @param parsedShadowGenerator The JSON object to parse
  75121. * @param scene The scene to create the shadow map for
  75122. * @returns The parsed shadow generator
  75123. */
  75124. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  75125. }
  75126. }
  75127. declare module BABYLON {
  75128. /**
  75129. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  75130. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  75131. * 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.
  75132. */
  75133. export abstract class Light extends Node {
  75134. /**
  75135. * Falloff Default: light is falling off following the material specification:
  75136. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  75137. */
  75138. static readonly FALLOFF_DEFAULT: number;
  75139. /**
  75140. * Falloff Physical: light is falling off following the inverse squared distance law.
  75141. */
  75142. static readonly FALLOFF_PHYSICAL: number;
  75143. /**
  75144. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  75145. * to enhance interoperability with other engines.
  75146. */
  75147. static readonly FALLOFF_GLTF: number;
  75148. /**
  75149. * Falloff Standard: light is falling off like in the standard material
  75150. * to enhance interoperability with other materials.
  75151. */
  75152. static readonly FALLOFF_STANDARD: number;
  75153. /**
  75154. * If every light affecting the material is in this lightmapMode,
  75155. * material.lightmapTexture adds or multiplies
  75156. * (depends on material.useLightmapAsShadowmap)
  75157. * after every other light calculations.
  75158. */
  75159. static readonly LIGHTMAP_DEFAULT: number;
  75160. /**
  75161. * material.lightmapTexture as only diffuse lighting from this light
  75162. * adds only specular lighting from this light
  75163. * adds dynamic shadows
  75164. */
  75165. static readonly LIGHTMAP_SPECULAR: number;
  75166. /**
  75167. * material.lightmapTexture as only lighting
  75168. * no light calculation from this light
  75169. * only adds dynamic shadows from this light
  75170. */
  75171. static readonly LIGHTMAP_SHADOWSONLY: number;
  75172. /**
  75173. * Each light type uses the default quantity according to its type:
  75174. * point/spot lights use luminous intensity
  75175. * directional lights use illuminance
  75176. */
  75177. static readonly INTENSITYMODE_AUTOMATIC: number;
  75178. /**
  75179. * lumen (lm)
  75180. */
  75181. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  75182. /**
  75183. * candela (lm/sr)
  75184. */
  75185. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  75186. /**
  75187. * lux (lm/m^2)
  75188. */
  75189. static readonly INTENSITYMODE_ILLUMINANCE: number;
  75190. /**
  75191. * nit (cd/m^2)
  75192. */
  75193. static readonly INTENSITYMODE_LUMINANCE: number;
  75194. /**
  75195. * Light type const id of the point light.
  75196. */
  75197. static readonly LIGHTTYPEID_POINTLIGHT: number;
  75198. /**
  75199. * Light type const id of the directional light.
  75200. */
  75201. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  75202. /**
  75203. * Light type const id of the spot light.
  75204. */
  75205. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  75206. /**
  75207. * Light type const id of the hemispheric light.
  75208. */
  75209. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  75210. /**
  75211. * Diffuse gives the basic color to an object.
  75212. */
  75213. diffuse: Color3;
  75214. /**
  75215. * Specular produces a highlight color on an object.
  75216. * Note: This is note affecting PBR materials.
  75217. */
  75218. specular: Color3;
  75219. /**
  75220. * Defines the falloff type for this light. This lets overrriding how punctual light are
  75221. * falling off base on range or angle.
  75222. * This can be set to any values in Light.FALLOFF_x.
  75223. *
  75224. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  75225. * other types of materials.
  75226. */
  75227. falloffType: number;
  75228. /**
  75229. * Strength of the light.
  75230. * Note: By default it is define in the framework own unit.
  75231. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  75232. */
  75233. intensity: number;
  75234. private _range;
  75235. protected _inverseSquaredRange: number;
  75236. /**
  75237. * Defines how far from the source the light is impacting in scene units.
  75238. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  75239. */
  75240. /**
  75241. * Defines how far from the source the light is impacting in scene units.
  75242. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  75243. */
  75244. range: number;
  75245. /**
  75246. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  75247. * of light.
  75248. */
  75249. private _photometricScale;
  75250. private _intensityMode;
  75251. /**
  75252. * Gets the photometric scale used to interpret the intensity.
  75253. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  75254. */
  75255. /**
  75256. * Sets the photometric scale used to interpret the intensity.
  75257. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  75258. */
  75259. intensityMode: number;
  75260. private _radius;
  75261. /**
  75262. * Gets the light radius used by PBR Materials to simulate soft area lights.
  75263. */
  75264. /**
  75265. * sets the light radius used by PBR Materials to simulate soft area lights.
  75266. */
  75267. radius: number;
  75268. private _renderPriority;
  75269. /**
  75270. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  75271. * exceeding the number allowed of the materials.
  75272. */
  75273. renderPriority: number;
  75274. private _shadowEnabled;
  75275. /**
  75276. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  75277. * the current shadow generator.
  75278. */
  75279. /**
  75280. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  75281. * the current shadow generator.
  75282. */
  75283. shadowEnabled: boolean;
  75284. private _includedOnlyMeshes;
  75285. /**
  75286. * Gets the only meshes impacted by this light.
  75287. */
  75288. /**
  75289. * Sets the only meshes impacted by this light.
  75290. */
  75291. includedOnlyMeshes: AbstractMesh[];
  75292. private _excludedMeshes;
  75293. /**
  75294. * Gets the meshes not impacted by this light.
  75295. */
  75296. /**
  75297. * Sets the meshes not impacted by this light.
  75298. */
  75299. excludedMeshes: AbstractMesh[];
  75300. private _excludeWithLayerMask;
  75301. /**
  75302. * Gets the layer id use to find what meshes are not impacted by the light.
  75303. * Inactive if 0
  75304. */
  75305. /**
  75306. * Sets the layer id use to find what meshes are not impacted by the light.
  75307. * Inactive if 0
  75308. */
  75309. excludeWithLayerMask: number;
  75310. private _includeOnlyWithLayerMask;
  75311. /**
  75312. * Gets the layer id use to find what meshes are impacted by the light.
  75313. * Inactive if 0
  75314. */
  75315. /**
  75316. * Sets the layer id use to find what meshes are impacted by the light.
  75317. * Inactive if 0
  75318. */
  75319. includeOnlyWithLayerMask: number;
  75320. private _lightmapMode;
  75321. /**
  75322. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  75323. */
  75324. /**
  75325. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  75326. */
  75327. lightmapMode: number;
  75328. /**
  75329. * Shadow generator associted to the light.
  75330. * @hidden Internal use only.
  75331. */
  75332. _shadowGenerator: Nullable<IShadowGenerator>;
  75333. /**
  75334. * @hidden Internal use only.
  75335. */
  75336. _excludedMeshesIds: string[];
  75337. /**
  75338. * @hidden Internal use only.
  75339. */
  75340. _includedOnlyMeshesIds: string[];
  75341. /**
  75342. * The current light unifom buffer.
  75343. * @hidden Internal use only.
  75344. */
  75345. _uniformBuffer: UniformBuffer;
  75346. /**
  75347. * Creates a Light object in the scene.
  75348. * Documentation : https://doc.babylonjs.com/babylon101/lights
  75349. * @param name The firendly name of the light
  75350. * @param scene The scene the light belongs too
  75351. */
  75352. constructor(name: string, scene: Scene);
  75353. protected abstract _buildUniformLayout(): void;
  75354. /**
  75355. * Sets the passed Effect "effect" with the Light information.
  75356. * @param effect The effect to update
  75357. * @param lightIndex The index of the light in the effect to update
  75358. * @returns The light
  75359. */
  75360. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  75361. /**
  75362. * Sets the passed Effect "effect" with the Light information.
  75363. * @param effect The effect to update
  75364. * @param lightDataUniformName The uniform used to store light data (position or direction)
  75365. * @returns The light
  75366. */
  75367. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  75368. /**
  75369. * Returns the string "Light".
  75370. * @returns the class name
  75371. */
  75372. getClassName(): string;
  75373. /** @hidden */
  75374. readonly _isLight: boolean;
  75375. /**
  75376. * Converts the light information to a readable string for debug purpose.
  75377. * @param fullDetails Supports for multiple levels of logging within scene loading
  75378. * @returns the human readable light info
  75379. */
  75380. toString(fullDetails?: boolean): string;
  75381. /** @hidden */
  75382. protected _syncParentEnabledState(): void;
  75383. /**
  75384. * Set the enabled state of this node.
  75385. * @param value - the new enabled state
  75386. */
  75387. setEnabled(value: boolean): void;
  75388. /**
  75389. * Returns the Light associated shadow generator if any.
  75390. * @return the associated shadow generator.
  75391. */
  75392. getShadowGenerator(): Nullable<IShadowGenerator>;
  75393. /**
  75394. * Returns a Vector3, the absolute light position in the World.
  75395. * @returns the world space position of the light
  75396. */
  75397. getAbsolutePosition(): Vector3;
  75398. /**
  75399. * Specifies if the light will affect the passed mesh.
  75400. * @param mesh The mesh to test against the light
  75401. * @return true the mesh is affected otherwise, false.
  75402. */
  75403. canAffectMesh(mesh: AbstractMesh): boolean;
  75404. /**
  75405. * Sort function to order lights for rendering.
  75406. * @param a First Light object to compare to second.
  75407. * @param b Second Light object to compare first.
  75408. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  75409. */
  75410. static CompareLightsPriority(a: Light, b: Light): number;
  75411. /**
  75412. * Releases resources associated with this node.
  75413. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  75414. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  75415. */
  75416. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  75417. /**
  75418. * Returns the light type ID (integer).
  75419. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  75420. */
  75421. getTypeID(): number;
  75422. /**
  75423. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  75424. * @returns the scaled intensity in intensity mode unit
  75425. */
  75426. getScaledIntensity(): number;
  75427. /**
  75428. * Returns a new Light object, named "name", from the current one.
  75429. * @param name The name of the cloned light
  75430. * @returns the new created light
  75431. */
  75432. clone(name: string): Nullable<Light>;
  75433. /**
  75434. * Serializes the current light into a Serialization object.
  75435. * @returns the serialized object.
  75436. */
  75437. serialize(): any;
  75438. /**
  75439. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  75440. * This new light is named "name" and added to the passed scene.
  75441. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  75442. * @param name The friendly name of the light
  75443. * @param scene The scene the new light will belong to
  75444. * @returns the constructor function
  75445. */
  75446. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  75447. /**
  75448. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  75449. * @param parsedLight The JSON representation of the light
  75450. * @param scene The scene to create the parsed light in
  75451. * @returns the created light after parsing
  75452. */
  75453. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  75454. private _hookArrayForExcluded;
  75455. private _hookArrayForIncludedOnly;
  75456. private _resyncMeshes;
  75457. /**
  75458. * Forces the meshes to update their light related information in their rendering used effects
  75459. * @hidden Internal Use Only
  75460. */
  75461. _markMeshesAsLightDirty(): void;
  75462. /**
  75463. * Recomputes the cached photometric scale if needed.
  75464. */
  75465. private _computePhotometricScale;
  75466. /**
  75467. * Returns the Photometric Scale according to the light type and intensity mode.
  75468. */
  75469. private _getPhotometricScale;
  75470. /**
  75471. * Reorder the light in the scene according to their defined priority.
  75472. * @hidden Internal Use Only
  75473. */
  75474. _reorderLightsInScene(): void;
  75475. /**
  75476. * Prepares the list of defines specific to the light type.
  75477. * @param defines the list of defines
  75478. * @param lightIndex defines the index of the light for the effect
  75479. */
  75480. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  75481. }
  75482. }
  75483. declare module BABYLON {
  75484. /**
  75485. * Interface used to define Action
  75486. */
  75487. export interface IAction {
  75488. /**
  75489. * Trigger for the action
  75490. */
  75491. trigger: number;
  75492. /** Options of the trigger */
  75493. triggerOptions: any;
  75494. /**
  75495. * Gets the trigger parameters
  75496. * @returns the trigger parameters
  75497. */
  75498. getTriggerParameter(): any;
  75499. /**
  75500. * Internal only - executes current action event
  75501. * @hidden
  75502. */
  75503. _executeCurrent(evt?: ActionEvent): void;
  75504. /**
  75505. * Serialize placeholder for child classes
  75506. * @param parent of child
  75507. * @returns the serialized object
  75508. */
  75509. serialize(parent: any): any;
  75510. /**
  75511. * Internal only
  75512. * @hidden
  75513. */
  75514. _prepare(): void;
  75515. /**
  75516. * Internal only - manager for action
  75517. * @hidden
  75518. */
  75519. _actionManager: AbstractActionManager;
  75520. /**
  75521. * Adds action to chain of actions, may be a DoNothingAction
  75522. * @param action defines the next action to execute
  75523. * @returns The action passed in
  75524. * @see https://www.babylonjs-playground.com/#1T30HR#0
  75525. */
  75526. then(action: IAction): IAction;
  75527. }
  75528. /**
  75529. * The action to be carried out following a trigger
  75530. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  75531. */
  75532. export class Action implements IAction {
  75533. /** the trigger, with or without parameters, for the action */
  75534. triggerOptions: any;
  75535. /**
  75536. * Trigger for the action
  75537. */
  75538. trigger: number;
  75539. /**
  75540. * Internal only - manager for action
  75541. * @hidden
  75542. */
  75543. _actionManager: ActionManager;
  75544. private _nextActiveAction;
  75545. private _child;
  75546. private _condition?;
  75547. private _triggerParameter;
  75548. /**
  75549. * An event triggered prior to action being executed.
  75550. */
  75551. onBeforeExecuteObservable: Observable<Action>;
  75552. /**
  75553. * Creates a new Action
  75554. * @param triggerOptions the trigger, with or without parameters, for the action
  75555. * @param condition an optional determinant of action
  75556. */
  75557. constructor(
  75558. /** the trigger, with or without parameters, for the action */
  75559. triggerOptions: any, condition?: Condition);
  75560. /**
  75561. * Internal only
  75562. * @hidden
  75563. */
  75564. _prepare(): void;
  75565. /**
  75566. * Gets the trigger parameters
  75567. * @returns the trigger parameters
  75568. */
  75569. getTriggerParameter(): any;
  75570. /**
  75571. * Internal only - executes current action event
  75572. * @hidden
  75573. */
  75574. _executeCurrent(evt?: ActionEvent): void;
  75575. /**
  75576. * Execute placeholder for child classes
  75577. * @param evt optional action event
  75578. */
  75579. execute(evt?: ActionEvent): void;
  75580. /**
  75581. * Skips to next active action
  75582. */
  75583. skipToNextActiveAction(): void;
  75584. /**
  75585. * Adds action to chain of actions, may be a DoNothingAction
  75586. * @param action defines the next action to execute
  75587. * @returns The action passed in
  75588. * @see https://www.babylonjs-playground.com/#1T30HR#0
  75589. */
  75590. then(action: Action): Action;
  75591. /**
  75592. * Internal only
  75593. * @hidden
  75594. */
  75595. _getProperty(propertyPath: string): string;
  75596. /**
  75597. * Internal only
  75598. * @hidden
  75599. */
  75600. _getEffectiveTarget(target: any, propertyPath: string): any;
  75601. /**
  75602. * Serialize placeholder for child classes
  75603. * @param parent of child
  75604. * @returns the serialized object
  75605. */
  75606. serialize(parent: any): any;
  75607. /**
  75608. * Internal only called by serialize
  75609. * @hidden
  75610. */
  75611. protected _serialize(serializedAction: any, parent?: any): any;
  75612. /**
  75613. * Internal only
  75614. * @hidden
  75615. */
  75616. static _SerializeValueAsString: (value: any) => string;
  75617. /**
  75618. * Internal only
  75619. * @hidden
  75620. */
  75621. static _GetTargetProperty: (target: Node | Scene) => {
  75622. name: string;
  75623. targetType: string;
  75624. value: string;
  75625. };
  75626. }
  75627. }
  75628. declare module BABYLON {
  75629. /**
  75630. * A Condition applied to an Action
  75631. */
  75632. export class Condition {
  75633. /**
  75634. * Internal only - manager for action
  75635. * @hidden
  75636. */
  75637. _actionManager: ActionManager;
  75638. /**
  75639. * Internal only
  75640. * @hidden
  75641. */
  75642. _evaluationId: number;
  75643. /**
  75644. * Internal only
  75645. * @hidden
  75646. */
  75647. _currentResult: boolean;
  75648. /**
  75649. * Creates a new Condition
  75650. * @param actionManager the manager of the action the condition is applied to
  75651. */
  75652. constructor(actionManager: ActionManager);
  75653. /**
  75654. * Check if the current condition is valid
  75655. * @returns a boolean
  75656. */
  75657. isValid(): boolean;
  75658. /**
  75659. * Internal only
  75660. * @hidden
  75661. */
  75662. _getProperty(propertyPath: string): string;
  75663. /**
  75664. * Internal only
  75665. * @hidden
  75666. */
  75667. _getEffectiveTarget(target: any, propertyPath: string): any;
  75668. /**
  75669. * Serialize placeholder for child classes
  75670. * @returns the serialized object
  75671. */
  75672. serialize(): any;
  75673. /**
  75674. * Internal only
  75675. * @hidden
  75676. */
  75677. protected _serialize(serializedCondition: any): any;
  75678. }
  75679. /**
  75680. * Defines specific conditional operators as extensions of Condition
  75681. */
  75682. export class ValueCondition extends Condition {
  75683. /** path to specify the property of the target the conditional operator uses */
  75684. propertyPath: string;
  75685. /** the value compared by the conditional operator against the current value of the property */
  75686. value: any;
  75687. /** the conditional operator, default ValueCondition.IsEqual */
  75688. operator: number;
  75689. /**
  75690. * Internal only
  75691. * @hidden
  75692. */
  75693. private static _IsEqual;
  75694. /**
  75695. * Internal only
  75696. * @hidden
  75697. */
  75698. private static _IsDifferent;
  75699. /**
  75700. * Internal only
  75701. * @hidden
  75702. */
  75703. private static _IsGreater;
  75704. /**
  75705. * Internal only
  75706. * @hidden
  75707. */
  75708. private static _IsLesser;
  75709. /**
  75710. * returns the number for IsEqual
  75711. */
  75712. static readonly IsEqual: number;
  75713. /**
  75714. * Returns the number for IsDifferent
  75715. */
  75716. static readonly IsDifferent: number;
  75717. /**
  75718. * Returns the number for IsGreater
  75719. */
  75720. static readonly IsGreater: number;
  75721. /**
  75722. * Returns the number for IsLesser
  75723. */
  75724. static readonly IsLesser: number;
  75725. /**
  75726. * Internal only The action manager for the condition
  75727. * @hidden
  75728. */
  75729. _actionManager: ActionManager;
  75730. /**
  75731. * Internal only
  75732. * @hidden
  75733. */
  75734. private _target;
  75735. /**
  75736. * Internal only
  75737. * @hidden
  75738. */
  75739. private _effectiveTarget;
  75740. /**
  75741. * Internal only
  75742. * @hidden
  75743. */
  75744. private _property;
  75745. /**
  75746. * Creates a new ValueCondition
  75747. * @param actionManager manager for the action the condition applies to
  75748. * @param target for the action
  75749. * @param propertyPath path to specify the property of the target the conditional operator uses
  75750. * @param value the value compared by the conditional operator against the current value of the property
  75751. * @param operator the conditional operator, default ValueCondition.IsEqual
  75752. */
  75753. constructor(actionManager: ActionManager, target: any,
  75754. /** path to specify the property of the target the conditional operator uses */
  75755. propertyPath: string,
  75756. /** the value compared by the conditional operator against the current value of the property */
  75757. value: any,
  75758. /** the conditional operator, default ValueCondition.IsEqual */
  75759. operator?: number);
  75760. /**
  75761. * Compares the given value with the property value for the specified conditional operator
  75762. * @returns the result of the comparison
  75763. */
  75764. isValid(): boolean;
  75765. /**
  75766. * Serialize the ValueCondition into a JSON compatible object
  75767. * @returns serialization object
  75768. */
  75769. serialize(): any;
  75770. /**
  75771. * Gets the name of the conditional operator for the ValueCondition
  75772. * @param operator the conditional operator
  75773. * @returns the name
  75774. */
  75775. static GetOperatorName(operator: number): string;
  75776. }
  75777. /**
  75778. * Defines a predicate condition as an extension of Condition
  75779. */
  75780. export class PredicateCondition extends Condition {
  75781. /** defines the predicate function used to validate the condition */
  75782. predicate: () => boolean;
  75783. /**
  75784. * Internal only - manager for action
  75785. * @hidden
  75786. */
  75787. _actionManager: ActionManager;
  75788. /**
  75789. * Creates a new PredicateCondition
  75790. * @param actionManager manager for the action the condition applies to
  75791. * @param predicate defines the predicate function used to validate the condition
  75792. */
  75793. constructor(actionManager: ActionManager,
  75794. /** defines the predicate function used to validate the condition */
  75795. predicate: () => boolean);
  75796. /**
  75797. * @returns the validity of the predicate condition
  75798. */
  75799. isValid(): boolean;
  75800. }
  75801. /**
  75802. * Defines a state condition as an extension of Condition
  75803. */
  75804. export class StateCondition extends Condition {
  75805. /** Value to compare with target state */
  75806. value: string;
  75807. /**
  75808. * Internal only - manager for action
  75809. * @hidden
  75810. */
  75811. _actionManager: ActionManager;
  75812. /**
  75813. * Internal only
  75814. * @hidden
  75815. */
  75816. private _target;
  75817. /**
  75818. * Creates a new StateCondition
  75819. * @param actionManager manager for the action the condition applies to
  75820. * @param target of the condition
  75821. * @param value to compare with target state
  75822. */
  75823. constructor(actionManager: ActionManager, target: any,
  75824. /** Value to compare with target state */
  75825. value: string);
  75826. /**
  75827. * Gets a boolean indicating if the current condition is met
  75828. * @returns the validity of the state
  75829. */
  75830. isValid(): boolean;
  75831. /**
  75832. * Serialize the StateCondition into a JSON compatible object
  75833. * @returns serialization object
  75834. */
  75835. serialize(): any;
  75836. }
  75837. }
  75838. declare module BABYLON {
  75839. /**
  75840. * This defines an action responsible to toggle a boolean once triggered.
  75841. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75842. */
  75843. export class SwitchBooleanAction extends Action {
  75844. /**
  75845. * The path to the boolean property in the target object
  75846. */
  75847. propertyPath: string;
  75848. private _target;
  75849. private _effectiveTarget;
  75850. private _property;
  75851. /**
  75852. * Instantiate the action
  75853. * @param triggerOptions defines the trigger options
  75854. * @param target defines the object containing the boolean
  75855. * @param propertyPath defines the path to the boolean property in the target object
  75856. * @param condition defines the trigger related conditions
  75857. */
  75858. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  75859. /** @hidden */
  75860. _prepare(): void;
  75861. /**
  75862. * Execute the action toggle the boolean value.
  75863. */
  75864. execute(): void;
  75865. /**
  75866. * Serializes the actions and its related information.
  75867. * @param parent defines the object to serialize in
  75868. * @returns the serialized object
  75869. */
  75870. serialize(parent: any): any;
  75871. }
  75872. /**
  75873. * This defines an action responsible to set a the state field of the target
  75874. * to a desired value once triggered.
  75875. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75876. */
  75877. export class SetStateAction extends Action {
  75878. /**
  75879. * The value to store in the state field.
  75880. */
  75881. value: string;
  75882. private _target;
  75883. /**
  75884. * Instantiate the action
  75885. * @param triggerOptions defines the trigger options
  75886. * @param target defines the object containing the state property
  75887. * @param value defines the value to store in the state field
  75888. * @param condition defines the trigger related conditions
  75889. */
  75890. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  75891. /**
  75892. * Execute the action and store the value on the target state property.
  75893. */
  75894. execute(): void;
  75895. /**
  75896. * Serializes the actions and its related information.
  75897. * @param parent defines the object to serialize in
  75898. * @returns the serialized object
  75899. */
  75900. serialize(parent: any): any;
  75901. }
  75902. /**
  75903. * This defines an action responsible to set a property of the target
  75904. * to a desired value once triggered.
  75905. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75906. */
  75907. export class SetValueAction extends Action {
  75908. /**
  75909. * The path of the property to set in the target.
  75910. */
  75911. propertyPath: string;
  75912. /**
  75913. * The value to set in the property
  75914. */
  75915. value: any;
  75916. private _target;
  75917. private _effectiveTarget;
  75918. private _property;
  75919. /**
  75920. * Instantiate the action
  75921. * @param triggerOptions defines the trigger options
  75922. * @param target defines the object containing the property
  75923. * @param propertyPath defines the path of the property to set in the target
  75924. * @param value defines the value to set in the property
  75925. * @param condition defines the trigger related conditions
  75926. */
  75927. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  75928. /** @hidden */
  75929. _prepare(): void;
  75930. /**
  75931. * Execute the action and set the targetted property to the desired value.
  75932. */
  75933. execute(): void;
  75934. /**
  75935. * Serializes the actions and its related information.
  75936. * @param parent defines the object to serialize in
  75937. * @returns the serialized object
  75938. */
  75939. serialize(parent: any): any;
  75940. }
  75941. /**
  75942. * This defines an action responsible to increment the target value
  75943. * to a desired value once triggered.
  75944. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75945. */
  75946. export class IncrementValueAction extends Action {
  75947. /**
  75948. * The path of the property to increment in the target.
  75949. */
  75950. propertyPath: string;
  75951. /**
  75952. * The value we should increment the property by.
  75953. */
  75954. value: any;
  75955. private _target;
  75956. private _effectiveTarget;
  75957. private _property;
  75958. /**
  75959. * Instantiate the action
  75960. * @param triggerOptions defines the trigger options
  75961. * @param target defines the object containing the property
  75962. * @param propertyPath defines the path of the property to increment in the target
  75963. * @param value defines the value value we should increment the property by
  75964. * @param condition defines the trigger related conditions
  75965. */
  75966. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  75967. /** @hidden */
  75968. _prepare(): void;
  75969. /**
  75970. * Execute the action and increment the target of the value amount.
  75971. */
  75972. execute(): void;
  75973. /**
  75974. * Serializes the actions and its related information.
  75975. * @param parent defines the object to serialize in
  75976. * @returns the serialized object
  75977. */
  75978. serialize(parent: any): any;
  75979. }
  75980. /**
  75981. * This defines an action responsible to start an animation once triggered.
  75982. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75983. */
  75984. export class PlayAnimationAction extends Action {
  75985. /**
  75986. * Where the animation should start (animation frame)
  75987. */
  75988. from: number;
  75989. /**
  75990. * Where the animation should stop (animation frame)
  75991. */
  75992. to: number;
  75993. /**
  75994. * Define if the animation should loop or stop after the first play.
  75995. */
  75996. loop?: boolean;
  75997. private _target;
  75998. /**
  75999. * Instantiate the action
  76000. * @param triggerOptions defines the trigger options
  76001. * @param target defines the target animation or animation name
  76002. * @param from defines from where the animation should start (animation frame)
  76003. * @param end defines where the animation should stop (animation frame)
  76004. * @param loop defines if the animation should loop or stop after the first play
  76005. * @param condition defines the trigger related conditions
  76006. */
  76007. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  76008. /** @hidden */
  76009. _prepare(): void;
  76010. /**
  76011. * Execute the action and play the animation.
  76012. */
  76013. execute(): void;
  76014. /**
  76015. * Serializes the actions and its related information.
  76016. * @param parent defines the object to serialize in
  76017. * @returns the serialized object
  76018. */
  76019. serialize(parent: any): any;
  76020. }
  76021. /**
  76022. * This defines an action responsible to stop an animation once triggered.
  76023. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76024. */
  76025. export class StopAnimationAction extends Action {
  76026. private _target;
  76027. /**
  76028. * Instantiate the action
  76029. * @param triggerOptions defines the trigger options
  76030. * @param target defines the target animation or animation name
  76031. * @param condition defines the trigger related conditions
  76032. */
  76033. constructor(triggerOptions: any, target: any, condition?: Condition);
  76034. /** @hidden */
  76035. _prepare(): void;
  76036. /**
  76037. * Execute the action and stop the animation.
  76038. */
  76039. execute(): void;
  76040. /**
  76041. * Serializes the actions and its related information.
  76042. * @param parent defines the object to serialize in
  76043. * @returns the serialized object
  76044. */
  76045. serialize(parent: any): any;
  76046. }
  76047. /**
  76048. * This defines an action responsible that does nothing once triggered.
  76049. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76050. */
  76051. export class DoNothingAction extends Action {
  76052. /**
  76053. * Instantiate the action
  76054. * @param triggerOptions defines the trigger options
  76055. * @param condition defines the trigger related conditions
  76056. */
  76057. constructor(triggerOptions?: any, condition?: Condition);
  76058. /**
  76059. * Execute the action and do nothing.
  76060. */
  76061. execute(): void;
  76062. /**
  76063. * Serializes the actions and its related information.
  76064. * @param parent defines the object to serialize in
  76065. * @returns the serialized object
  76066. */
  76067. serialize(parent: any): any;
  76068. }
  76069. /**
  76070. * This defines an action responsible to trigger several actions once triggered.
  76071. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76072. */
  76073. export class CombineAction extends Action {
  76074. /**
  76075. * The list of aggregated animations to run.
  76076. */
  76077. children: Action[];
  76078. /**
  76079. * Instantiate the action
  76080. * @param triggerOptions defines the trigger options
  76081. * @param children defines the list of aggregated animations to run
  76082. * @param condition defines the trigger related conditions
  76083. */
  76084. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  76085. /** @hidden */
  76086. _prepare(): void;
  76087. /**
  76088. * Execute the action and executes all the aggregated actions.
  76089. */
  76090. execute(evt: ActionEvent): void;
  76091. /**
  76092. * Serializes the actions and its related information.
  76093. * @param parent defines the object to serialize in
  76094. * @returns the serialized object
  76095. */
  76096. serialize(parent: any): any;
  76097. }
  76098. /**
  76099. * This defines an action responsible to run code (external event) once triggered.
  76100. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76101. */
  76102. export class ExecuteCodeAction extends Action {
  76103. /**
  76104. * The callback function to run.
  76105. */
  76106. func: (evt: ActionEvent) => void;
  76107. /**
  76108. * Instantiate the action
  76109. * @param triggerOptions defines the trigger options
  76110. * @param func defines the callback function to run
  76111. * @param condition defines the trigger related conditions
  76112. */
  76113. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  76114. /**
  76115. * Execute the action and run the attached code.
  76116. */
  76117. execute(evt: ActionEvent): void;
  76118. }
  76119. /**
  76120. * This defines an action responsible to set the parent property of the target once triggered.
  76121. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76122. */
  76123. export class SetParentAction extends Action {
  76124. private _parent;
  76125. private _target;
  76126. /**
  76127. * Instantiate the action
  76128. * @param triggerOptions defines the trigger options
  76129. * @param target defines the target containing the parent property
  76130. * @param parent defines from where the animation should start (animation frame)
  76131. * @param condition defines the trigger related conditions
  76132. */
  76133. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  76134. /** @hidden */
  76135. _prepare(): void;
  76136. /**
  76137. * Execute the action and set the parent property.
  76138. */
  76139. execute(): void;
  76140. /**
  76141. * Serializes the actions and its related information.
  76142. * @param parent defines the object to serialize in
  76143. * @returns the serialized object
  76144. */
  76145. serialize(parent: any): any;
  76146. }
  76147. }
  76148. declare module BABYLON {
  76149. /**
  76150. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  76151. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  76152. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76153. */
  76154. export class ActionManager extends AbstractActionManager {
  76155. /**
  76156. * Nothing
  76157. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76158. */
  76159. static readonly NothingTrigger: number;
  76160. /**
  76161. * On pick
  76162. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76163. */
  76164. static readonly OnPickTrigger: number;
  76165. /**
  76166. * On left pick
  76167. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76168. */
  76169. static readonly OnLeftPickTrigger: number;
  76170. /**
  76171. * On right pick
  76172. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76173. */
  76174. static readonly OnRightPickTrigger: number;
  76175. /**
  76176. * On center pick
  76177. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76178. */
  76179. static readonly OnCenterPickTrigger: number;
  76180. /**
  76181. * On pick down
  76182. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76183. */
  76184. static readonly OnPickDownTrigger: number;
  76185. /**
  76186. * On double pick
  76187. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76188. */
  76189. static readonly OnDoublePickTrigger: number;
  76190. /**
  76191. * On pick up
  76192. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76193. */
  76194. static readonly OnPickUpTrigger: number;
  76195. /**
  76196. * On pick out.
  76197. * This trigger will only be raised if you also declared a OnPickDown
  76198. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76199. */
  76200. static readonly OnPickOutTrigger: number;
  76201. /**
  76202. * On long press
  76203. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76204. */
  76205. static readonly OnLongPressTrigger: number;
  76206. /**
  76207. * On pointer over
  76208. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76209. */
  76210. static readonly OnPointerOverTrigger: number;
  76211. /**
  76212. * On pointer out
  76213. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76214. */
  76215. static readonly OnPointerOutTrigger: number;
  76216. /**
  76217. * On every frame
  76218. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76219. */
  76220. static readonly OnEveryFrameTrigger: number;
  76221. /**
  76222. * On intersection enter
  76223. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76224. */
  76225. static readonly OnIntersectionEnterTrigger: number;
  76226. /**
  76227. * On intersection exit
  76228. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76229. */
  76230. static readonly OnIntersectionExitTrigger: number;
  76231. /**
  76232. * On key down
  76233. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76234. */
  76235. static readonly OnKeyDownTrigger: number;
  76236. /**
  76237. * On key up
  76238. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76239. */
  76240. static readonly OnKeyUpTrigger: number;
  76241. private _scene;
  76242. /**
  76243. * Creates a new action manager
  76244. * @param scene defines the hosting scene
  76245. */
  76246. constructor(scene: Scene);
  76247. /**
  76248. * Releases all associated resources
  76249. */
  76250. dispose(): void;
  76251. /**
  76252. * Gets hosting scene
  76253. * @returns the hosting scene
  76254. */
  76255. getScene(): Scene;
  76256. /**
  76257. * Does this action manager handles actions of any of the given triggers
  76258. * @param triggers defines the triggers to be tested
  76259. * @return a boolean indicating whether one (or more) of the triggers is handled
  76260. */
  76261. hasSpecificTriggers(triggers: number[]): boolean;
  76262. /**
  76263. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  76264. * speed.
  76265. * @param triggerA defines the trigger to be tested
  76266. * @param triggerB defines the trigger to be tested
  76267. * @return a boolean indicating whether one (or more) of the triggers is handled
  76268. */
  76269. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  76270. /**
  76271. * Does this action manager handles actions of a given trigger
  76272. * @param trigger defines the trigger to be tested
  76273. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  76274. * @return whether the trigger is handled
  76275. */
  76276. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  76277. /**
  76278. * Does this action manager has pointer triggers
  76279. */
  76280. readonly hasPointerTriggers: boolean;
  76281. /**
  76282. * Does this action manager has pick triggers
  76283. */
  76284. readonly hasPickTriggers: boolean;
  76285. /**
  76286. * Registers an action to this action manager
  76287. * @param action defines the action to be registered
  76288. * @return the action amended (prepared) after registration
  76289. */
  76290. registerAction(action: IAction): Nullable<IAction>;
  76291. /**
  76292. * Unregisters an action to this action manager
  76293. * @param action defines the action to be unregistered
  76294. * @return a boolean indicating whether the action has been unregistered
  76295. */
  76296. unregisterAction(action: IAction): Boolean;
  76297. /**
  76298. * Process a specific trigger
  76299. * @param trigger defines the trigger to process
  76300. * @param evt defines the event details to be processed
  76301. */
  76302. processTrigger(trigger: number, evt?: IActionEvent): void;
  76303. /** @hidden */
  76304. _getEffectiveTarget(target: any, propertyPath: string): any;
  76305. /** @hidden */
  76306. _getProperty(propertyPath: string): string;
  76307. /**
  76308. * Serialize this manager to a JSON object
  76309. * @param name defines the property name to store this manager
  76310. * @returns a JSON representation of this manager
  76311. */
  76312. serialize(name: string): any;
  76313. /**
  76314. * Creates a new ActionManager from a JSON data
  76315. * @param parsedActions defines the JSON data to read from
  76316. * @param object defines the hosting mesh
  76317. * @param scene defines the hosting scene
  76318. */
  76319. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  76320. /**
  76321. * Get a trigger name by index
  76322. * @param trigger defines the trigger index
  76323. * @returns a trigger name
  76324. */
  76325. static GetTriggerName(trigger: number): string;
  76326. }
  76327. }
  76328. declare module BABYLON {
  76329. /**
  76330. * Class representing a ray with position and direction
  76331. */
  76332. export class Ray {
  76333. /** origin point */
  76334. origin: Vector3;
  76335. /** direction */
  76336. direction: Vector3;
  76337. /** length of the ray */
  76338. length: number;
  76339. private static readonly TmpVector3;
  76340. private _tmpRay;
  76341. /**
  76342. * Creates a new ray
  76343. * @param origin origin point
  76344. * @param direction direction
  76345. * @param length length of the ray
  76346. */
  76347. constructor(
  76348. /** origin point */
  76349. origin: Vector3,
  76350. /** direction */
  76351. direction: Vector3,
  76352. /** length of the ray */
  76353. length?: number);
  76354. /**
  76355. * Checks if the ray intersects a box
  76356. * @param minimum bound of the box
  76357. * @param maximum bound of the box
  76358. * @param intersectionTreshold extra extend to be added to the box in all direction
  76359. * @returns if the box was hit
  76360. */
  76361. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  76362. /**
  76363. * Checks if the ray intersects a box
  76364. * @param box the bounding box to check
  76365. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  76366. * @returns if the box was hit
  76367. */
  76368. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  76369. /**
  76370. * If the ray hits a sphere
  76371. * @param sphere the bounding sphere to check
  76372. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  76373. * @returns true if it hits the sphere
  76374. */
  76375. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  76376. /**
  76377. * If the ray hits a triange
  76378. * @param vertex0 triangle vertex
  76379. * @param vertex1 triangle vertex
  76380. * @param vertex2 triangle vertex
  76381. * @returns intersection information if hit
  76382. */
  76383. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  76384. /**
  76385. * Checks if ray intersects a plane
  76386. * @param plane the plane to check
  76387. * @returns the distance away it was hit
  76388. */
  76389. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  76390. /**
  76391. * Calculate the intercept of a ray on a given axis
  76392. * @param axis to check 'x' | 'y' | 'z'
  76393. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  76394. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  76395. */
  76396. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  76397. /**
  76398. * Checks if ray intersects a mesh
  76399. * @param mesh the mesh to check
  76400. * @param fastCheck if only the bounding box should checked
  76401. * @returns picking info of the intersecton
  76402. */
  76403. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  76404. /**
  76405. * Checks if ray intersects a mesh
  76406. * @param meshes the meshes to check
  76407. * @param fastCheck if only the bounding box should checked
  76408. * @param results array to store result in
  76409. * @returns Array of picking infos
  76410. */
  76411. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  76412. private _comparePickingInfo;
  76413. private static smallnum;
  76414. private static rayl;
  76415. /**
  76416. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  76417. * @param sega the first point of the segment to test the intersection against
  76418. * @param segb the second point of the segment to test the intersection against
  76419. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  76420. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  76421. */
  76422. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  76423. /**
  76424. * Update the ray from viewport position
  76425. * @param x position
  76426. * @param y y position
  76427. * @param viewportWidth viewport width
  76428. * @param viewportHeight viewport height
  76429. * @param world world matrix
  76430. * @param view view matrix
  76431. * @param projection projection matrix
  76432. * @returns this ray updated
  76433. */
  76434. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  76435. /**
  76436. * Creates a ray with origin and direction of 0,0,0
  76437. * @returns the new ray
  76438. */
  76439. static Zero(): Ray;
  76440. /**
  76441. * Creates a new ray from screen space and viewport
  76442. * @param x position
  76443. * @param y y position
  76444. * @param viewportWidth viewport width
  76445. * @param viewportHeight viewport height
  76446. * @param world world matrix
  76447. * @param view view matrix
  76448. * @param projection projection matrix
  76449. * @returns new ray
  76450. */
  76451. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  76452. /**
  76453. * 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
  76454. * transformed to the given world matrix.
  76455. * @param origin The origin point
  76456. * @param end The end point
  76457. * @param world a matrix to transform the ray to. Default is the identity matrix.
  76458. * @returns the new ray
  76459. */
  76460. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  76461. /**
  76462. * Transforms a ray by a matrix
  76463. * @param ray ray to transform
  76464. * @param matrix matrix to apply
  76465. * @returns the resulting new ray
  76466. */
  76467. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  76468. /**
  76469. * Transforms a ray by a matrix
  76470. * @param ray ray to transform
  76471. * @param matrix matrix to apply
  76472. * @param result ray to store result in
  76473. */
  76474. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  76475. /**
  76476. * Unproject a ray from screen space to object space
  76477. * @param sourceX defines the screen space x coordinate to use
  76478. * @param sourceY defines the screen space y coordinate to use
  76479. * @param viewportWidth defines the current width of the viewport
  76480. * @param viewportHeight defines the current height of the viewport
  76481. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  76482. * @param view defines the view matrix to use
  76483. * @param projection defines the projection matrix to use
  76484. */
  76485. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  76486. }
  76487. /**
  76488. * Type used to define predicate used to select faces when a mesh intersection is detected
  76489. */
  76490. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  76491. interface Scene {
  76492. /** @hidden */
  76493. _tempPickingRay: Nullable<Ray>;
  76494. /** @hidden */
  76495. _cachedRayForTransform: Ray;
  76496. /** @hidden */
  76497. _pickWithRayInverseMatrix: Matrix;
  76498. /** @hidden */
  76499. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  76500. /** @hidden */
  76501. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  76502. }
  76503. }
  76504. declare module BABYLON {
  76505. /**
  76506. * Groups all the scene component constants in one place to ease maintenance.
  76507. * @hidden
  76508. */
  76509. export class SceneComponentConstants {
  76510. static readonly NAME_EFFECTLAYER: string;
  76511. static readonly NAME_LAYER: string;
  76512. static readonly NAME_LENSFLARESYSTEM: string;
  76513. static readonly NAME_BOUNDINGBOXRENDERER: string;
  76514. static readonly NAME_PARTICLESYSTEM: string;
  76515. static readonly NAME_GAMEPAD: string;
  76516. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  76517. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  76518. static readonly NAME_DEPTHRENDERER: string;
  76519. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  76520. static readonly NAME_SPRITE: string;
  76521. static readonly NAME_OUTLINERENDERER: string;
  76522. static readonly NAME_PROCEDURALTEXTURE: string;
  76523. static readonly NAME_SHADOWGENERATOR: string;
  76524. static readonly NAME_OCTREE: string;
  76525. static readonly NAME_PHYSICSENGINE: string;
  76526. static readonly NAME_AUDIO: string;
  76527. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  76528. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  76529. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  76530. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  76531. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  76532. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  76533. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  76534. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  76535. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  76536. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  76537. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  76538. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  76539. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  76540. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  76541. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  76542. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  76543. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  76544. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  76545. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  76546. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  76547. static readonly STEP_AFTERRENDER_AUDIO: number;
  76548. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  76549. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  76550. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  76551. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  76552. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  76553. static readonly STEP_POINTERMOVE_SPRITE: number;
  76554. static readonly STEP_POINTERDOWN_SPRITE: number;
  76555. static readonly STEP_POINTERUP_SPRITE: number;
  76556. }
  76557. /**
  76558. * This represents a scene component.
  76559. *
  76560. * This is used to decouple the dependency the scene is having on the different workloads like
  76561. * layers, post processes...
  76562. */
  76563. export interface ISceneComponent {
  76564. /**
  76565. * The name of the component. Each component must have a unique name.
  76566. */
  76567. name: string;
  76568. /**
  76569. * The scene the component belongs to.
  76570. */
  76571. scene: Scene;
  76572. /**
  76573. * Register the component to one instance of a scene.
  76574. */
  76575. register(): void;
  76576. /**
  76577. * Rebuilds the elements related to this component in case of
  76578. * context lost for instance.
  76579. */
  76580. rebuild(): void;
  76581. /**
  76582. * Disposes the component and the associated ressources.
  76583. */
  76584. dispose(): void;
  76585. }
  76586. /**
  76587. * This represents a SERIALIZABLE scene component.
  76588. *
  76589. * This extends Scene Component to add Serialization methods on top.
  76590. */
  76591. export interface ISceneSerializableComponent extends ISceneComponent {
  76592. /**
  76593. * Adds all the elements from the container to the scene
  76594. * @param container the container holding the elements
  76595. */
  76596. addFromContainer(container: AbstractScene): void;
  76597. /**
  76598. * Removes all the elements in the container from the scene
  76599. * @param container contains the elements to remove
  76600. * @param dispose if the removed element should be disposed (default: false)
  76601. */
  76602. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  76603. /**
  76604. * Serializes the component data to the specified json object
  76605. * @param serializationObject The object to serialize to
  76606. */
  76607. serialize(serializationObject: any): void;
  76608. }
  76609. /**
  76610. * Strong typing of a Mesh related stage step action
  76611. */
  76612. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  76613. /**
  76614. * Strong typing of a Evaluate Sub Mesh related stage step action
  76615. */
  76616. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  76617. /**
  76618. * Strong typing of a Active Mesh related stage step action
  76619. */
  76620. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  76621. /**
  76622. * Strong typing of a Camera related stage step action
  76623. */
  76624. export type CameraStageAction = (camera: Camera) => void;
  76625. /**
  76626. * Strong typing of a Camera Frame buffer related stage step action
  76627. */
  76628. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  76629. /**
  76630. * Strong typing of a Render Target related stage step action
  76631. */
  76632. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  76633. /**
  76634. * Strong typing of a RenderingGroup related stage step action
  76635. */
  76636. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  76637. /**
  76638. * Strong typing of a Mesh Render related stage step action
  76639. */
  76640. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  76641. /**
  76642. * Strong typing of a simple stage step action
  76643. */
  76644. export type SimpleStageAction = () => void;
  76645. /**
  76646. * Strong typing of a render target action.
  76647. */
  76648. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  76649. /**
  76650. * Strong typing of a pointer move action.
  76651. */
  76652. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  76653. /**
  76654. * Strong typing of a pointer up/down action.
  76655. */
  76656. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  76657. /**
  76658. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  76659. * @hidden
  76660. */
  76661. export class Stage<T extends Function> extends Array<{
  76662. index: number;
  76663. component: ISceneComponent;
  76664. action: T;
  76665. }> {
  76666. /**
  76667. * Hide ctor from the rest of the world.
  76668. * @param items The items to add.
  76669. */
  76670. private constructor();
  76671. /**
  76672. * Creates a new Stage.
  76673. * @returns A new instance of a Stage
  76674. */
  76675. static Create<T extends Function>(): Stage<T>;
  76676. /**
  76677. * Registers a step in an ordered way in the targeted stage.
  76678. * @param index Defines the position to register the step in
  76679. * @param component Defines the component attached to the step
  76680. * @param action Defines the action to launch during the step
  76681. */
  76682. registerStep(index: number, component: ISceneComponent, action: T): void;
  76683. /**
  76684. * Clears all the steps from the stage.
  76685. */
  76686. clear(): void;
  76687. }
  76688. }
  76689. declare module BABYLON {
  76690. interface Scene {
  76691. /** @hidden */
  76692. _pointerOverSprite: Nullable<Sprite>;
  76693. /** @hidden */
  76694. _pickedDownSprite: Nullable<Sprite>;
  76695. /** @hidden */
  76696. _tempSpritePickingRay: Nullable<Ray>;
  76697. /**
  76698. * All of the sprite managers added to this scene
  76699. * @see http://doc.babylonjs.com/babylon101/sprites
  76700. */
  76701. spriteManagers: Array<ISpriteManager>;
  76702. /**
  76703. * An event triggered when sprites rendering is about to start
  76704. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  76705. */
  76706. onBeforeSpritesRenderingObservable: Observable<Scene>;
  76707. /**
  76708. * An event triggered when sprites rendering is done
  76709. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  76710. */
  76711. onAfterSpritesRenderingObservable: Observable<Scene>;
  76712. /** @hidden */
  76713. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76714. /** Launch a ray to try to pick a sprite in the scene
  76715. * @param x position on screen
  76716. * @param y position on screen
  76717. * @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
  76718. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  76719. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  76720. * @returns a PickingInfo
  76721. */
  76722. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76723. /** Use the given ray to pick a sprite in the scene
  76724. * @param ray The ray (in world space) to use to pick meshes
  76725. * @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
  76726. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  76727. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  76728. * @returns a PickingInfo
  76729. */
  76730. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76731. /** @hidden */
  76732. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76733. /** Launch a ray to try to pick sprites in the scene
  76734. * @param x position on screen
  76735. * @param y position on screen
  76736. * @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
  76737. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  76738. * @returns a PickingInfo array
  76739. */
  76740. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76741. /** Use the given ray to pick sprites in the scene
  76742. * @param ray The ray (in world space) to use to pick meshes
  76743. * @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
  76744. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  76745. * @returns a PickingInfo array
  76746. */
  76747. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76748. /**
  76749. * Force the sprite under the pointer
  76750. * @param sprite defines the sprite to use
  76751. */
  76752. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  76753. /**
  76754. * Gets the sprite under the pointer
  76755. * @returns a Sprite or null if no sprite is under the pointer
  76756. */
  76757. getPointerOverSprite(): Nullable<Sprite>;
  76758. }
  76759. /**
  76760. * Defines the sprite scene component responsible to manage sprites
  76761. * in a given scene.
  76762. */
  76763. export class SpriteSceneComponent implements ISceneComponent {
  76764. /**
  76765. * The component name helpfull to identify the component in the list of scene components.
  76766. */
  76767. readonly name: string;
  76768. /**
  76769. * The scene the component belongs to.
  76770. */
  76771. scene: Scene;
  76772. /** @hidden */
  76773. private _spritePredicate;
  76774. /**
  76775. * Creates a new instance of the component for the given scene
  76776. * @param scene Defines the scene to register the component in
  76777. */
  76778. constructor(scene: Scene);
  76779. /**
  76780. * Registers the component in a given scene
  76781. */
  76782. register(): void;
  76783. /**
  76784. * Rebuilds the elements related to this component in case of
  76785. * context lost for instance.
  76786. */
  76787. rebuild(): void;
  76788. /**
  76789. * Disposes the component and the associated ressources.
  76790. */
  76791. dispose(): void;
  76792. private _pickSpriteButKeepRay;
  76793. private _pointerMove;
  76794. private _pointerDown;
  76795. private _pointerUp;
  76796. }
  76797. }
  76798. declare module BABYLON {
  76799. /** @hidden */
  76800. export var fogFragmentDeclaration: {
  76801. name: string;
  76802. shader: string;
  76803. };
  76804. }
  76805. declare module BABYLON {
  76806. /** @hidden */
  76807. export var fogFragment: {
  76808. name: string;
  76809. shader: string;
  76810. };
  76811. }
  76812. declare module BABYLON {
  76813. /** @hidden */
  76814. export var spritesPixelShader: {
  76815. name: string;
  76816. shader: string;
  76817. };
  76818. }
  76819. declare module BABYLON {
  76820. /** @hidden */
  76821. export var fogVertexDeclaration: {
  76822. name: string;
  76823. shader: string;
  76824. };
  76825. }
  76826. declare module BABYLON {
  76827. /** @hidden */
  76828. export var spritesVertexShader: {
  76829. name: string;
  76830. shader: string;
  76831. };
  76832. }
  76833. declare module BABYLON {
  76834. /**
  76835. * Defines the minimum interface to fullfil in order to be a sprite manager.
  76836. */
  76837. export interface ISpriteManager extends IDisposable {
  76838. /**
  76839. * Restricts the camera to viewing objects with the same layerMask.
  76840. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  76841. */
  76842. layerMask: number;
  76843. /**
  76844. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  76845. */
  76846. isPickable: boolean;
  76847. /**
  76848. * Specifies the rendering group id for this mesh (0 by default)
  76849. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  76850. */
  76851. renderingGroupId: number;
  76852. /**
  76853. * Defines the list of sprites managed by the manager.
  76854. */
  76855. sprites: Array<Sprite>;
  76856. /**
  76857. * Tests the intersection of a sprite with a specific ray.
  76858. * @param ray The ray we are sending to test the collision
  76859. * @param camera The camera space we are sending rays in
  76860. * @param predicate A predicate allowing excluding sprites from the list of object to test
  76861. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  76862. * @returns picking info or null.
  76863. */
  76864. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  76865. /**
  76866. * Intersects the sprites with a ray
  76867. * @param ray defines the ray to intersect with
  76868. * @param camera defines the current active camera
  76869. * @param predicate defines a predicate used to select candidate sprites
  76870. * @returns null if no hit or a PickingInfo array
  76871. */
  76872. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  76873. /**
  76874. * Renders the list of sprites on screen.
  76875. */
  76876. render(): void;
  76877. }
  76878. /**
  76879. * Class used to manage multiple sprites on the same spritesheet
  76880. * @see http://doc.babylonjs.com/babylon101/sprites
  76881. */
  76882. export class SpriteManager implements ISpriteManager {
  76883. /** defines the manager's name */
  76884. name: string;
  76885. /** Gets the list of sprites */
  76886. sprites: Sprite[];
  76887. /** Gets or sets the rendering group id (0 by default) */
  76888. renderingGroupId: number;
  76889. /** Gets or sets camera layer mask */
  76890. layerMask: number;
  76891. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  76892. fogEnabled: boolean;
  76893. /** Gets or sets a boolean indicating if the sprites are pickable */
  76894. isPickable: boolean;
  76895. /** Defines the default width of a cell in the spritesheet */
  76896. cellWidth: number;
  76897. /** Defines the default height of a cell in the spritesheet */
  76898. cellHeight: number;
  76899. /** Associative array from JSON sprite data file */
  76900. private _cellData;
  76901. /** Array of sprite names from JSON sprite data file */
  76902. private _spriteMap;
  76903. /** True when packed cell data from JSON file is ready*/
  76904. private _packedAndReady;
  76905. /**
  76906. * An event triggered when the manager is disposed.
  76907. */
  76908. onDisposeObservable: Observable<SpriteManager>;
  76909. private _onDisposeObserver;
  76910. /**
  76911. * Callback called when the manager is disposed
  76912. */
  76913. onDispose: () => void;
  76914. private _capacity;
  76915. private _fromPacked;
  76916. private _spriteTexture;
  76917. private _epsilon;
  76918. private _scene;
  76919. private _vertexData;
  76920. private _buffer;
  76921. private _vertexBuffers;
  76922. private _indexBuffer;
  76923. private _effectBase;
  76924. private _effectFog;
  76925. /**
  76926. * Gets or sets the spritesheet texture
  76927. */
  76928. texture: Texture;
  76929. /**
  76930. * Creates a new sprite manager
  76931. * @param name defines the manager's name
  76932. * @param imgUrl defines the sprite sheet url
  76933. * @param capacity defines the maximum allowed number of sprites
  76934. * @param cellSize defines the size of a sprite cell
  76935. * @param scene defines the hosting scene
  76936. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  76937. * @param samplingMode defines the smapling mode to use with spritesheet
  76938. * @param fromPacked set to false; do not alter
  76939. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  76940. */
  76941. constructor(
  76942. /** defines the manager's name */
  76943. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  76944. private _makePacked;
  76945. private _appendSpriteVertex;
  76946. /**
  76947. * Intersects the sprites with a ray
  76948. * @param ray defines the ray to intersect with
  76949. * @param camera defines the current active camera
  76950. * @param predicate defines a predicate used to select candidate sprites
  76951. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  76952. * @returns null if no hit or a PickingInfo
  76953. */
  76954. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  76955. /**
  76956. * Intersects the sprites with a ray
  76957. * @param ray defines the ray to intersect with
  76958. * @param camera defines the current active camera
  76959. * @param predicate defines a predicate used to select candidate sprites
  76960. * @returns null if no hit or a PickingInfo array
  76961. */
  76962. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  76963. /**
  76964. * Render all child sprites
  76965. */
  76966. render(): void;
  76967. /**
  76968. * Release associated resources
  76969. */
  76970. dispose(): void;
  76971. }
  76972. }
  76973. declare module BABYLON {
  76974. /**
  76975. * Class used to represent a sprite
  76976. * @see http://doc.babylonjs.com/babylon101/sprites
  76977. */
  76978. export class Sprite {
  76979. /** defines the name */
  76980. name: string;
  76981. /** Gets or sets the current world position */
  76982. position: Vector3;
  76983. /** Gets or sets the main color */
  76984. color: Color4;
  76985. /** Gets or sets the width */
  76986. width: number;
  76987. /** Gets or sets the height */
  76988. height: number;
  76989. /** Gets or sets rotation angle */
  76990. angle: number;
  76991. /** Gets or sets the cell index in the sprite sheet */
  76992. cellIndex: number;
  76993. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  76994. cellRef: string;
  76995. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  76996. invertU: number;
  76997. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  76998. invertV: number;
  76999. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  77000. disposeWhenFinishedAnimating: boolean;
  77001. /** Gets the list of attached animations */
  77002. animations: Animation[];
  77003. /** Gets or sets a boolean indicating if the sprite can be picked */
  77004. isPickable: boolean;
  77005. /**
  77006. * Gets or sets the associated action manager
  77007. */
  77008. actionManager: Nullable<ActionManager>;
  77009. private _animationStarted;
  77010. private _loopAnimation;
  77011. private _fromIndex;
  77012. private _toIndex;
  77013. private _delay;
  77014. private _direction;
  77015. private _manager;
  77016. private _time;
  77017. private _onAnimationEnd;
  77018. /**
  77019. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  77020. */
  77021. isVisible: boolean;
  77022. /**
  77023. * Gets or sets the sprite size
  77024. */
  77025. size: number;
  77026. /**
  77027. * Creates a new Sprite
  77028. * @param name defines the name
  77029. * @param manager defines the manager
  77030. */
  77031. constructor(
  77032. /** defines the name */
  77033. name: string, manager: ISpriteManager);
  77034. /**
  77035. * Starts an animation
  77036. * @param from defines the initial key
  77037. * @param to defines the end key
  77038. * @param loop defines if the animation must loop
  77039. * @param delay defines the start delay (in ms)
  77040. * @param onAnimationEnd defines a callback to call when animation ends
  77041. */
  77042. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  77043. /** Stops current animation (if any) */
  77044. stopAnimation(): void;
  77045. /** @hidden */
  77046. _animate(deltaTime: number): void;
  77047. /** Release associated resources */
  77048. dispose(): void;
  77049. }
  77050. }
  77051. declare module BABYLON {
  77052. /**
  77053. * Information about the result of picking within a scene
  77054. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  77055. */
  77056. export class PickingInfo {
  77057. /** @hidden */
  77058. _pickingUnavailable: boolean;
  77059. /**
  77060. * If the pick collided with an object
  77061. */
  77062. hit: boolean;
  77063. /**
  77064. * Distance away where the pick collided
  77065. */
  77066. distance: number;
  77067. /**
  77068. * The location of pick collision
  77069. */
  77070. pickedPoint: Nullable<Vector3>;
  77071. /**
  77072. * The mesh corresponding the the pick collision
  77073. */
  77074. pickedMesh: Nullable<AbstractMesh>;
  77075. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  77076. bu: number;
  77077. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  77078. bv: number;
  77079. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  77080. faceId: number;
  77081. /** Id of the the submesh that was picked */
  77082. subMeshId: number;
  77083. /** If a sprite was picked, this will be the sprite the pick collided with */
  77084. pickedSprite: Nullable<Sprite>;
  77085. /**
  77086. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  77087. */
  77088. originMesh: Nullable<AbstractMesh>;
  77089. /**
  77090. * The ray that was used to perform the picking.
  77091. */
  77092. ray: Nullable<Ray>;
  77093. /**
  77094. * Gets the normal correspodning to the face the pick collided with
  77095. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  77096. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  77097. * @returns The normal correspodning to the face the pick collided with
  77098. */
  77099. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  77100. /**
  77101. * Gets the texture coordinates of where the pick occured
  77102. * @returns the vector containing the coordnates of the texture
  77103. */
  77104. getTextureCoordinates(): Nullable<Vector2>;
  77105. }
  77106. }
  77107. declare module BABYLON {
  77108. /**
  77109. * Gather the list of pointer event types as constants.
  77110. */
  77111. export class PointerEventTypes {
  77112. /**
  77113. * 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.
  77114. */
  77115. static readonly POINTERDOWN: number;
  77116. /**
  77117. * The pointerup event is fired when a pointer is no longer active.
  77118. */
  77119. static readonly POINTERUP: number;
  77120. /**
  77121. * The pointermove event is fired when a pointer changes coordinates.
  77122. */
  77123. static readonly POINTERMOVE: number;
  77124. /**
  77125. * The pointerwheel event is fired when a mouse wheel has been rotated.
  77126. */
  77127. static readonly POINTERWHEEL: number;
  77128. /**
  77129. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  77130. */
  77131. static readonly POINTERPICK: number;
  77132. /**
  77133. * The pointertap event is fired when a the object has been touched and released without drag.
  77134. */
  77135. static readonly POINTERTAP: number;
  77136. /**
  77137. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  77138. */
  77139. static readonly POINTERDOUBLETAP: number;
  77140. }
  77141. /**
  77142. * Base class of pointer info types.
  77143. */
  77144. export class PointerInfoBase {
  77145. /**
  77146. * Defines the type of event (PointerEventTypes)
  77147. */
  77148. type: number;
  77149. /**
  77150. * Defines the related dom event
  77151. */
  77152. event: PointerEvent | MouseWheelEvent;
  77153. /**
  77154. * Instantiates the base class of pointers info.
  77155. * @param type Defines the type of event (PointerEventTypes)
  77156. * @param event Defines the related dom event
  77157. */
  77158. constructor(
  77159. /**
  77160. * Defines the type of event (PointerEventTypes)
  77161. */
  77162. type: number,
  77163. /**
  77164. * Defines the related dom event
  77165. */
  77166. event: PointerEvent | MouseWheelEvent);
  77167. }
  77168. /**
  77169. * This class is used to store pointer related info for the onPrePointerObservable event.
  77170. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  77171. */
  77172. export class PointerInfoPre extends PointerInfoBase {
  77173. /**
  77174. * Ray from a pointer if availible (eg. 6dof controller)
  77175. */
  77176. ray: Nullable<Ray>;
  77177. /**
  77178. * Defines the local position of the pointer on the canvas.
  77179. */
  77180. localPosition: Vector2;
  77181. /**
  77182. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  77183. */
  77184. skipOnPointerObservable: boolean;
  77185. /**
  77186. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  77187. * @param type Defines the type of event (PointerEventTypes)
  77188. * @param event Defines the related dom event
  77189. * @param localX Defines the local x coordinates of the pointer when the event occured
  77190. * @param localY Defines the local y coordinates of the pointer when the event occured
  77191. */
  77192. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  77193. }
  77194. /**
  77195. * This type contains all the data related to a pointer event in Babylon.js.
  77196. * 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.
  77197. */
  77198. export class PointerInfo extends PointerInfoBase {
  77199. /**
  77200. * Defines the picking info associated to the info (if any)\
  77201. */
  77202. pickInfo: Nullable<PickingInfo>;
  77203. /**
  77204. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  77205. * @param type Defines the type of event (PointerEventTypes)
  77206. * @param event Defines the related dom event
  77207. * @param pickInfo Defines the picking info associated to the info (if any)\
  77208. */
  77209. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  77210. /**
  77211. * Defines the picking info associated to the info (if any)\
  77212. */
  77213. pickInfo: Nullable<PickingInfo>);
  77214. }
  77215. /**
  77216. * Data relating to a touch event on the screen.
  77217. */
  77218. export interface PointerTouch {
  77219. /**
  77220. * X coordinate of touch.
  77221. */
  77222. x: number;
  77223. /**
  77224. * Y coordinate of touch.
  77225. */
  77226. y: number;
  77227. /**
  77228. * Id of touch. Unique for each finger.
  77229. */
  77230. pointerId: number;
  77231. /**
  77232. * Event type passed from DOM.
  77233. */
  77234. type: any;
  77235. }
  77236. }
  77237. declare module BABYLON {
  77238. /**
  77239. * Manage the mouse inputs to control the movement of a free camera.
  77240. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77241. */
  77242. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  77243. /**
  77244. * Define if touch is enabled in the mouse input
  77245. */
  77246. touchEnabled: boolean;
  77247. /**
  77248. * Defines the camera the input is attached to.
  77249. */
  77250. camera: FreeCamera;
  77251. /**
  77252. * Defines the buttons associated with the input to handle camera move.
  77253. */
  77254. buttons: number[];
  77255. /**
  77256. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  77257. */
  77258. angularSensibility: number;
  77259. private _pointerInput;
  77260. private _onMouseMove;
  77261. private _observer;
  77262. private previousPosition;
  77263. /**
  77264. * Observable for when a pointer move event occurs containing the move offset
  77265. */
  77266. onPointerMovedObservable: Observable<{
  77267. offsetX: number;
  77268. offsetY: number;
  77269. }>;
  77270. /**
  77271. * @hidden
  77272. * If the camera should be rotated automatically based on pointer movement
  77273. */
  77274. _allowCameraRotation: boolean;
  77275. /**
  77276. * Manage the mouse inputs to control the movement of a free camera.
  77277. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77278. * @param touchEnabled Defines if touch is enabled or not
  77279. */
  77280. constructor(
  77281. /**
  77282. * Define if touch is enabled in the mouse input
  77283. */
  77284. touchEnabled?: boolean);
  77285. /**
  77286. * Attach the input controls to a specific dom element to get the input from.
  77287. * @param element Defines the element the controls should be listened from
  77288. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77289. */
  77290. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77291. /**
  77292. * Called on JS contextmenu event.
  77293. * Override this method to provide functionality.
  77294. */
  77295. protected onContextMenu(evt: PointerEvent): void;
  77296. /**
  77297. * Detach the current controls from the specified dom element.
  77298. * @param element Defines the element to stop listening the inputs from
  77299. */
  77300. detachControl(element: Nullable<HTMLElement>): void;
  77301. /**
  77302. * Gets the class name of the current intput.
  77303. * @returns the class name
  77304. */
  77305. getClassName(): string;
  77306. /**
  77307. * Get the friendly name associated with the input class.
  77308. * @returns the input friendly name
  77309. */
  77310. getSimpleName(): string;
  77311. }
  77312. }
  77313. declare module BABYLON {
  77314. /**
  77315. * Manage the touch inputs to control the movement of a free camera.
  77316. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77317. */
  77318. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  77319. /**
  77320. * Defines the camera the input is attached to.
  77321. */
  77322. camera: FreeCamera;
  77323. /**
  77324. * Defines the touch sensibility for rotation.
  77325. * The higher the faster.
  77326. */
  77327. touchAngularSensibility: number;
  77328. /**
  77329. * Defines the touch sensibility for move.
  77330. * The higher the faster.
  77331. */
  77332. touchMoveSensibility: number;
  77333. private _offsetX;
  77334. private _offsetY;
  77335. private _pointerPressed;
  77336. private _pointerInput;
  77337. private _observer;
  77338. private _onLostFocus;
  77339. /**
  77340. * Attach the input controls to a specific dom element to get the input from.
  77341. * @param element Defines the element the controls should be listened from
  77342. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77343. */
  77344. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77345. /**
  77346. * Detach the current controls from the specified dom element.
  77347. * @param element Defines the element to stop listening the inputs from
  77348. */
  77349. detachControl(element: Nullable<HTMLElement>): void;
  77350. /**
  77351. * Update the current camera state depending on the inputs that have been used this frame.
  77352. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  77353. */
  77354. checkInputs(): void;
  77355. /**
  77356. * Gets the class name of the current intput.
  77357. * @returns the class name
  77358. */
  77359. getClassName(): string;
  77360. /**
  77361. * Get the friendly name associated with the input class.
  77362. * @returns the input friendly name
  77363. */
  77364. getSimpleName(): string;
  77365. }
  77366. }
  77367. declare module BABYLON {
  77368. /**
  77369. * Default Inputs manager for the FreeCamera.
  77370. * It groups all the default supported inputs for ease of use.
  77371. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77372. */
  77373. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  77374. /**
  77375. * @hidden
  77376. */
  77377. _mouseInput: Nullable<FreeCameraMouseInput>;
  77378. /**
  77379. * Instantiates a new FreeCameraInputsManager.
  77380. * @param camera Defines the camera the inputs belong to
  77381. */
  77382. constructor(camera: FreeCamera);
  77383. /**
  77384. * Add keyboard input support to the input manager.
  77385. * @returns the current input manager
  77386. */
  77387. addKeyboard(): FreeCameraInputsManager;
  77388. /**
  77389. * Add mouse input support to the input manager.
  77390. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  77391. * @returns the current input manager
  77392. */
  77393. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  77394. /**
  77395. * Removes the mouse input support from the manager
  77396. * @returns the current input manager
  77397. */
  77398. removeMouse(): FreeCameraInputsManager;
  77399. /**
  77400. * Add touch input support to the input manager.
  77401. * @returns the current input manager
  77402. */
  77403. addTouch(): FreeCameraInputsManager;
  77404. /**
  77405. * Remove all attached input methods from a camera
  77406. */
  77407. clear(): void;
  77408. }
  77409. }
  77410. declare module BABYLON {
  77411. /**
  77412. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  77413. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  77414. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  77415. */
  77416. export class FreeCamera extends TargetCamera {
  77417. /**
  77418. * Define the collision ellipsoid of the camera.
  77419. * This is helpful to simulate a camera body like the player body around the camera
  77420. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  77421. */
  77422. ellipsoid: Vector3;
  77423. /**
  77424. * Define an offset for the position of the ellipsoid around the camera.
  77425. * This can be helpful to determine the center of the body near the gravity center of the body
  77426. * instead of its head.
  77427. */
  77428. ellipsoidOffset: Vector3;
  77429. /**
  77430. * Enable or disable collisions of the camera with the rest of the scene objects.
  77431. */
  77432. checkCollisions: boolean;
  77433. /**
  77434. * Enable or disable gravity on the camera.
  77435. */
  77436. applyGravity: boolean;
  77437. /**
  77438. * Define the input manager associated to the camera.
  77439. */
  77440. inputs: FreeCameraInputsManager;
  77441. /**
  77442. * Gets the input sensibility for a mouse input. (default is 2000.0)
  77443. * Higher values reduce sensitivity.
  77444. */
  77445. /**
  77446. * Sets the input sensibility for a mouse input. (default is 2000.0)
  77447. * Higher values reduce sensitivity.
  77448. */
  77449. angularSensibility: number;
  77450. /**
  77451. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  77452. */
  77453. keysUp: number[];
  77454. /**
  77455. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  77456. */
  77457. keysDown: number[];
  77458. /**
  77459. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  77460. */
  77461. keysLeft: number[];
  77462. /**
  77463. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  77464. */
  77465. keysRight: number[];
  77466. /**
  77467. * Event raised when the camera collide with a mesh in the scene.
  77468. */
  77469. onCollide: (collidedMesh: AbstractMesh) => void;
  77470. private _collider;
  77471. private _needMoveForGravity;
  77472. private _oldPosition;
  77473. private _diffPosition;
  77474. private _newPosition;
  77475. /** @hidden */
  77476. _localDirection: Vector3;
  77477. /** @hidden */
  77478. _transformedDirection: Vector3;
  77479. /**
  77480. * Instantiates a Free Camera.
  77481. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  77482. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  77483. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  77484. * @param name Define the name of the camera in the scene
  77485. * @param position Define the start position of the camera in the scene
  77486. * @param scene Define the scene the camera belongs to
  77487. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  77488. */
  77489. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  77490. /**
  77491. * Attached controls to the current camera.
  77492. * @param element Defines the element the controls should be listened from
  77493. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77494. */
  77495. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77496. /**
  77497. * Detach the current controls from the camera.
  77498. * The camera will stop reacting to inputs.
  77499. * @param element Defines the element to stop listening the inputs from
  77500. */
  77501. detachControl(element: HTMLElement): void;
  77502. private _collisionMask;
  77503. /**
  77504. * Define a collision mask to limit the list of object the camera can collide with
  77505. */
  77506. collisionMask: number;
  77507. /** @hidden */
  77508. _collideWithWorld(displacement: Vector3): void;
  77509. private _onCollisionPositionChange;
  77510. /** @hidden */
  77511. _checkInputs(): void;
  77512. /** @hidden */
  77513. _decideIfNeedsToMove(): boolean;
  77514. /** @hidden */
  77515. _updatePosition(): void;
  77516. /**
  77517. * Destroy the camera and release the current resources hold by it.
  77518. */
  77519. dispose(): void;
  77520. /**
  77521. * Gets the current object class name.
  77522. * @return the class name
  77523. */
  77524. getClassName(): string;
  77525. }
  77526. }
  77527. declare module BABYLON {
  77528. /**
  77529. * Represents a gamepad control stick position
  77530. */
  77531. export class StickValues {
  77532. /**
  77533. * The x component of the control stick
  77534. */
  77535. x: number;
  77536. /**
  77537. * The y component of the control stick
  77538. */
  77539. y: number;
  77540. /**
  77541. * Initializes the gamepad x and y control stick values
  77542. * @param x The x component of the gamepad control stick value
  77543. * @param y The y component of the gamepad control stick value
  77544. */
  77545. constructor(
  77546. /**
  77547. * The x component of the control stick
  77548. */
  77549. x: number,
  77550. /**
  77551. * The y component of the control stick
  77552. */
  77553. y: number);
  77554. }
  77555. /**
  77556. * An interface which manages callbacks for gamepad button changes
  77557. */
  77558. export interface GamepadButtonChanges {
  77559. /**
  77560. * Called when a gamepad has been changed
  77561. */
  77562. changed: boolean;
  77563. /**
  77564. * Called when a gamepad press event has been triggered
  77565. */
  77566. pressChanged: boolean;
  77567. /**
  77568. * Called when a touch event has been triggered
  77569. */
  77570. touchChanged: boolean;
  77571. /**
  77572. * Called when a value has changed
  77573. */
  77574. valueChanged: boolean;
  77575. }
  77576. /**
  77577. * Represents a gamepad
  77578. */
  77579. export class Gamepad {
  77580. /**
  77581. * The id of the gamepad
  77582. */
  77583. id: string;
  77584. /**
  77585. * The index of the gamepad
  77586. */
  77587. index: number;
  77588. /**
  77589. * The browser gamepad
  77590. */
  77591. browserGamepad: any;
  77592. /**
  77593. * Specifies what type of gamepad this represents
  77594. */
  77595. type: number;
  77596. private _leftStick;
  77597. private _rightStick;
  77598. /** @hidden */
  77599. _isConnected: boolean;
  77600. private _leftStickAxisX;
  77601. private _leftStickAxisY;
  77602. private _rightStickAxisX;
  77603. private _rightStickAxisY;
  77604. /**
  77605. * Triggered when the left control stick has been changed
  77606. */
  77607. private _onleftstickchanged;
  77608. /**
  77609. * Triggered when the right control stick has been changed
  77610. */
  77611. private _onrightstickchanged;
  77612. /**
  77613. * Represents a gamepad controller
  77614. */
  77615. static GAMEPAD: number;
  77616. /**
  77617. * Represents a generic controller
  77618. */
  77619. static GENERIC: number;
  77620. /**
  77621. * Represents an XBox controller
  77622. */
  77623. static XBOX: number;
  77624. /**
  77625. * Represents a pose-enabled controller
  77626. */
  77627. static POSE_ENABLED: number;
  77628. /**
  77629. * Represents an Dual Shock controller
  77630. */
  77631. static DUALSHOCK: number;
  77632. /**
  77633. * Specifies whether the left control stick should be Y-inverted
  77634. */
  77635. protected _invertLeftStickY: boolean;
  77636. /**
  77637. * Specifies if the gamepad has been connected
  77638. */
  77639. readonly isConnected: boolean;
  77640. /**
  77641. * Initializes the gamepad
  77642. * @param id The id of the gamepad
  77643. * @param index The index of the gamepad
  77644. * @param browserGamepad The browser gamepad
  77645. * @param leftStickX The x component of the left joystick
  77646. * @param leftStickY The y component of the left joystick
  77647. * @param rightStickX The x component of the right joystick
  77648. * @param rightStickY The y component of the right joystick
  77649. */
  77650. constructor(
  77651. /**
  77652. * The id of the gamepad
  77653. */
  77654. id: string,
  77655. /**
  77656. * The index of the gamepad
  77657. */
  77658. index: number,
  77659. /**
  77660. * The browser gamepad
  77661. */
  77662. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  77663. /**
  77664. * Callback triggered when the left joystick has changed
  77665. * @param callback
  77666. */
  77667. onleftstickchanged(callback: (values: StickValues) => void): void;
  77668. /**
  77669. * Callback triggered when the right joystick has changed
  77670. * @param callback
  77671. */
  77672. onrightstickchanged(callback: (values: StickValues) => void): void;
  77673. /**
  77674. * Gets the left joystick
  77675. */
  77676. /**
  77677. * Sets the left joystick values
  77678. */
  77679. leftStick: StickValues;
  77680. /**
  77681. * Gets the right joystick
  77682. */
  77683. /**
  77684. * Sets the right joystick value
  77685. */
  77686. rightStick: StickValues;
  77687. /**
  77688. * Updates the gamepad joystick positions
  77689. */
  77690. update(): void;
  77691. /**
  77692. * Disposes the gamepad
  77693. */
  77694. dispose(): void;
  77695. }
  77696. /**
  77697. * Represents a generic gamepad
  77698. */
  77699. export class GenericPad extends Gamepad {
  77700. private _buttons;
  77701. private _onbuttondown;
  77702. private _onbuttonup;
  77703. /**
  77704. * Observable triggered when a button has been pressed
  77705. */
  77706. onButtonDownObservable: Observable<number>;
  77707. /**
  77708. * Observable triggered when a button has been released
  77709. */
  77710. onButtonUpObservable: Observable<number>;
  77711. /**
  77712. * Callback triggered when a button has been pressed
  77713. * @param callback Called when a button has been pressed
  77714. */
  77715. onbuttondown(callback: (buttonPressed: number) => void): void;
  77716. /**
  77717. * Callback triggered when a button has been released
  77718. * @param callback Called when a button has been released
  77719. */
  77720. onbuttonup(callback: (buttonReleased: number) => void): void;
  77721. /**
  77722. * Initializes the generic gamepad
  77723. * @param id The id of the generic gamepad
  77724. * @param index The index of the generic gamepad
  77725. * @param browserGamepad The browser gamepad
  77726. */
  77727. constructor(id: string, index: number, browserGamepad: any);
  77728. private _setButtonValue;
  77729. /**
  77730. * Updates the generic gamepad
  77731. */
  77732. update(): void;
  77733. /**
  77734. * Disposes the generic gamepad
  77735. */
  77736. dispose(): void;
  77737. }
  77738. }
  77739. declare module BABYLON {
  77740. interface Engine {
  77741. /**
  77742. * Creates a raw texture
  77743. * @param data defines the data to store in the texture
  77744. * @param width defines the width of the texture
  77745. * @param height defines the height of the texture
  77746. * @param format defines the format of the data
  77747. * @param generateMipMaps defines if the engine should generate the mip levels
  77748. * @param invertY defines if data must be stored with Y axis inverted
  77749. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  77750. * @param compression defines the compression used (null by default)
  77751. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77752. * @returns the raw texture inside an InternalTexture
  77753. */
  77754. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  77755. /**
  77756. * Update a raw texture
  77757. * @param texture defines the texture to update
  77758. * @param data defines the data to store in the texture
  77759. * @param format defines the format of the data
  77760. * @param invertY defines if data must be stored with Y axis inverted
  77761. */
  77762. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  77763. /**
  77764. * Update a raw texture
  77765. * @param texture defines the texture to update
  77766. * @param data defines the data to store in the texture
  77767. * @param format defines the format of the data
  77768. * @param invertY defines if data must be stored with Y axis inverted
  77769. * @param compression defines the compression used (null by default)
  77770. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77771. */
  77772. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  77773. /**
  77774. * Creates a new raw cube texture
  77775. * @param data defines the array of data to use to create each face
  77776. * @param size defines the size of the textures
  77777. * @param format defines the format of the data
  77778. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77779. * @param generateMipMaps defines if the engine should generate the mip levels
  77780. * @param invertY defines if data must be stored with Y axis inverted
  77781. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77782. * @param compression defines the compression used (null by default)
  77783. * @returns the cube texture as an InternalTexture
  77784. */
  77785. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  77786. /**
  77787. * Update a raw cube texture
  77788. * @param texture defines the texture to udpdate
  77789. * @param data defines the data to store
  77790. * @param format defines the data format
  77791. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77792. * @param invertY defines if data must be stored with Y axis inverted
  77793. */
  77794. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  77795. /**
  77796. * Update a raw cube texture
  77797. * @param texture defines the texture to udpdate
  77798. * @param data defines the data to store
  77799. * @param format defines the data format
  77800. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77801. * @param invertY defines if data must be stored with Y axis inverted
  77802. * @param compression defines the compression used (null by default)
  77803. */
  77804. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  77805. /**
  77806. * Update a raw cube texture
  77807. * @param texture defines the texture to udpdate
  77808. * @param data defines the data to store
  77809. * @param format defines the data format
  77810. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77811. * @param invertY defines if data must be stored with Y axis inverted
  77812. * @param compression defines the compression used (null by default)
  77813. * @param level defines which level of the texture to update
  77814. */
  77815. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  77816. /**
  77817. * Creates a new raw cube texture from a specified url
  77818. * @param url defines the url where the data is located
  77819. * @param scene defines the current scene
  77820. * @param size defines the size of the textures
  77821. * @param format defines the format of the data
  77822. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77823. * @param noMipmap defines if the engine should avoid generating the mip levels
  77824. * @param callback defines a callback used to extract texture data from loaded data
  77825. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  77826. * @param onLoad defines a callback called when texture is loaded
  77827. * @param onError defines a callback called if there is an error
  77828. * @returns the cube texture as an InternalTexture
  77829. */
  77830. 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;
  77831. /**
  77832. * Creates a new raw cube texture from a specified url
  77833. * @param url defines the url where the data is located
  77834. * @param scene defines the current scene
  77835. * @param size defines the size of the textures
  77836. * @param format defines the format of the data
  77837. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77838. * @param noMipmap defines if the engine should avoid generating the mip levels
  77839. * @param callback defines a callback used to extract texture data from loaded data
  77840. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  77841. * @param onLoad defines a callback called when texture is loaded
  77842. * @param onError defines a callback called if there is an error
  77843. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77844. * @param invertY defines if data must be stored with Y axis inverted
  77845. * @returns the cube texture as an InternalTexture
  77846. */
  77847. 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;
  77848. /**
  77849. * Creates a new raw 3D texture
  77850. * @param data defines the data used to create the texture
  77851. * @param width defines the width of the texture
  77852. * @param height defines the height of the texture
  77853. * @param depth defines the depth of the texture
  77854. * @param format defines the format of the texture
  77855. * @param generateMipMaps defines if the engine must generate mip levels
  77856. * @param invertY defines if data must be stored with Y axis inverted
  77857. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77858. * @param compression defines the compressed used (can be null)
  77859. * @param textureType defines the compressed used (can be null)
  77860. * @returns a new raw 3D texture (stored in an InternalTexture)
  77861. */
  77862. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  77863. /**
  77864. * Update a raw 3D texture
  77865. * @param texture defines the texture to update
  77866. * @param data defines the data to store
  77867. * @param format defines the data format
  77868. * @param invertY defines if data must be stored with Y axis inverted
  77869. */
  77870. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  77871. /**
  77872. * Update a raw 3D texture
  77873. * @param texture defines the texture to update
  77874. * @param data defines the data to store
  77875. * @param format defines the data format
  77876. * @param invertY defines if data must be stored with Y axis inverted
  77877. * @param compression defines the used compression (can be null)
  77878. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  77879. */
  77880. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  77881. }
  77882. }
  77883. declare module BABYLON {
  77884. /**
  77885. * Raw texture can help creating a texture directly from an array of data.
  77886. * This can be super useful if you either get the data from an uncompressed source or
  77887. * if you wish to create your texture pixel by pixel.
  77888. */
  77889. export class RawTexture extends Texture {
  77890. /**
  77891. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77892. */
  77893. format: number;
  77894. private _engine;
  77895. /**
  77896. * Instantiates a new RawTexture.
  77897. * Raw texture can help creating a texture directly from an array of data.
  77898. * This can be super useful if you either get the data from an uncompressed source or
  77899. * if you wish to create your texture pixel by pixel.
  77900. * @param data define the array of data to use to create the texture
  77901. * @param width define the width of the texture
  77902. * @param height define the height of the texture
  77903. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77904. * @param scene define the scene the texture belongs to
  77905. * @param generateMipMaps define whether mip maps should be generated or not
  77906. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77907. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77908. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77909. */
  77910. constructor(data: ArrayBufferView, width: number, height: number,
  77911. /**
  77912. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77913. */
  77914. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  77915. /**
  77916. * Updates the texture underlying data.
  77917. * @param data Define the new data of the texture
  77918. */
  77919. update(data: ArrayBufferView): void;
  77920. /**
  77921. * Creates a luminance texture from some data.
  77922. * @param data Define the texture data
  77923. * @param width Define the width of the texture
  77924. * @param height Define the height of the texture
  77925. * @param scene Define the scene the texture belongs to
  77926. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77927. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77928. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77929. * @returns the luminance texture
  77930. */
  77931. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  77932. /**
  77933. * Creates a luminance alpha texture from some data.
  77934. * @param data Define the texture data
  77935. * @param width Define the width of the texture
  77936. * @param height Define the height of the texture
  77937. * @param scene Define the scene the texture belongs to
  77938. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77939. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77940. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77941. * @returns the luminance alpha texture
  77942. */
  77943. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  77944. /**
  77945. * Creates an alpha texture from some data.
  77946. * @param data Define the texture data
  77947. * @param width Define the width of the texture
  77948. * @param height Define the height of the texture
  77949. * @param scene Define the scene the texture belongs to
  77950. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77951. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77952. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77953. * @returns the alpha texture
  77954. */
  77955. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  77956. /**
  77957. * Creates a RGB texture from some data.
  77958. * @param data Define the texture data
  77959. * @param width Define the width of the texture
  77960. * @param height Define the height of the texture
  77961. * @param scene Define the scene the texture belongs to
  77962. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77963. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77964. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77965. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77966. * @returns the RGB alpha texture
  77967. */
  77968. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77969. /**
  77970. * Creates a RGBA texture from some data.
  77971. * @param data Define the texture data
  77972. * @param width Define the width of the texture
  77973. * @param height Define the height of the texture
  77974. * @param scene Define the scene the texture belongs to
  77975. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77976. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77977. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77978. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77979. * @returns the RGBA texture
  77980. */
  77981. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77982. /**
  77983. * Creates a R texture from some data.
  77984. * @param data Define the texture data
  77985. * @param width Define the width of the texture
  77986. * @param height Define the height of the texture
  77987. * @param scene Define the scene the texture belongs to
  77988. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77989. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77990. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77991. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77992. * @returns the R texture
  77993. */
  77994. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77995. }
  77996. }
  77997. declare module BABYLON {
  77998. /**
  77999. * Interface for the size containing width and height
  78000. */
  78001. export interface ISize {
  78002. /**
  78003. * Width
  78004. */
  78005. width: number;
  78006. /**
  78007. * Heighht
  78008. */
  78009. height: number;
  78010. }
  78011. /**
  78012. * Size containing widht and height
  78013. */
  78014. export class Size implements ISize {
  78015. /**
  78016. * Width
  78017. */
  78018. width: number;
  78019. /**
  78020. * Height
  78021. */
  78022. height: number;
  78023. /**
  78024. * Creates a Size object from the given width and height (floats).
  78025. * @param width width of the new size
  78026. * @param height height of the new size
  78027. */
  78028. constructor(width: number, height: number);
  78029. /**
  78030. * Returns a string with the Size width and height
  78031. * @returns a string with the Size width and height
  78032. */
  78033. toString(): string;
  78034. /**
  78035. * "Size"
  78036. * @returns the string "Size"
  78037. */
  78038. getClassName(): string;
  78039. /**
  78040. * Returns the Size hash code.
  78041. * @returns a hash code for a unique width and height
  78042. */
  78043. getHashCode(): number;
  78044. /**
  78045. * Updates the current size from the given one.
  78046. * @param src the given size
  78047. */
  78048. copyFrom(src: Size): void;
  78049. /**
  78050. * Updates in place the current Size from the given floats.
  78051. * @param width width of the new size
  78052. * @param height height of the new size
  78053. * @returns the updated Size.
  78054. */
  78055. copyFromFloats(width: number, height: number): Size;
  78056. /**
  78057. * Updates in place the current Size from the given floats.
  78058. * @param width width to set
  78059. * @param height height to set
  78060. * @returns the updated Size.
  78061. */
  78062. set(width: number, height: number): Size;
  78063. /**
  78064. * Multiplies the width and height by numbers
  78065. * @param w factor to multiple the width by
  78066. * @param h factor to multiple the height by
  78067. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  78068. */
  78069. multiplyByFloats(w: number, h: number): Size;
  78070. /**
  78071. * Clones the size
  78072. * @returns a new Size copied from the given one.
  78073. */
  78074. clone(): Size;
  78075. /**
  78076. * True if the current Size and the given one width and height are strictly equal.
  78077. * @param other the other size to compare against
  78078. * @returns True if the current Size and the given one width and height are strictly equal.
  78079. */
  78080. equals(other: Size): boolean;
  78081. /**
  78082. * The surface of the Size : width * height (float).
  78083. */
  78084. readonly surface: number;
  78085. /**
  78086. * Create a new size of zero
  78087. * @returns a new Size set to (0.0, 0.0)
  78088. */
  78089. static Zero(): Size;
  78090. /**
  78091. * Sums the width and height of two sizes
  78092. * @param otherSize size to add to this size
  78093. * @returns a new Size set as the addition result of the current Size and the given one.
  78094. */
  78095. add(otherSize: Size): Size;
  78096. /**
  78097. * Subtracts the width and height of two
  78098. * @param otherSize size to subtract to this size
  78099. * @returns a new Size set as the subtraction result of the given one from the current Size.
  78100. */
  78101. subtract(otherSize: Size): Size;
  78102. /**
  78103. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  78104. * @param start starting size to lerp between
  78105. * @param end end size to lerp between
  78106. * @param amount amount to lerp between the start and end values
  78107. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  78108. */
  78109. static Lerp(start: Size, end: Size, amount: number): Size;
  78110. }
  78111. }
  78112. declare module BABYLON {
  78113. /**
  78114. * Defines a runtime animation
  78115. */
  78116. export class RuntimeAnimation {
  78117. private _events;
  78118. /**
  78119. * The current frame of the runtime animation
  78120. */
  78121. private _currentFrame;
  78122. /**
  78123. * The animation used by the runtime animation
  78124. */
  78125. private _animation;
  78126. /**
  78127. * The target of the runtime animation
  78128. */
  78129. private _target;
  78130. /**
  78131. * The initiating animatable
  78132. */
  78133. private _host;
  78134. /**
  78135. * The original value of the runtime animation
  78136. */
  78137. private _originalValue;
  78138. /**
  78139. * The original blend value of the runtime animation
  78140. */
  78141. private _originalBlendValue;
  78142. /**
  78143. * The offsets cache of the runtime animation
  78144. */
  78145. private _offsetsCache;
  78146. /**
  78147. * The high limits cache of the runtime animation
  78148. */
  78149. private _highLimitsCache;
  78150. /**
  78151. * Specifies if the runtime animation has been stopped
  78152. */
  78153. private _stopped;
  78154. /**
  78155. * The blending factor of the runtime animation
  78156. */
  78157. private _blendingFactor;
  78158. /**
  78159. * The BabylonJS scene
  78160. */
  78161. private _scene;
  78162. /**
  78163. * The current value of the runtime animation
  78164. */
  78165. private _currentValue;
  78166. /** @hidden */
  78167. _animationState: _IAnimationState;
  78168. /**
  78169. * The active target of the runtime animation
  78170. */
  78171. private _activeTargets;
  78172. private _currentActiveTarget;
  78173. private _directTarget;
  78174. /**
  78175. * The target path of the runtime animation
  78176. */
  78177. private _targetPath;
  78178. /**
  78179. * The weight of the runtime animation
  78180. */
  78181. private _weight;
  78182. /**
  78183. * The ratio offset of the runtime animation
  78184. */
  78185. private _ratioOffset;
  78186. /**
  78187. * The previous delay of the runtime animation
  78188. */
  78189. private _previousDelay;
  78190. /**
  78191. * The previous ratio of the runtime animation
  78192. */
  78193. private _previousRatio;
  78194. private _enableBlending;
  78195. private _keys;
  78196. private _minFrame;
  78197. private _maxFrame;
  78198. private _minValue;
  78199. private _maxValue;
  78200. private _targetIsArray;
  78201. /**
  78202. * Gets the current frame of the runtime animation
  78203. */
  78204. readonly currentFrame: number;
  78205. /**
  78206. * Gets the weight of the runtime animation
  78207. */
  78208. readonly weight: number;
  78209. /**
  78210. * Gets the current value of the runtime animation
  78211. */
  78212. readonly currentValue: any;
  78213. /**
  78214. * Gets the target path of the runtime animation
  78215. */
  78216. readonly targetPath: string;
  78217. /**
  78218. * Gets the actual target of the runtime animation
  78219. */
  78220. readonly target: any;
  78221. /** @hidden */
  78222. _onLoop: () => void;
  78223. /**
  78224. * Create a new RuntimeAnimation object
  78225. * @param target defines the target of the animation
  78226. * @param animation defines the source animation object
  78227. * @param scene defines the hosting scene
  78228. * @param host defines the initiating Animatable
  78229. */
  78230. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  78231. private _preparePath;
  78232. /**
  78233. * Gets the animation from the runtime animation
  78234. */
  78235. readonly animation: Animation;
  78236. /**
  78237. * Resets the runtime animation to the beginning
  78238. * @param restoreOriginal defines whether to restore the target property to the original value
  78239. */
  78240. reset(restoreOriginal?: boolean): void;
  78241. /**
  78242. * Specifies if the runtime animation is stopped
  78243. * @returns Boolean specifying if the runtime animation is stopped
  78244. */
  78245. isStopped(): boolean;
  78246. /**
  78247. * Disposes of the runtime animation
  78248. */
  78249. dispose(): void;
  78250. /**
  78251. * Apply the interpolated value to the target
  78252. * @param currentValue defines the value computed by the animation
  78253. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  78254. */
  78255. setValue(currentValue: any, weight: number): void;
  78256. private _getOriginalValues;
  78257. private _setValue;
  78258. /**
  78259. * Gets the loop pmode of the runtime animation
  78260. * @returns Loop Mode
  78261. */
  78262. private _getCorrectLoopMode;
  78263. /**
  78264. * Move the current animation to a given frame
  78265. * @param frame defines the frame to move to
  78266. */
  78267. goToFrame(frame: number): void;
  78268. /**
  78269. * @hidden Internal use only
  78270. */
  78271. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  78272. /**
  78273. * Execute the current animation
  78274. * @param delay defines the delay to add to the current frame
  78275. * @param from defines the lower bound of the animation range
  78276. * @param to defines the upper bound of the animation range
  78277. * @param loop defines if the current animation must loop
  78278. * @param speedRatio defines the current speed ratio
  78279. * @param weight defines the weight of the animation (default is -1 so no weight)
  78280. * @param onLoop optional callback called when animation loops
  78281. * @returns a boolean indicating if the animation is running
  78282. */
  78283. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  78284. }
  78285. }
  78286. declare module BABYLON {
  78287. /**
  78288. * Class used to store an actual running animation
  78289. */
  78290. export class Animatable {
  78291. /** defines the target object */
  78292. target: any;
  78293. /** defines the starting frame number (default is 0) */
  78294. fromFrame: number;
  78295. /** defines the ending frame number (default is 100) */
  78296. toFrame: number;
  78297. /** defines if the animation must loop (default is false) */
  78298. loopAnimation: boolean;
  78299. /** defines a callback to call when animation ends if it is not looping */
  78300. onAnimationEnd?: (() => void) | null | undefined;
  78301. /** defines a callback to call when animation loops */
  78302. onAnimationLoop?: (() => void) | null | undefined;
  78303. private _localDelayOffset;
  78304. private _pausedDelay;
  78305. private _runtimeAnimations;
  78306. private _paused;
  78307. private _scene;
  78308. private _speedRatio;
  78309. private _weight;
  78310. private _syncRoot;
  78311. /**
  78312. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  78313. * This will only apply for non looping animation (default is true)
  78314. */
  78315. disposeOnEnd: boolean;
  78316. /**
  78317. * Gets a boolean indicating if the animation has started
  78318. */
  78319. animationStarted: boolean;
  78320. /**
  78321. * Observer raised when the animation ends
  78322. */
  78323. onAnimationEndObservable: Observable<Animatable>;
  78324. /**
  78325. * Observer raised when the animation loops
  78326. */
  78327. onAnimationLoopObservable: Observable<Animatable>;
  78328. /**
  78329. * Gets the root Animatable used to synchronize and normalize animations
  78330. */
  78331. readonly syncRoot: Nullable<Animatable>;
  78332. /**
  78333. * Gets the current frame of the first RuntimeAnimation
  78334. * Used to synchronize Animatables
  78335. */
  78336. readonly masterFrame: number;
  78337. /**
  78338. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  78339. */
  78340. weight: number;
  78341. /**
  78342. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  78343. */
  78344. speedRatio: number;
  78345. /**
  78346. * Creates a new Animatable
  78347. * @param scene defines the hosting scene
  78348. * @param target defines the target object
  78349. * @param fromFrame defines the starting frame number (default is 0)
  78350. * @param toFrame defines the ending frame number (default is 100)
  78351. * @param loopAnimation defines if the animation must loop (default is false)
  78352. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  78353. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  78354. * @param animations defines a group of animation to add to the new Animatable
  78355. * @param onAnimationLoop defines a callback to call when animation loops
  78356. */
  78357. constructor(scene: Scene,
  78358. /** defines the target object */
  78359. target: any,
  78360. /** defines the starting frame number (default is 0) */
  78361. fromFrame?: number,
  78362. /** defines the ending frame number (default is 100) */
  78363. toFrame?: number,
  78364. /** defines if the animation must loop (default is false) */
  78365. loopAnimation?: boolean, speedRatio?: number,
  78366. /** defines a callback to call when animation ends if it is not looping */
  78367. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  78368. /** defines a callback to call when animation loops */
  78369. onAnimationLoop?: (() => void) | null | undefined);
  78370. /**
  78371. * Synchronize and normalize current Animatable with a source Animatable
  78372. * This is useful when using animation weights and when animations are not of the same length
  78373. * @param root defines the root Animatable to synchronize with
  78374. * @returns the current Animatable
  78375. */
  78376. syncWith(root: Animatable): Animatable;
  78377. /**
  78378. * Gets the list of runtime animations
  78379. * @returns an array of RuntimeAnimation
  78380. */
  78381. getAnimations(): RuntimeAnimation[];
  78382. /**
  78383. * Adds more animations to the current animatable
  78384. * @param target defines the target of the animations
  78385. * @param animations defines the new animations to add
  78386. */
  78387. appendAnimations(target: any, animations: Animation[]): void;
  78388. /**
  78389. * Gets the source animation for a specific property
  78390. * @param property defines the propertyu to look for
  78391. * @returns null or the source animation for the given property
  78392. */
  78393. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  78394. /**
  78395. * Gets the runtime animation for a specific property
  78396. * @param property defines the propertyu to look for
  78397. * @returns null or the runtime animation for the given property
  78398. */
  78399. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  78400. /**
  78401. * Resets the animatable to its original state
  78402. */
  78403. reset(): void;
  78404. /**
  78405. * Allows the animatable to blend with current running animations
  78406. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78407. * @param blendingSpeed defines the blending speed to use
  78408. */
  78409. enableBlending(blendingSpeed: number): void;
  78410. /**
  78411. * Disable animation blending
  78412. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78413. */
  78414. disableBlending(): void;
  78415. /**
  78416. * Jump directly to a given frame
  78417. * @param frame defines the frame to jump to
  78418. */
  78419. goToFrame(frame: number): void;
  78420. /**
  78421. * Pause the animation
  78422. */
  78423. pause(): void;
  78424. /**
  78425. * Restart the animation
  78426. */
  78427. restart(): void;
  78428. private _raiseOnAnimationEnd;
  78429. /**
  78430. * Stop and delete the current animation
  78431. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  78432. * @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)
  78433. */
  78434. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  78435. /**
  78436. * Wait asynchronously for the animation to end
  78437. * @returns a promise which will be fullfilled when the animation ends
  78438. */
  78439. waitAsync(): Promise<Animatable>;
  78440. /** @hidden */
  78441. _animate(delay: number): boolean;
  78442. }
  78443. interface Scene {
  78444. /** @hidden */
  78445. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  78446. /** @hidden */
  78447. _processLateAnimationBindingsForMatrices(holder: {
  78448. totalWeight: number;
  78449. animations: RuntimeAnimation[];
  78450. originalValue: Matrix;
  78451. }): any;
  78452. /** @hidden */
  78453. _processLateAnimationBindingsForQuaternions(holder: {
  78454. totalWeight: number;
  78455. animations: RuntimeAnimation[];
  78456. originalValue: Quaternion;
  78457. }, refQuaternion: Quaternion): Quaternion;
  78458. /** @hidden */
  78459. _processLateAnimationBindings(): void;
  78460. /**
  78461. * Will start the animation sequence of a given target
  78462. * @param target defines the target
  78463. * @param from defines from which frame should animation start
  78464. * @param to defines until which frame should animation run.
  78465. * @param weight defines the weight to apply to the animation (1.0 by default)
  78466. * @param loop defines if the animation loops
  78467. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78468. * @param onAnimationEnd defines the function to be executed when the animation ends
  78469. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78470. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  78471. * @param onAnimationLoop defines the callback to call when an animation loops
  78472. * @returns the animatable object created for this animation
  78473. */
  78474. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  78475. /**
  78476. * Will start the animation sequence of a given target
  78477. * @param target defines the target
  78478. * @param from defines from which frame should animation start
  78479. * @param to defines until which frame should animation run.
  78480. * @param loop defines if the animation loops
  78481. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78482. * @param onAnimationEnd defines the function to be executed when the animation ends
  78483. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78484. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  78485. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  78486. * @param onAnimationLoop defines the callback to call when an animation loops
  78487. * @returns the animatable object created for this animation
  78488. */
  78489. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  78490. /**
  78491. * Will start the animation sequence of a given target and its hierarchy
  78492. * @param target defines the target
  78493. * @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.
  78494. * @param from defines from which frame should animation start
  78495. * @param to defines until which frame should animation run.
  78496. * @param loop defines if the animation loops
  78497. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78498. * @param onAnimationEnd defines the function to be executed when the animation ends
  78499. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78500. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  78501. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  78502. * @param onAnimationLoop defines the callback to call when an animation loops
  78503. * @returns the list of created animatables
  78504. */
  78505. 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[];
  78506. /**
  78507. * Begin a new animation on a given node
  78508. * @param target defines the target where the animation will take place
  78509. * @param animations defines the list of animations to start
  78510. * @param from defines the initial value
  78511. * @param to defines the final value
  78512. * @param loop defines if you want animation to loop (off by default)
  78513. * @param speedRatio defines the speed ratio to apply to all animations
  78514. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  78515. * @param onAnimationLoop defines the callback to call when an animation loops
  78516. * @returns the list of created animatables
  78517. */
  78518. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  78519. /**
  78520. * Begin a new animation on a given node and its hierarchy
  78521. * @param target defines the root node where the animation will take place
  78522. * @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.
  78523. * @param animations defines the list of animations to start
  78524. * @param from defines the initial value
  78525. * @param to defines the final value
  78526. * @param loop defines if you want animation to loop (off by default)
  78527. * @param speedRatio defines the speed ratio to apply to all animations
  78528. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  78529. * @param onAnimationLoop defines the callback to call when an animation loops
  78530. * @returns the list of animatables created for all nodes
  78531. */
  78532. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  78533. /**
  78534. * Gets the animatable associated with a specific target
  78535. * @param target defines the target of the animatable
  78536. * @returns the required animatable if found
  78537. */
  78538. getAnimatableByTarget(target: any): Nullable<Animatable>;
  78539. /**
  78540. * Gets all animatables associated with a given target
  78541. * @param target defines the target to look animatables for
  78542. * @returns an array of Animatables
  78543. */
  78544. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  78545. /**
  78546. * Stops and removes all animations that have been applied to the scene
  78547. */
  78548. stopAllAnimations(): void;
  78549. }
  78550. interface Bone {
  78551. /**
  78552. * Copy an animation range from another bone
  78553. * @param source defines the source bone
  78554. * @param rangeName defines the range name to copy
  78555. * @param frameOffset defines the frame offset
  78556. * @param rescaleAsRequired defines if rescaling must be applied if required
  78557. * @param skelDimensionsRatio defines the scaling ratio
  78558. * @returns true if operation was successful
  78559. */
  78560. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  78561. }
  78562. }
  78563. declare module BABYLON {
  78564. /**
  78565. * Class used to override all child animations of a given target
  78566. */
  78567. export class AnimationPropertiesOverride {
  78568. /**
  78569. * Gets or sets a value indicating if animation blending must be used
  78570. */
  78571. enableBlending: boolean;
  78572. /**
  78573. * Gets or sets the blending speed to use when enableBlending is true
  78574. */
  78575. blendingSpeed: number;
  78576. /**
  78577. * Gets or sets the default loop mode to use
  78578. */
  78579. loopMode: number;
  78580. }
  78581. }
  78582. declare module BABYLON {
  78583. /**
  78584. * Class used to handle skinning animations
  78585. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  78586. */
  78587. export class Skeleton implements IAnimatable {
  78588. /** defines the skeleton name */
  78589. name: string;
  78590. /** defines the skeleton Id */
  78591. id: string;
  78592. /**
  78593. * Defines the list of child bones
  78594. */
  78595. bones: Bone[];
  78596. /**
  78597. * Defines an estimate of the dimension of the skeleton at rest
  78598. */
  78599. dimensionsAtRest: Vector3;
  78600. /**
  78601. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  78602. */
  78603. needInitialSkinMatrix: boolean;
  78604. /**
  78605. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  78606. */
  78607. overrideMesh: Nullable<AbstractMesh>;
  78608. /**
  78609. * Gets the list of animations attached to this skeleton
  78610. */
  78611. animations: Array<Animation>;
  78612. private _scene;
  78613. private _isDirty;
  78614. private _transformMatrices;
  78615. private _transformMatrixTexture;
  78616. private _meshesWithPoseMatrix;
  78617. private _animatables;
  78618. private _identity;
  78619. private _synchronizedWithMesh;
  78620. private _ranges;
  78621. private _lastAbsoluteTransformsUpdateId;
  78622. private _canUseTextureForBones;
  78623. private _uniqueId;
  78624. /** @hidden */
  78625. _numBonesWithLinkedTransformNode: number;
  78626. /** @hidden */
  78627. _hasWaitingData: Nullable<boolean>;
  78628. /**
  78629. * Specifies if the skeleton should be serialized
  78630. */
  78631. doNotSerialize: boolean;
  78632. private _useTextureToStoreBoneMatrices;
  78633. /**
  78634. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  78635. * Please note that this option is not available if the hardware does not support it
  78636. */
  78637. useTextureToStoreBoneMatrices: boolean;
  78638. private _animationPropertiesOverride;
  78639. /**
  78640. * Gets or sets the animation properties override
  78641. */
  78642. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  78643. /**
  78644. * List of inspectable custom properties (used by the Inspector)
  78645. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  78646. */
  78647. inspectableCustomProperties: IInspectable[];
  78648. /**
  78649. * An observable triggered before computing the skeleton's matrices
  78650. */
  78651. onBeforeComputeObservable: Observable<Skeleton>;
  78652. /**
  78653. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  78654. */
  78655. readonly isUsingTextureForMatrices: boolean;
  78656. /**
  78657. * Gets the unique ID of this skeleton
  78658. */
  78659. readonly uniqueId: number;
  78660. /**
  78661. * Creates a new skeleton
  78662. * @param name defines the skeleton name
  78663. * @param id defines the skeleton Id
  78664. * @param scene defines the hosting scene
  78665. */
  78666. constructor(
  78667. /** defines the skeleton name */
  78668. name: string,
  78669. /** defines the skeleton Id */
  78670. id: string, scene: Scene);
  78671. /**
  78672. * Gets the current object class name.
  78673. * @return the class name
  78674. */
  78675. getClassName(): string;
  78676. /**
  78677. * Returns an array containing the root bones
  78678. * @returns an array containing the root bones
  78679. */
  78680. getChildren(): Array<Bone>;
  78681. /**
  78682. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  78683. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  78684. * @returns a Float32Array containing matrices data
  78685. */
  78686. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  78687. /**
  78688. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  78689. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  78690. * @returns a raw texture containing the data
  78691. */
  78692. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  78693. /**
  78694. * Gets the current hosting scene
  78695. * @returns a scene object
  78696. */
  78697. getScene(): Scene;
  78698. /**
  78699. * Gets a string representing the current skeleton data
  78700. * @param fullDetails defines a boolean indicating if we want a verbose version
  78701. * @returns a string representing the current skeleton data
  78702. */
  78703. toString(fullDetails?: boolean): string;
  78704. /**
  78705. * Get bone's index searching by name
  78706. * @param name defines bone's name to search for
  78707. * @return the indice of the bone. Returns -1 if not found
  78708. */
  78709. getBoneIndexByName(name: string): number;
  78710. /**
  78711. * Creater a new animation range
  78712. * @param name defines the name of the range
  78713. * @param from defines the start key
  78714. * @param to defines the end key
  78715. */
  78716. createAnimationRange(name: string, from: number, to: number): void;
  78717. /**
  78718. * Delete a specific animation range
  78719. * @param name defines the name of the range
  78720. * @param deleteFrames defines if frames must be removed as well
  78721. */
  78722. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  78723. /**
  78724. * Gets a specific animation range
  78725. * @param name defines the name of the range to look for
  78726. * @returns the requested animation range or null if not found
  78727. */
  78728. getAnimationRange(name: string): Nullable<AnimationRange>;
  78729. /**
  78730. * Gets the list of all animation ranges defined on this skeleton
  78731. * @returns an array
  78732. */
  78733. getAnimationRanges(): Nullable<AnimationRange>[];
  78734. /**
  78735. * Copy animation range from a source skeleton.
  78736. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  78737. * @param source defines the source skeleton
  78738. * @param name defines the name of the range to copy
  78739. * @param rescaleAsRequired defines if rescaling must be applied if required
  78740. * @returns true if operation was successful
  78741. */
  78742. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  78743. /**
  78744. * Forces the skeleton to go to rest pose
  78745. */
  78746. returnToRest(): void;
  78747. private _getHighestAnimationFrame;
  78748. /**
  78749. * Begin a specific animation range
  78750. * @param name defines the name of the range to start
  78751. * @param loop defines if looping must be turned on (false by default)
  78752. * @param speedRatio defines the speed ratio to apply (1 by default)
  78753. * @param onAnimationEnd defines a callback which will be called when animation will end
  78754. * @returns a new animatable
  78755. */
  78756. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  78757. /** @hidden */
  78758. _markAsDirty(): void;
  78759. /** @hidden */
  78760. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  78761. /** @hidden */
  78762. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  78763. private _computeTransformMatrices;
  78764. /**
  78765. * Build all resources required to render a skeleton
  78766. */
  78767. prepare(): void;
  78768. /**
  78769. * Gets the list of animatables currently running for this skeleton
  78770. * @returns an array of animatables
  78771. */
  78772. getAnimatables(): IAnimatable[];
  78773. /**
  78774. * Clone the current skeleton
  78775. * @param name defines the name of the new skeleton
  78776. * @param id defines the id of the new skeleton
  78777. * @returns the new skeleton
  78778. */
  78779. clone(name: string, id: string): Skeleton;
  78780. /**
  78781. * Enable animation blending for this skeleton
  78782. * @param blendingSpeed defines the blending speed to apply
  78783. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78784. */
  78785. enableBlending(blendingSpeed?: number): void;
  78786. /**
  78787. * Releases all resources associated with the current skeleton
  78788. */
  78789. dispose(): void;
  78790. /**
  78791. * Serialize the skeleton in a JSON object
  78792. * @returns a JSON object
  78793. */
  78794. serialize(): any;
  78795. /**
  78796. * Creates a new skeleton from serialized data
  78797. * @param parsedSkeleton defines the serialized data
  78798. * @param scene defines the hosting scene
  78799. * @returns a new skeleton
  78800. */
  78801. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  78802. /**
  78803. * Compute all node absolute transforms
  78804. * @param forceUpdate defines if computation must be done even if cache is up to date
  78805. */
  78806. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  78807. /**
  78808. * Gets the root pose matrix
  78809. * @returns a matrix
  78810. */
  78811. getPoseMatrix(): Nullable<Matrix>;
  78812. /**
  78813. * Sorts bones per internal index
  78814. */
  78815. sortBones(): void;
  78816. private _sortBones;
  78817. }
  78818. }
  78819. declare module BABYLON {
  78820. /**
  78821. * Class used to store bone information
  78822. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  78823. */
  78824. export class Bone extends Node {
  78825. /**
  78826. * defines the bone name
  78827. */
  78828. name: string;
  78829. private static _tmpVecs;
  78830. private static _tmpQuat;
  78831. private static _tmpMats;
  78832. /**
  78833. * Gets the list of child bones
  78834. */
  78835. children: Bone[];
  78836. /** Gets the animations associated with this bone */
  78837. animations: Animation[];
  78838. /**
  78839. * Gets or sets bone length
  78840. */
  78841. length: number;
  78842. /**
  78843. * @hidden Internal only
  78844. * Set this value to map this bone to a different index in the transform matrices
  78845. * Set this value to -1 to exclude the bone from the transform matrices
  78846. */
  78847. _index: Nullable<number>;
  78848. private _skeleton;
  78849. private _localMatrix;
  78850. private _restPose;
  78851. private _baseMatrix;
  78852. private _absoluteTransform;
  78853. private _invertedAbsoluteTransform;
  78854. private _parent;
  78855. private _scalingDeterminant;
  78856. private _worldTransform;
  78857. private _localScaling;
  78858. private _localRotation;
  78859. private _localPosition;
  78860. private _needToDecompose;
  78861. private _needToCompose;
  78862. /** @hidden */
  78863. _linkedTransformNode: Nullable<TransformNode>;
  78864. /** @hidden */
  78865. _waitingTransformNodeId: Nullable<string>;
  78866. /** @hidden */
  78867. /** @hidden */
  78868. _matrix: Matrix;
  78869. /**
  78870. * Create a new bone
  78871. * @param name defines the bone name
  78872. * @param skeleton defines the parent skeleton
  78873. * @param parentBone defines the parent (can be null if the bone is the root)
  78874. * @param localMatrix defines the local matrix
  78875. * @param restPose defines the rest pose matrix
  78876. * @param baseMatrix defines the base matrix
  78877. * @param index defines index of the bone in the hiearchy
  78878. */
  78879. constructor(
  78880. /**
  78881. * defines the bone name
  78882. */
  78883. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  78884. /**
  78885. * Gets the current object class name.
  78886. * @return the class name
  78887. */
  78888. getClassName(): string;
  78889. /**
  78890. * Gets the parent skeleton
  78891. * @returns a skeleton
  78892. */
  78893. getSkeleton(): Skeleton;
  78894. /**
  78895. * Gets parent bone
  78896. * @returns a bone or null if the bone is the root of the bone hierarchy
  78897. */
  78898. getParent(): Nullable<Bone>;
  78899. /**
  78900. * Returns an array containing the root bones
  78901. * @returns an array containing the root bones
  78902. */
  78903. getChildren(): Array<Bone>;
  78904. /**
  78905. * Sets the parent bone
  78906. * @param parent defines the parent (can be null if the bone is the root)
  78907. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  78908. */
  78909. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  78910. /**
  78911. * Gets the local matrix
  78912. * @returns a matrix
  78913. */
  78914. getLocalMatrix(): Matrix;
  78915. /**
  78916. * Gets the base matrix (initial matrix which remains unchanged)
  78917. * @returns a matrix
  78918. */
  78919. getBaseMatrix(): Matrix;
  78920. /**
  78921. * Gets the rest pose matrix
  78922. * @returns a matrix
  78923. */
  78924. getRestPose(): Matrix;
  78925. /**
  78926. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  78927. */
  78928. getWorldMatrix(): Matrix;
  78929. /**
  78930. * Sets the local matrix to rest pose matrix
  78931. */
  78932. returnToRest(): void;
  78933. /**
  78934. * Gets the inverse of the absolute transform matrix.
  78935. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  78936. * @returns a matrix
  78937. */
  78938. getInvertedAbsoluteTransform(): Matrix;
  78939. /**
  78940. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  78941. * @returns a matrix
  78942. */
  78943. getAbsoluteTransform(): Matrix;
  78944. /**
  78945. * Links with the given transform node.
  78946. * The local matrix of this bone is copied from the transform node every frame.
  78947. * @param transformNode defines the transform node to link to
  78948. */
  78949. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  78950. /**
  78951. * Gets the node used to drive the bone's transformation
  78952. * @returns a transform node or null
  78953. */
  78954. getTransformNode(): Nullable<TransformNode>;
  78955. /** Gets or sets current position (in local space) */
  78956. position: Vector3;
  78957. /** Gets or sets current rotation (in local space) */
  78958. rotation: Vector3;
  78959. /** Gets or sets current rotation quaternion (in local space) */
  78960. rotationQuaternion: Quaternion;
  78961. /** Gets or sets current scaling (in local space) */
  78962. scaling: Vector3;
  78963. /**
  78964. * Gets the animation properties override
  78965. */
  78966. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  78967. private _decompose;
  78968. private _compose;
  78969. /**
  78970. * Update the base and local matrices
  78971. * @param matrix defines the new base or local matrix
  78972. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  78973. * @param updateLocalMatrix defines if the local matrix should be updated
  78974. */
  78975. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  78976. /** @hidden */
  78977. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  78978. /**
  78979. * Flag the bone as dirty (Forcing it to update everything)
  78980. */
  78981. markAsDirty(): void;
  78982. /** @hidden */
  78983. _markAsDirtyAndCompose(): void;
  78984. private _markAsDirtyAndDecompose;
  78985. /**
  78986. * Translate the bone in local or world space
  78987. * @param vec The amount to translate the bone
  78988. * @param space The space that the translation is in
  78989. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78990. */
  78991. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  78992. /**
  78993. * Set the postion of the bone in local or world space
  78994. * @param position The position to set the bone
  78995. * @param space The space that the position is in
  78996. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78997. */
  78998. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  78999. /**
  79000. * Set the absolute position of the bone (world space)
  79001. * @param position The position to set the bone
  79002. * @param mesh The mesh that this bone is attached to
  79003. */
  79004. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  79005. /**
  79006. * Scale the bone on the x, y and z axes (in local space)
  79007. * @param x The amount to scale the bone on the x axis
  79008. * @param y The amount to scale the bone on the y axis
  79009. * @param z The amount to scale the bone on the z axis
  79010. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  79011. */
  79012. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  79013. /**
  79014. * Set the bone scaling in local space
  79015. * @param scale defines the scaling vector
  79016. */
  79017. setScale(scale: Vector3): void;
  79018. /**
  79019. * Gets the current scaling in local space
  79020. * @returns the current scaling vector
  79021. */
  79022. getScale(): Vector3;
  79023. /**
  79024. * Gets the current scaling in local space and stores it in a target vector
  79025. * @param result defines the target vector
  79026. */
  79027. getScaleToRef(result: Vector3): void;
  79028. /**
  79029. * Set the yaw, pitch, and roll of the bone in local or world space
  79030. * @param yaw The rotation of the bone on the y axis
  79031. * @param pitch The rotation of the bone on the x axis
  79032. * @param roll The rotation of the bone on the z axis
  79033. * @param space The space that the axes of rotation are in
  79034. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79035. */
  79036. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  79037. /**
  79038. * Add a rotation to the bone on an axis in local or world space
  79039. * @param axis The axis to rotate the bone on
  79040. * @param amount The amount to rotate the bone
  79041. * @param space The space that the axis is in
  79042. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79043. */
  79044. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  79045. /**
  79046. * Set the rotation of the bone to a particular axis angle in local or world space
  79047. * @param axis The axis to rotate the bone on
  79048. * @param angle The angle that the bone should be rotated to
  79049. * @param space The space that the axis is in
  79050. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79051. */
  79052. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  79053. /**
  79054. * Set the euler rotation of the bone in local of world space
  79055. * @param rotation The euler rotation that the bone should be set to
  79056. * @param space The space that the rotation is in
  79057. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79058. */
  79059. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  79060. /**
  79061. * Set the quaternion rotation of the bone in local of world space
  79062. * @param quat The quaternion rotation that the bone should be set to
  79063. * @param space The space that the rotation is in
  79064. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79065. */
  79066. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  79067. /**
  79068. * Set the rotation matrix of the bone in local of world space
  79069. * @param rotMat The rotation matrix that the bone should be set to
  79070. * @param space The space that the rotation is in
  79071. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79072. */
  79073. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  79074. private _rotateWithMatrix;
  79075. private _getNegativeRotationToRef;
  79076. /**
  79077. * Get the position of the bone in local or world space
  79078. * @param space The space that the returned position is in
  79079. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79080. * @returns The position of the bone
  79081. */
  79082. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  79083. /**
  79084. * Copy the position of the bone to a vector3 in local or world space
  79085. * @param space The space that the returned position is in
  79086. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79087. * @param result The vector3 to copy the position to
  79088. */
  79089. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  79090. /**
  79091. * Get the absolute position of the bone (world space)
  79092. * @param mesh The mesh that this bone is attached to
  79093. * @returns The absolute position of the bone
  79094. */
  79095. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  79096. /**
  79097. * Copy the absolute position of the bone (world space) to the result param
  79098. * @param mesh The mesh that this bone is attached to
  79099. * @param result The vector3 to copy the absolute position to
  79100. */
  79101. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  79102. /**
  79103. * Compute the absolute transforms of this bone and its children
  79104. */
  79105. computeAbsoluteTransforms(): void;
  79106. /**
  79107. * Get the world direction from an axis that is in the local space of the bone
  79108. * @param localAxis The local direction that is used to compute the world direction
  79109. * @param mesh The mesh that this bone is attached to
  79110. * @returns The world direction
  79111. */
  79112. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79113. /**
  79114. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  79115. * @param localAxis The local direction that is used to compute the world direction
  79116. * @param mesh The mesh that this bone is attached to
  79117. * @param result The vector3 that the world direction will be copied to
  79118. */
  79119. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79120. /**
  79121. * Get the euler rotation of the bone in local or world space
  79122. * @param space The space that the rotation should be in
  79123. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79124. * @returns The euler rotation
  79125. */
  79126. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  79127. /**
  79128. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  79129. * @param space The space that the rotation should be in
  79130. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79131. * @param result The vector3 that the rotation should be copied to
  79132. */
  79133. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79134. /**
  79135. * Get the quaternion rotation of the bone in either local or world space
  79136. * @param space The space that the rotation should be in
  79137. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79138. * @returns The quaternion rotation
  79139. */
  79140. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  79141. /**
  79142. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  79143. * @param space The space that the rotation should be in
  79144. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79145. * @param result The quaternion that the rotation should be copied to
  79146. */
  79147. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  79148. /**
  79149. * Get the rotation matrix of the bone in local or world space
  79150. * @param space The space that the rotation should be in
  79151. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79152. * @returns The rotation matrix
  79153. */
  79154. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  79155. /**
  79156. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  79157. * @param space The space that the rotation should be in
  79158. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79159. * @param result The quaternion that the rotation should be copied to
  79160. */
  79161. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  79162. /**
  79163. * Get the world position of a point that is in the local space of the bone
  79164. * @param position The local position
  79165. * @param mesh The mesh that this bone is attached to
  79166. * @returns The world position
  79167. */
  79168. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79169. /**
  79170. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  79171. * @param position The local position
  79172. * @param mesh The mesh that this bone is attached to
  79173. * @param result The vector3 that the world position should be copied to
  79174. */
  79175. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79176. /**
  79177. * Get the local position of a point that is in world space
  79178. * @param position The world position
  79179. * @param mesh The mesh that this bone is attached to
  79180. * @returns The local position
  79181. */
  79182. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79183. /**
  79184. * Get the local position of a point that is in world space and copy it to the result param
  79185. * @param position The world position
  79186. * @param mesh The mesh that this bone is attached to
  79187. * @param result The vector3 that the local position should be copied to
  79188. */
  79189. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79190. }
  79191. }
  79192. declare module BABYLON {
  79193. /**
  79194. * 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.
  79195. * @see https://doc.babylonjs.com/how_to/transformnode
  79196. */
  79197. export class TransformNode extends Node {
  79198. /**
  79199. * Object will not rotate to face the camera
  79200. */
  79201. static BILLBOARDMODE_NONE: number;
  79202. /**
  79203. * Object will rotate to face the camera but only on the x axis
  79204. */
  79205. static BILLBOARDMODE_X: number;
  79206. /**
  79207. * Object will rotate to face the camera but only on the y axis
  79208. */
  79209. static BILLBOARDMODE_Y: number;
  79210. /**
  79211. * Object will rotate to face the camera but only on the z axis
  79212. */
  79213. static BILLBOARDMODE_Z: number;
  79214. /**
  79215. * Object will rotate to face the camera
  79216. */
  79217. static BILLBOARDMODE_ALL: number;
  79218. /**
  79219. * Object will rotate to face the camera's position instead of orientation
  79220. */
  79221. static BILLBOARDMODE_USE_POSITION: number;
  79222. private _forward;
  79223. private _forwardInverted;
  79224. private _up;
  79225. private _right;
  79226. private _rightInverted;
  79227. private _position;
  79228. private _rotation;
  79229. private _rotationQuaternion;
  79230. protected _scaling: Vector3;
  79231. protected _isDirty: boolean;
  79232. private _transformToBoneReferal;
  79233. private _isAbsoluteSynced;
  79234. private _billboardMode;
  79235. /**
  79236. * Gets or sets the billboard mode. Default is 0.
  79237. *
  79238. * | Value | Type | Description |
  79239. * | --- | --- | --- |
  79240. * | 0 | BILLBOARDMODE_NONE | |
  79241. * | 1 | BILLBOARDMODE_X | |
  79242. * | 2 | BILLBOARDMODE_Y | |
  79243. * | 4 | BILLBOARDMODE_Z | |
  79244. * | 7 | BILLBOARDMODE_ALL | |
  79245. *
  79246. */
  79247. billboardMode: number;
  79248. private _preserveParentRotationForBillboard;
  79249. /**
  79250. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  79251. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  79252. */
  79253. preserveParentRotationForBillboard: boolean;
  79254. /**
  79255. * 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
  79256. */
  79257. scalingDeterminant: number;
  79258. private _infiniteDistance;
  79259. /**
  79260. * Gets or sets the distance of the object to max, often used by skybox
  79261. */
  79262. infiniteDistance: boolean;
  79263. /**
  79264. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  79265. * By default the system will update normals to compensate
  79266. */
  79267. ignoreNonUniformScaling: boolean;
  79268. /**
  79269. * 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
  79270. */
  79271. reIntegrateRotationIntoRotationQuaternion: boolean;
  79272. /** @hidden */
  79273. _poseMatrix: Nullable<Matrix>;
  79274. /** @hidden */
  79275. _localMatrix: Matrix;
  79276. private _usePivotMatrix;
  79277. private _absolutePosition;
  79278. private _absoluteScaling;
  79279. private _absoluteRotationQuaternion;
  79280. private _pivotMatrix;
  79281. private _pivotMatrixInverse;
  79282. protected _postMultiplyPivotMatrix: boolean;
  79283. protected _isWorldMatrixFrozen: boolean;
  79284. /** @hidden */
  79285. _indexInSceneTransformNodesArray: number;
  79286. /**
  79287. * An event triggered after the world matrix is updated
  79288. */
  79289. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  79290. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  79291. /**
  79292. * Gets a string identifying the name of the class
  79293. * @returns "TransformNode" string
  79294. */
  79295. getClassName(): string;
  79296. /**
  79297. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  79298. */
  79299. position: Vector3;
  79300. /**
  79301. * 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)).
  79302. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  79303. */
  79304. rotation: Vector3;
  79305. /**
  79306. * 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)).
  79307. */
  79308. scaling: Vector3;
  79309. /**
  79310. * 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).
  79311. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  79312. */
  79313. rotationQuaternion: Nullable<Quaternion>;
  79314. /**
  79315. * The forward direction of that transform in world space.
  79316. */
  79317. readonly forward: Vector3;
  79318. /**
  79319. * The up direction of that transform in world space.
  79320. */
  79321. readonly up: Vector3;
  79322. /**
  79323. * The right direction of that transform in world space.
  79324. */
  79325. readonly right: Vector3;
  79326. /**
  79327. * Copies the parameter passed Matrix into the mesh Pose matrix.
  79328. * @param matrix the matrix to copy the pose from
  79329. * @returns this TransformNode.
  79330. */
  79331. updatePoseMatrix(matrix: Matrix): TransformNode;
  79332. /**
  79333. * Returns the mesh Pose matrix.
  79334. * @returns the pose matrix
  79335. */
  79336. getPoseMatrix(): Matrix;
  79337. /** @hidden */
  79338. _isSynchronized(): boolean;
  79339. /** @hidden */
  79340. _initCache(): void;
  79341. /**
  79342. * Flag the transform node as dirty (Forcing it to update everything)
  79343. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  79344. * @returns this transform node
  79345. */
  79346. markAsDirty(property: string): TransformNode;
  79347. /**
  79348. * Returns the current mesh absolute position.
  79349. * Returns a Vector3.
  79350. */
  79351. readonly absolutePosition: Vector3;
  79352. /**
  79353. * Returns the current mesh absolute scaling.
  79354. * Returns a Vector3.
  79355. */
  79356. readonly absoluteScaling: Vector3;
  79357. /**
  79358. * Returns the current mesh absolute rotation.
  79359. * Returns a Quaternion.
  79360. */
  79361. readonly absoluteRotationQuaternion: Quaternion;
  79362. /**
  79363. * Sets a new matrix to apply before all other transformation
  79364. * @param matrix defines the transform matrix
  79365. * @returns the current TransformNode
  79366. */
  79367. setPreTransformMatrix(matrix: Matrix): TransformNode;
  79368. /**
  79369. * Sets a new pivot matrix to the current node
  79370. * @param matrix defines the new pivot matrix to use
  79371. * @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
  79372. * @returns the current TransformNode
  79373. */
  79374. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  79375. /**
  79376. * Returns the mesh pivot matrix.
  79377. * Default : Identity.
  79378. * @returns the matrix
  79379. */
  79380. getPivotMatrix(): Matrix;
  79381. /**
  79382. * Instantiate (when possible) or clone that node with its hierarchy
  79383. * @param newParent defines the new parent to use for the instance (or clone)
  79384. * @returns an instance (or a clone) of the current node with its hiearchy
  79385. */
  79386. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  79387. /**
  79388. * Prevents the World matrix to be computed any longer
  79389. * @param newWorldMatrix defines an optional matrix to use as world matrix
  79390. * @returns the TransformNode.
  79391. */
  79392. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  79393. /**
  79394. * Allows back the World matrix computation.
  79395. * @returns the TransformNode.
  79396. */
  79397. unfreezeWorldMatrix(): this;
  79398. /**
  79399. * True if the World matrix has been frozen.
  79400. */
  79401. readonly isWorldMatrixFrozen: boolean;
  79402. /**
  79403. * Retuns the mesh absolute position in the World.
  79404. * @returns a Vector3.
  79405. */
  79406. getAbsolutePosition(): Vector3;
  79407. /**
  79408. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  79409. * @param absolutePosition the absolute position to set
  79410. * @returns the TransformNode.
  79411. */
  79412. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  79413. /**
  79414. * Sets the mesh position in its local space.
  79415. * @param vector3 the position to set in localspace
  79416. * @returns the TransformNode.
  79417. */
  79418. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  79419. /**
  79420. * Returns the mesh position in the local space from the current World matrix values.
  79421. * @returns a new Vector3.
  79422. */
  79423. getPositionExpressedInLocalSpace(): Vector3;
  79424. /**
  79425. * Translates the mesh along the passed Vector3 in its local space.
  79426. * @param vector3 the distance to translate in localspace
  79427. * @returns the TransformNode.
  79428. */
  79429. locallyTranslate(vector3: Vector3): TransformNode;
  79430. private static _lookAtVectorCache;
  79431. /**
  79432. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  79433. * @param targetPoint the position (must be in same space as current mesh) to look at
  79434. * @param yawCor optional yaw (y-axis) correction in radians
  79435. * @param pitchCor optional pitch (x-axis) correction in radians
  79436. * @param rollCor optional roll (z-axis) correction in radians
  79437. * @param space the choosen space of the target
  79438. * @returns the TransformNode.
  79439. */
  79440. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  79441. /**
  79442. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  79443. * This Vector3 is expressed in the World space.
  79444. * @param localAxis axis to rotate
  79445. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  79446. */
  79447. getDirection(localAxis: Vector3): Vector3;
  79448. /**
  79449. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  79450. * localAxis is expressed in the mesh local space.
  79451. * result is computed in the Wordl space from the mesh World matrix.
  79452. * @param localAxis axis to rotate
  79453. * @param result the resulting transformnode
  79454. * @returns this TransformNode.
  79455. */
  79456. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  79457. /**
  79458. * Sets this transform node rotation to the given local axis.
  79459. * @param localAxis the axis in local space
  79460. * @param yawCor optional yaw (y-axis) correction in radians
  79461. * @param pitchCor optional pitch (x-axis) correction in radians
  79462. * @param rollCor optional roll (z-axis) correction in radians
  79463. * @returns this TransformNode
  79464. */
  79465. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  79466. /**
  79467. * Sets a new pivot point to the current node
  79468. * @param point defines the new pivot point to use
  79469. * @param space defines if the point is in world or local space (local by default)
  79470. * @returns the current TransformNode
  79471. */
  79472. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  79473. /**
  79474. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  79475. * @returns the pivot point
  79476. */
  79477. getPivotPoint(): Vector3;
  79478. /**
  79479. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  79480. * @param result the vector3 to store the result
  79481. * @returns this TransformNode.
  79482. */
  79483. getPivotPointToRef(result: Vector3): TransformNode;
  79484. /**
  79485. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  79486. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  79487. */
  79488. getAbsolutePivotPoint(): Vector3;
  79489. /**
  79490. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  79491. * @param result vector3 to store the result
  79492. * @returns this TransformNode.
  79493. */
  79494. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  79495. /**
  79496. * Defines the passed node as the parent of the current node.
  79497. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  79498. * @see https://doc.babylonjs.com/how_to/parenting
  79499. * @param node the node ot set as the parent
  79500. * @returns this TransformNode.
  79501. */
  79502. setParent(node: Nullable<Node>): TransformNode;
  79503. private _nonUniformScaling;
  79504. /**
  79505. * True if the scaling property of this object is non uniform eg. (1,2,1)
  79506. */
  79507. readonly nonUniformScaling: boolean;
  79508. /** @hidden */
  79509. _updateNonUniformScalingState(value: boolean): boolean;
  79510. /**
  79511. * Attach the current TransformNode to another TransformNode associated with a bone
  79512. * @param bone Bone affecting the TransformNode
  79513. * @param affectedTransformNode TransformNode associated with the bone
  79514. * @returns this object
  79515. */
  79516. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  79517. /**
  79518. * Detach the transform node if its associated with a bone
  79519. * @returns this object
  79520. */
  79521. detachFromBone(): TransformNode;
  79522. private static _rotationAxisCache;
  79523. /**
  79524. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  79525. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  79526. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  79527. * The passed axis is also normalized.
  79528. * @param axis the axis to rotate around
  79529. * @param amount the amount to rotate in radians
  79530. * @param space Space to rotate in (Default: local)
  79531. * @returns the TransformNode.
  79532. */
  79533. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  79534. /**
  79535. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  79536. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  79537. * The passed axis is also normalized. .
  79538. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  79539. * @param point the point to rotate around
  79540. * @param axis the axis to rotate around
  79541. * @param amount the amount to rotate in radians
  79542. * @returns the TransformNode
  79543. */
  79544. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  79545. /**
  79546. * Translates the mesh along the axis vector for the passed distance in the given space.
  79547. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  79548. * @param axis the axis to translate in
  79549. * @param distance the distance to translate
  79550. * @param space Space to rotate in (Default: local)
  79551. * @returns the TransformNode.
  79552. */
  79553. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  79554. /**
  79555. * Adds a rotation step to the mesh current rotation.
  79556. * x, y, z are Euler angles expressed in radians.
  79557. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  79558. * This means this rotation is made in the mesh local space only.
  79559. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  79560. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  79561. * ```javascript
  79562. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  79563. * ```
  79564. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  79565. * 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.
  79566. * @param x Rotation to add
  79567. * @param y Rotation to add
  79568. * @param z Rotation to add
  79569. * @returns the TransformNode.
  79570. */
  79571. addRotation(x: number, y: number, z: number): TransformNode;
  79572. /**
  79573. * @hidden
  79574. */
  79575. protected _getEffectiveParent(): Nullable<Node>;
  79576. /**
  79577. * Computes the world matrix of the node
  79578. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  79579. * @returns the world matrix
  79580. */
  79581. computeWorldMatrix(force?: boolean): Matrix;
  79582. protected _afterComputeWorldMatrix(): void;
  79583. /**
  79584. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  79585. * @param func callback function to add
  79586. *
  79587. * @returns the TransformNode.
  79588. */
  79589. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  79590. /**
  79591. * Removes a registered callback function.
  79592. * @param func callback function to remove
  79593. * @returns the TransformNode.
  79594. */
  79595. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  79596. /**
  79597. * Gets the position of the current mesh in camera space
  79598. * @param camera defines the camera to use
  79599. * @returns a position
  79600. */
  79601. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  79602. /**
  79603. * Returns the distance from the mesh to the active camera
  79604. * @param camera defines the camera to use
  79605. * @returns the distance
  79606. */
  79607. getDistanceToCamera(camera?: Nullable<Camera>): number;
  79608. /**
  79609. * Clone the current transform node
  79610. * @param name Name of the new clone
  79611. * @param newParent New parent for the clone
  79612. * @param doNotCloneChildren Do not clone children hierarchy
  79613. * @returns the new transform node
  79614. */
  79615. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  79616. /**
  79617. * Serializes the objects information.
  79618. * @param currentSerializationObject defines the object to serialize in
  79619. * @returns the serialized object
  79620. */
  79621. serialize(currentSerializationObject?: any): any;
  79622. /**
  79623. * Returns a new TransformNode object parsed from the source provided.
  79624. * @param parsedTransformNode is the source.
  79625. * @param scene the scne the object belongs to
  79626. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  79627. * @returns a new TransformNode object parsed from the source provided.
  79628. */
  79629. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  79630. /**
  79631. * Get all child-transformNodes of this node
  79632. * @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
  79633. * @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
  79634. * @returns an array of TransformNode
  79635. */
  79636. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  79637. /**
  79638. * Releases resources associated with this transform node.
  79639. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  79640. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  79641. */
  79642. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  79643. /**
  79644. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  79645. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  79646. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  79647. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  79648. * @returns the current mesh
  79649. */
  79650. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  79651. private _syncAbsoluteScalingAndRotation;
  79652. }
  79653. }
  79654. declare module BABYLON {
  79655. /**
  79656. * Defines the types of pose enabled controllers that are supported
  79657. */
  79658. export enum PoseEnabledControllerType {
  79659. /**
  79660. * HTC Vive
  79661. */
  79662. VIVE = 0,
  79663. /**
  79664. * Oculus Rift
  79665. */
  79666. OCULUS = 1,
  79667. /**
  79668. * Windows mixed reality
  79669. */
  79670. WINDOWS = 2,
  79671. /**
  79672. * Samsung gear VR
  79673. */
  79674. GEAR_VR = 3,
  79675. /**
  79676. * Google Daydream
  79677. */
  79678. DAYDREAM = 4,
  79679. /**
  79680. * Generic
  79681. */
  79682. GENERIC = 5
  79683. }
  79684. /**
  79685. * Defines the MutableGamepadButton interface for the state of a gamepad button
  79686. */
  79687. export interface MutableGamepadButton {
  79688. /**
  79689. * Value of the button/trigger
  79690. */
  79691. value: number;
  79692. /**
  79693. * If the button/trigger is currently touched
  79694. */
  79695. touched: boolean;
  79696. /**
  79697. * If the button/trigger is currently pressed
  79698. */
  79699. pressed: boolean;
  79700. }
  79701. /**
  79702. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  79703. * @hidden
  79704. */
  79705. export interface ExtendedGamepadButton extends GamepadButton {
  79706. /**
  79707. * If the button/trigger is currently pressed
  79708. */
  79709. readonly pressed: boolean;
  79710. /**
  79711. * If the button/trigger is currently touched
  79712. */
  79713. readonly touched: boolean;
  79714. /**
  79715. * Value of the button/trigger
  79716. */
  79717. readonly value: number;
  79718. }
  79719. /** @hidden */
  79720. export interface _GamePadFactory {
  79721. /**
  79722. * Returns wether or not the current gamepad can be created for this type of controller.
  79723. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  79724. * @returns true if it can be created, otherwise false
  79725. */
  79726. canCreate(gamepadInfo: any): boolean;
  79727. /**
  79728. * Creates a new instance of the Gamepad.
  79729. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  79730. * @returns the new gamepad instance
  79731. */
  79732. create(gamepadInfo: any): Gamepad;
  79733. }
  79734. /**
  79735. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  79736. */
  79737. export class PoseEnabledControllerHelper {
  79738. /** @hidden */
  79739. static _ControllerFactories: _GamePadFactory[];
  79740. /** @hidden */
  79741. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  79742. /**
  79743. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  79744. * @param vrGamepad the gamepad to initialized
  79745. * @returns a vr controller of the type the gamepad identified as
  79746. */
  79747. static InitiateController(vrGamepad: any): Gamepad;
  79748. }
  79749. /**
  79750. * Defines the PoseEnabledController object that contains state of a vr capable controller
  79751. */
  79752. export class PoseEnabledController extends Gamepad implements PoseControlled {
  79753. /**
  79754. * If the controller is used in a webXR session
  79755. */
  79756. isXR: boolean;
  79757. private _deviceRoomPosition;
  79758. private _deviceRoomRotationQuaternion;
  79759. /**
  79760. * The device position in babylon space
  79761. */
  79762. devicePosition: Vector3;
  79763. /**
  79764. * The device rotation in babylon space
  79765. */
  79766. deviceRotationQuaternion: Quaternion;
  79767. /**
  79768. * The scale factor of the device in babylon space
  79769. */
  79770. deviceScaleFactor: number;
  79771. /**
  79772. * (Likely devicePosition should be used instead) The device position in its room space
  79773. */
  79774. position: Vector3;
  79775. /**
  79776. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  79777. */
  79778. rotationQuaternion: Quaternion;
  79779. /**
  79780. * The type of controller (Eg. Windows mixed reality)
  79781. */
  79782. controllerType: PoseEnabledControllerType;
  79783. protected _calculatedPosition: Vector3;
  79784. private _calculatedRotation;
  79785. /**
  79786. * The raw pose from the device
  79787. */
  79788. rawPose: DevicePose;
  79789. private _trackPosition;
  79790. private _maxRotationDistFromHeadset;
  79791. private _draggedRoomRotation;
  79792. /**
  79793. * @hidden
  79794. */
  79795. _disableTrackPosition(fixedPosition: Vector3): void;
  79796. /**
  79797. * Internal, the mesh attached to the controller
  79798. * @hidden
  79799. */
  79800. _mesh: Nullable<AbstractMesh>;
  79801. private _poseControlledCamera;
  79802. private _leftHandSystemQuaternion;
  79803. /**
  79804. * Internal, matrix used to convert room space to babylon space
  79805. * @hidden
  79806. */
  79807. _deviceToWorld: Matrix;
  79808. /**
  79809. * Node to be used when casting a ray from the controller
  79810. * @hidden
  79811. */
  79812. _pointingPoseNode: Nullable<TransformNode>;
  79813. /**
  79814. * Name of the child mesh that can be used to cast a ray from the controller
  79815. */
  79816. static readonly POINTING_POSE: string;
  79817. /**
  79818. * Creates a new PoseEnabledController from a gamepad
  79819. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  79820. */
  79821. constructor(browserGamepad: any);
  79822. private _workingMatrix;
  79823. /**
  79824. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  79825. */
  79826. update(): void;
  79827. /**
  79828. * Updates only the pose device and mesh without doing any button event checking
  79829. */
  79830. protected _updatePoseAndMesh(): void;
  79831. /**
  79832. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  79833. * @param poseData raw pose fromthe device
  79834. */
  79835. updateFromDevice(poseData: DevicePose): void;
  79836. /**
  79837. * @hidden
  79838. */
  79839. _meshAttachedObservable: Observable<AbstractMesh>;
  79840. /**
  79841. * Attaches a mesh to the controller
  79842. * @param mesh the mesh to be attached
  79843. */
  79844. attachToMesh(mesh: AbstractMesh): void;
  79845. /**
  79846. * Attaches the controllers mesh to a camera
  79847. * @param camera the camera the mesh should be attached to
  79848. */
  79849. attachToPoseControlledCamera(camera: TargetCamera): void;
  79850. /**
  79851. * Disposes of the controller
  79852. */
  79853. dispose(): void;
  79854. /**
  79855. * The mesh that is attached to the controller
  79856. */
  79857. readonly mesh: Nullable<AbstractMesh>;
  79858. /**
  79859. * Gets the ray of the controller in the direction the controller is pointing
  79860. * @param length the length the resulting ray should be
  79861. * @returns a ray in the direction the controller is pointing
  79862. */
  79863. getForwardRay(length?: number): Ray;
  79864. }
  79865. }
  79866. declare module BABYLON {
  79867. /**
  79868. * Defines the WebVRController object that represents controllers tracked in 3D space
  79869. */
  79870. export abstract class WebVRController extends PoseEnabledController {
  79871. /**
  79872. * Internal, the default controller model for the controller
  79873. */
  79874. protected _defaultModel: AbstractMesh;
  79875. /**
  79876. * Fired when the trigger state has changed
  79877. */
  79878. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  79879. /**
  79880. * Fired when the main button state has changed
  79881. */
  79882. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  79883. /**
  79884. * Fired when the secondary button state has changed
  79885. */
  79886. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  79887. /**
  79888. * Fired when the pad state has changed
  79889. */
  79890. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  79891. /**
  79892. * Fired when controllers stick values have changed
  79893. */
  79894. onPadValuesChangedObservable: Observable<StickValues>;
  79895. /**
  79896. * Array of button availible on the controller
  79897. */
  79898. protected _buttons: Array<MutableGamepadButton>;
  79899. private _onButtonStateChange;
  79900. /**
  79901. * Fired when a controller button's state has changed
  79902. * @param callback the callback containing the button that was modified
  79903. */
  79904. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  79905. /**
  79906. * X and Y axis corresponding to the controllers joystick
  79907. */
  79908. pad: StickValues;
  79909. /**
  79910. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  79911. */
  79912. hand: string;
  79913. /**
  79914. * The default controller model for the controller
  79915. */
  79916. readonly defaultModel: AbstractMesh;
  79917. /**
  79918. * Creates a new WebVRController from a gamepad
  79919. * @param vrGamepad the gamepad that the WebVRController should be created from
  79920. */
  79921. constructor(vrGamepad: any);
  79922. /**
  79923. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  79924. */
  79925. update(): void;
  79926. /**
  79927. * Function to be called when a button is modified
  79928. */
  79929. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  79930. /**
  79931. * Loads a mesh and attaches it to the controller
  79932. * @param scene the scene the mesh should be added to
  79933. * @param meshLoaded callback for when the mesh has been loaded
  79934. */
  79935. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  79936. private _setButtonValue;
  79937. private _changes;
  79938. private _checkChanges;
  79939. /**
  79940. * Disposes of th webVRCOntroller
  79941. */
  79942. dispose(): void;
  79943. }
  79944. }
  79945. declare module BABYLON {
  79946. /**
  79947. * The HemisphericLight simulates the ambient environment light,
  79948. * so the passed direction is the light reflection direction, not the incoming direction.
  79949. */
  79950. export class HemisphericLight extends Light {
  79951. /**
  79952. * The groundColor is the light in the opposite direction to the one specified during creation.
  79953. * 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.
  79954. */
  79955. groundColor: Color3;
  79956. /**
  79957. * The light reflection direction, not the incoming direction.
  79958. */
  79959. direction: Vector3;
  79960. /**
  79961. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  79962. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  79963. * The HemisphericLight can't cast shadows.
  79964. * Documentation : https://doc.babylonjs.com/babylon101/lights
  79965. * @param name The friendly name of the light
  79966. * @param direction The direction of the light reflection
  79967. * @param scene The scene the light belongs to
  79968. */
  79969. constructor(name: string, direction: Vector3, scene: Scene);
  79970. protected _buildUniformLayout(): void;
  79971. /**
  79972. * Returns the string "HemisphericLight".
  79973. * @return The class name
  79974. */
  79975. getClassName(): string;
  79976. /**
  79977. * Sets the HemisphericLight direction towards the passed target (Vector3).
  79978. * Returns the updated direction.
  79979. * @param target The target the direction should point to
  79980. * @return The computed direction
  79981. */
  79982. setDirectionToTarget(target: Vector3): Vector3;
  79983. /**
  79984. * Returns the shadow generator associated to the light.
  79985. * @returns Always null for hemispheric lights because it does not support shadows.
  79986. */
  79987. getShadowGenerator(): Nullable<IShadowGenerator>;
  79988. /**
  79989. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  79990. * @param effect The effect to update
  79991. * @param lightIndex The index of the light in the effect to update
  79992. * @returns The hemispheric light
  79993. */
  79994. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  79995. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  79996. /**
  79997. * Computes the world matrix of the node
  79998. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  79999. * @param useWasUpdatedFlag defines a reserved property
  80000. * @returns the world matrix
  80001. */
  80002. computeWorldMatrix(): Matrix;
  80003. /**
  80004. * Returns the integer 3.
  80005. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  80006. */
  80007. getTypeID(): number;
  80008. /**
  80009. * Prepares the list of defines specific to the light type.
  80010. * @param defines the list of defines
  80011. * @param lightIndex defines the index of the light for the effect
  80012. */
  80013. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  80014. }
  80015. }
  80016. declare module BABYLON {
  80017. /** @hidden */
  80018. export var vrMultiviewToSingleviewPixelShader: {
  80019. name: string;
  80020. shader: string;
  80021. };
  80022. }
  80023. declare module BABYLON {
  80024. /**
  80025. * Renders to multiple views with a single draw call
  80026. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  80027. */
  80028. export class MultiviewRenderTarget extends RenderTargetTexture {
  80029. /**
  80030. * Creates a multiview render target
  80031. * @param scene scene used with the render target
  80032. * @param size the size of the render target (used for each view)
  80033. */
  80034. constructor(scene: Scene, size?: number | {
  80035. width: number;
  80036. height: number;
  80037. } | {
  80038. ratio: number;
  80039. });
  80040. /**
  80041. * @hidden
  80042. * @param faceIndex the face index, if its a cube texture
  80043. */
  80044. _bindFrameBuffer(faceIndex?: number): void;
  80045. /**
  80046. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  80047. * @returns the view count
  80048. */
  80049. getViewCount(): number;
  80050. }
  80051. }
  80052. declare module BABYLON {
  80053. /**
  80054. * Reprasents a camera frustum
  80055. */
  80056. export class Frustum {
  80057. /**
  80058. * Gets the planes representing the frustum
  80059. * @param transform matrix to be applied to the returned planes
  80060. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  80061. */
  80062. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  80063. /**
  80064. * Gets the near frustum plane transformed by the transform matrix
  80065. * @param transform transformation matrix to be applied to the resulting frustum plane
  80066. * @param frustumPlane the resuling frustum plane
  80067. */
  80068. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80069. /**
  80070. * Gets the far frustum plane transformed by the transform matrix
  80071. * @param transform transformation matrix to be applied to the resulting frustum plane
  80072. * @param frustumPlane the resuling frustum plane
  80073. */
  80074. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80075. /**
  80076. * Gets the left frustum plane transformed by the transform matrix
  80077. * @param transform transformation matrix to be applied to the resulting frustum plane
  80078. * @param frustumPlane the resuling frustum plane
  80079. */
  80080. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80081. /**
  80082. * Gets the right frustum plane transformed by the transform matrix
  80083. * @param transform transformation matrix to be applied to the resulting frustum plane
  80084. * @param frustumPlane the resuling frustum plane
  80085. */
  80086. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80087. /**
  80088. * Gets the top frustum plane transformed by the transform matrix
  80089. * @param transform transformation matrix to be applied to the resulting frustum plane
  80090. * @param frustumPlane the resuling frustum plane
  80091. */
  80092. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80093. /**
  80094. * Gets the bottom frustum plane transformed by the transform matrix
  80095. * @param transform transformation matrix to be applied to the resulting frustum plane
  80096. * @param frustumPlane the resuling frustum plane
  80097. */
  80098. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80099. /**
  80100. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  80101. * @param transform transformation matrix to be applied to the resulting frustum planes
  80102. * @param frustumPlanes the resuling frustum planes
  80103. */
  80104. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  80105. }
  80106. }
  80107. declare module BABYLON {
  80108. interface Engine {
  80109. /**
  80110. * Creates a new multiview render target
  80111. * @param width defines the width of the texture
  80112. * @param height defines the height of the texture
  80113. * @returns the created multiview texture
  80114. */
  80115. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  80116. /**
  80117. * Binds a multiview framebuffer to be drawn to
  80118. * @param multiviewTexture texture to bind
  80119. */
  80120. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  80121. }
  80122. interface Camera {
  80123. /**
  80124. * @hidden
  80125. * 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)
  80126. */
  80127. _useMultiviewToSingleView: boolean;
  80128. /**
  80129. * @hidden
  80130. * 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)
  80131. */
  80132. _multiviewTexture: Nullable<RenderTargetTexture>;
  80133. /**
  80134. * @hidden
  80135. * ensures the multiview texture of the camera exists and has the specified width/height
  80136. * @param width height to set on the multiview texture
  80137. * @param height width to set on the multiview texture
  80138. */
  80139. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  80140. }
  80141. interface Scene {
  80142. /** @hidden */
  80143. _transformMatrixR: Matrix;
  80144. /** @hidden */
  80145. _multiviewSceneUbo: Nullable<UniformBuffer>;
  80146. /** @hidden */
  80147. _createMultiviewUbo(): void;
  80148. /** @hidden */
  80149. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  80150. /** @hidden */
  80151. _renderMultiviewToSingleView(camera: Camera): void;
  80152. }
  80153. }
  80154. declare module BABYLON {
  80155. /**
  80156. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  80157. * This will not be used for webXR as it supports displaying texture arrays directly
  80158. */
  80159. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  80160. /**
  80161. * Initializes a VRMultiviewToSingleview
  80162. * @param name name of the post process
  80163. * @param camera camera to be applied to
  80164. * @param scaleFactor scaling factor to the size of the output texture
  80165. */
  80166. constructor(name: string, camera: Camera, scaleFactor: number);
  80167. }
  80168. }
  80169. declare module BABYLON {
  80170. interface Engine {
  80171. /** @hidden */
  80172. _vrDisplay: any;
  80173. /** @hidden */
  80174. _vrSupported: boolean;
  80175. /** @hidden */
  80176. _oldSize: Size;
  80177. /** @hidden */
  80178. _oldHardwareScaleFactor: number;
  80179. /** @hidden */
  80180. _vrExclusivePointerMode: boolean;
  80181. /** @hidden */
  80182. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  80183. /** @hidden */
  80184. _onVRDisplayPointerRestricted: () => void;
  80185. /** @hidden */
  80186. _onVRDisplayPointerUnrestricted: () => void;
  80187. /** @hidden */
  80188. _onVrDisplayConnect: Nullable<(display: any) => void>;
  80189. /** @hidden */
  80190. _onVrDisplayDisconnect: Nullable<() => void>;
  80191. /** @hidden */
  80192. _onVrDisplayPresentChange: Nullable<() => void>;
  80193. /**
  80194. * Observable signaled when VR display mode changes
  80195. */
  80196. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  80197. /**
  80198. * Observable signaled when VR request present is complete
  80199. */
  80200. onVRRequestPresentComplete: Observable<boolean>;
  80201. /**
  80202. * Observable signaled when VR request present starts
  80203. */
  80204. onVRRequestPresentStart: Observable<Engine>;
  80205. /**
  80206. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  80207. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  80208. */
  80209. isInVRExclusivePointerMode: boolean;
  80210. /**
  80211. * Gets a boolean indicating if a webVR device was detected
  80212. * @returns true if a webVR device was detected
  80213. */
  80214. isVRDevicePresent(): boolean;
  80215. /**
  80216. * Gets the current webVR device
  80217. * @returns the current webVR device (or null)
  80218. */
  80219. getVRDevice(): any;
  80220. /**
  80221. * Initializes a webVR display and starts listening to display change events
  80222. * The onVRDisplayChangedObservable will be notified upon these changes
  80223. * @returns A promise containing a VRDisplay and if vr is supported
  80224. */
  80225. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  80226. /** @hidden */
  80227. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  80228. /**
  80229. * Call this function to switch to webVR mode
  80230. * Will do nothing if webVR is not supported or if there is no webVR device
  80231. * @see http://doc.babylonjs.com/how_to/webvr_camera
  80232. */
  80233. enableVR(): void;
  80234. /** @hidden */
  80235. _onVRFullScreenTriggered(): void;
  80236. }
  80237. }
  80238. declare module BABYLON {
  80239. /**
  80240. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  80241. * IMPORTANT!! The data is right-hand data.
  80242. * @export
  80243. * @interface DevicePose
  80244. */
  80245. export interface DevicePose {
  80246. /**
  80247. * The position of the device, values in array are [x,y,z].
  80248. */
  80249. readonly position: Nullable<Float32Array>;
  80250. /**
  80251. * The linearVelocity of the device, values in array are [x,y,z].
  80252. */
  80253. readonly linearVelocity: Nullable<Float32Array>;
  80254. /**
  80255. * The linearAcceleration of the device, values in array are [x,y,z].
  80256. */
  80257. readonly linearAcceleration: Nullable<Float32Array>;
  80258. /**
  80259. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  80260. */
  80261. readonly orientation: Nullable<Float32Array>;
  80262. /**
  80263. * The angularVelocity of the device, values in array are [x,y,z].
  80264. */
  80265. readonly angularVelocity: Nullable<Float32Array>;
  80266. /**
  80267. * The angularAcceleration of the device, values in array are [x,y,z].
  80268. */
  80269. readonly angularAcceleration: Nullable<Float32Array>;
  80270. }
  80271. /**
  80272. * Interface representing a pose controlled object in Babylon.
  80273. * A pose controlled object has both regular pose values as well as pose values
  80274. * from an external device such as a VR head mounted display
  80275. */
  80276. export interface PoseControlled {
  80277. /**
  80278. * The position of the object in babylon space.
  80279. */
  80280. position: Vector3;
  80281. /**
  80282. * The rotation quaternion of the object in babylon space.
  80283. */
  80284. rotationQuaternion: Quaternion;
  80285. /**
  80286. * The position of the device in babylon space.
  80287. */
  80288. devicePosition?: Vector3;
  80289. /**
  80290. * The rotation quaternion of the device in babylon space.
  80291. */
  80292. deviceRotationQuaternion: Quaternion;
  80293. /**
  80294. * The raw pose coming from the device.
  80295. */
  80296. rawPose: Nullable<DevicePose>;
  80297. /**
  80298. * The scale of the device to be used when translating from device space to babylon space.
  80299. */
  80300. deviceScaleFactor: number;
  80301. /**
  80302. * Updates the poseControlled values based on the input device pose.
  80303. * @param poseData the pose data to update the object with
  80304. */
  80305. updateFromDevice(poseData: DevicePose): void;
  80306. }
  80307. /**
  80308. * Set of options to customize the webVRCamera
  80309. */
  80310. export interface WebVROptions {
  80311. /**
  80312. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  80313. */
  80314. trackPosition?: boolean;
  80315. /**
  80316. * Sets the scale of the vrDevice in babylon space. (default: 1)
  80317. */
  80318. positionScale?: number;
  80319. /**
  80320. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  80321. */
  80322. displayName?: string;
  80323. /**
  80324. * Should the native controller meshes be initialized. (default: true)
  80325. */
  80326. controllerMeshes?: boolean;
  80327. /**
  80328. * Creating a default HemiLight only on controllers. (default: true)
  80329. */
  80330. defaultLightingOnControllers?: boolean;
  80331. /**
  80332. * If you don't want to use the default VR button of the helper. (default: false)
  80333. */
  80334. useCustomVRButton?: boolean;
  80335. /**
  80336. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  80337. */
  80338. customVRButton?: HTMLButtonElement;
  80339. /**
  80340. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  80341. */
  80342. rayLength?: number;
  80343. /**
  80344. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  80345. */
  80346. defaultHeight?: number;
  80347. /**
  80348. * If multiview should be used if availible (default: false)
  80349. */
  80350. useMultiview?: boolean;
  80351. }
  80352. /**
  80353. * This represents a WebVR camera.
  80354. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  80355. * @example http://doc.babylonjs.com/how_to/webvr_camera
  80356. */
  80357. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  80358. private webVROptions;
  80359. /**
  80360. * @hidden
  80361. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  80362. */
  80363. _vrDevice: any;
  80364. /**
  80365. * The rawPose of the vrDevice.
  80366. */
  80367. rawPose: Nullable<DevicePose>;
  80368. private _onVREnabled;
  80369. private _specsVersion;
  80370. private _attached;
  80371. private _frameData;
  80372. protected _descendants: Array<Node>;
  80373. private _deviceRoomPosition;
  80374. /** @hidden */
  80375. _deviceRoomRotationQuaternion: Quaternion;
  80376. private _standingMatrix;
  80377. /**
  80378. * Represents device position in babylon space.
  80379. */
  80380. devicePosition: Vector3;
  80381. /**
  80382. * Represents device rotation in babylon space.
  80383. */
  80384. deviceRotationQuaternion: Quaternion;
  80385. /**
  80386. * The scale of the device to be used when translating from device space to babylon space.
  80387. */
  80388. deviceScaleFactor: number;
  80389. private _deviceToWorld;
  80390. private _worldToDevice;
  80391. /**
  80392. * References to the webVR controllers for the vrDevice.
  80393. */
  80394. controllers: Array<WebVRController>;
  80395. /**
  80396. * Emits an event when a controller is attached.
  80397. */
  80398. onControllersAttachedObservable: Observable<WebVRController[]>;
  80399. /**
  80400. * Emits an event when a controller's mesh has been loaded;
  80401. */
  80402. onControllerMeshLoadedObservable: Observable<WebVRController>;
  80403. /**
  80404. * Emits an event when the HMD's pose has been updated.
  80405. */
  80406. onPoseUpdatedFromDeviceObservable: Observable<any>;
  80407. private _poseSet;
  80408. /**
  80409. * If the rig cameras be used as parent instead of this camera.
  80410. */
  80411. rigParenting: boolean;
  80412. private _lightOnControllers;
  80413. private _defaultHeight?;
  80414. /**
  80415. * Instantiates a WebVRFreeCamera.
  80416. * @param name The name of the WebVRFreeCamera
  80417. * @param position The starting anchor position for the camera
  80418. * @param scene The scene the camera belongs to
  80419. * @param webVROptions a set of customizable options for the webVRCamera
  80420. */
  80421. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  80422. /**
  80423. * Gets the device distance from the ground in meters.
  80424. * @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.
  80425. */
  80426. deviceDistanceToRoomGround(): number;
  80427. /**
  80428. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  80429. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  80430. */
  80431. useStandingMatrix(callback?: (bool: boolean) => void): void;
  80432. /**
  80433. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  80434. * @returns A promise with a boolean set to if the standing matrix is supported.
  80435. */
  80436. useStandingMatrixAsync(): Promise<boolean>;
  80437. /**
  80438. * Disposes the camera
  80439. */
  80440. dispose(): void;
  80441. /**
  80442. * Gets a vrController by name.
  80443. * @param name The name of the controller to retreive
  80444. * @returns the controller matching the name specified or null if not found
  80445. */
  80446. getControllerByName(name: string): Nullable<WebVRController>;
  80447. private _leftController;
  80448. /**
  80449. * The controller corresponding to the users left hand.
  80450. */
  80451. readonly leftController: Nullable<WebVRController>;
  80452. private _rightController;
  80453. /**
  80454. * The controller corresponding to the users right hand.
  80455. */
  80456. readonly rightController: Nullable<WebVRController>;
  80457. /**
  80458. * Casts a ray forward from the vrCamera's gaze.
  80459. * @param length Length of the ray (default: 100)
  80460. * @returns the ray corresponding to the gaze
  80461. */
  80462. getForwardRay(length?: number): Ray;
  80463. /**
  80464. * @hidden
  80465. * Updates the camera based on device's frame data
  80466. */
  80467. _checkInputs(): void;
  80468. /**
  80469. * Updates the poseControlled values based on the input device pose.
  80470. * @param poseData Pose coming from the device
  80471. */
  80472. updateFromDevice(poseData: DevicePose): void;
  80473. private _htmlElementAttached;
  80474. private _detachIfAttached;
  80475. /**
  80476. * WebVR's attach control will start broadcasting frames to the device.
  80477. * Note that in certain browsers (chrome for example) this function must be called
  80478. * within a user-interaction callback. Example:
  80479. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  80480. *
  80481. * @param element html element to attach the vrDevice to
  80482. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  80483. */
  80484. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80485. /**
  80486. * Detaches the camera from the html element and disables VR
  80487. *
  80488. * @param element html element to detach from
  80489. */
  80490. detachControl(element: HTMLElement): void;
  80491. /**
  80492. * @returns the name of this class
  80493. */
  80494. getClassName(): string;
  80495. /**
  80496. * Calls resetPose on the vrDisplay
  80497. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  80498. */
  80499. resetToCurrentRotation(): void;
  80500. /**
  80501. * @hidden
  80502. * Updates the rig cameras (left and right eye)
  80503. */
  80504. _updateRigCameras(): void;
  80505. private _workingVector;
  80506. private _oneVector;
  80507. private _workingMatrix;
  80508. private updateCacheCalled;
  80509. private _correctPositionIfNotTrackPosition;
  80510. /**
  80511. * @hidden
  80512. * Updates the cached values of the camera
  80513. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  80514. */
  80515. _updateCache(ignoreParentClass?: boolean): void;
  80516. /**
  80517. * @hidden
  80518. * Get current device position in babylon world
  80519. */
  80520. _computeDevicePosition(): void;
  80521. /**
  80522. * Updates the current device position and rotation in the babylon world
  80523. */
  80524. update(): void;
  80525. /**
  80526. * @hidden
  80527. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  80528. * @returns an identity matrix
  80529. */
  80530. _getViewMatrix(): Matrix;
  80531. private _tmpMatrix;
  80532. /**
  80533. * This function is called by the two RIG cameras.
  80534. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  80535. * @hidden
  80536. */
  80537. _getWebVRViewMatrix(): Matrix;
  80538. /** @hidden */
  80539. _getWebVRProjectionMatrix(): Matrix;
  80540. private _onGamepadConnectedObserver;
  80541. private _onGamepadDisconnectedObserver;
  80542. private _updateCacheWhenTrackingDisabledObserver;
  80543. /**
  80544. * Initializes the controllers and their meshes
  80545. */
  80546. initControllers(): void;
  80547. }
  80548. }
  80549. declare module BABYLON {
  80550. /**
  80551. * Size options for a post process
  80552. */
  80553. export type PostProcessOptions = {
  80554. width: number;
  80555. height: number;
  80556. };
  80557. /**
  80558. * PostProcess can be used to apply a shader to a texture after it has been rendered
  80559. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  80560. */
  80561. export class PostProcess {
  80562. /** Name of the PostProcess. */
  80563. name: string;
  80564. /**
  80565. * Gets or sets the unique id of the post process
  80566. */
  80567. uniqueId: number;
  80568. /**
  80569. * Width of the texture to apply the post process on
  80570. */
  80571. width: number;
  80572. /**
  80573. * Height of the texture to apply the post process on
  80574. */
  80575. height: number;
  80576. /**
  80577. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  80578. * @hidden
  80579. */
  80580. _outputTexture: Nullable<InternalTexture>;
  80581. /**
  80582. * Sampling mode used by the shader
  80583. * See https://doc.babylonjs.com/classes/3.1/texture
  80584. */
  80585. renderTargetSamplingMode: number;
  80586. /**
  80587. * Clear color to use when screen clearing
  80588. */
  80589. clearColor: Color4;
  80590. /**
  80591. * If the buffer needs to be cleared before applying the post process. (default: true)
  80592. * Should be set to false if shader will overwrite all previous pixels.
  80593. */
  80594. autoClear: boolean;
  80595. /**
  80596. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  80597. */
  80598. alphaMode: number;
  80599. /**
  80600. * Sets the setAlphaBlendConstants of the babylon engine
  80601. */
  80602. alphaConstants: Color4;
  80603. /**
  80604. * Animations to be used for the post processing
  80605. */
  80606. animations: Animation[];
  80607. /**
  80608. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  80609. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  80610. */
  80611. enablePixelPerfectMode: boolean;
  80612. /**
  80613. * Force the postprocess to be applied without taking in account viewport
  80614. */
  80615. forceFullscreenViewport: boolean;
  80616. /**
  80617. * List of inspectable custom properties (used by the Inspector)
  80618. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  80619. */
  80620. inspectableCustomProperties: IInspectable[];
  80621. /**
  80622. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  80623. *
  80624. * | Value | Type | Description |
  80625. * | ----- | ----------------------------------- | ----------- |
  80626. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  80627. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  80628. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  80629. *
  80630. */
  80631. scaleMode: number;
  80632. /**
  80633. * Force textures to be a power of two (default: false)
  80634. */
  80635. alwaysForcePOT: boolean;
  80636. private _samples;
  80637. /**
  80638. * Number of sample textures (default: 1)
  80639. */
  80640. samples: number;
  80641. /**
  80642. * Modify the scale of the post process to be the same as the viewport (default: false)
  80643. */
  80644. adaptScaleToCurrentViewport: boolean;
  80645. private _camera;
  80646. private _scene;
  80647. private _engine;
  80648. private _options;
  80649. private _reusable;
  80650. private _textureType;
  80651. /**
  80652. * Smart array of input and output textures for the post process.
  80653. * @hidden
  80654. */
  80655. _textures: SmartArray<InternalTexture>;
  80656. /**
  80657. * The index in _textures that corresponds to the output texture.
  80658. * @hidden
  80659. */
  80660. _currentRenderTextureInd: number;
  80661. private _effect;
  80662. private _samplers;
  80663. private _fragmentUrl;
  80664. private _vertexUrl;
  80665. private _parameters;
  80666. private _scaleRatio;
  80667. protected _indexParameters: any;
  80668. private _shareOutputWithPostProcess;
  80669. private _texelSize;
  80670. private _forcedOutputTexture;
  80671. /**
  80672. * Returns the fragment url or shader name used in the post process.
  80673. * @returns the fragment url or name in the shader store.
  80674. */
  80675. getEffectName(): string;
  80676. /**
  80677. * An event triggered when the postprocess is activated.
  80678. */
  80679. onActivateObservable: Observable<Camera>;
  80680. private _onActivateObserver;
  80681. /**
  80682. * A function that is added to the onActivateObservable
  80683. */
  80684. onActivate: Nullable<(camera: Camera) => void>;
  80685. /**
  80686. * An event triggered when the postprocess changes its size.
  80687. */
  80688. onSizeChangedObservable: Observable<PostProcess>;
  80689. private _onSizeChangedObserver;
  80690. /**
  80691. * A function that is added to the onSizeChangedObservable
  80692. */
  80693. onSizeChanged: (postProcess: PostProcess) => void;
  80694. /**
  80695. * An event triggered when the postprocess applies its effect.
  80696. */
  80697. onApplyObservable: Observable<Effect>;
  80698. private _onApplyObserver;
  80699. /**
  80700. * A function that is added to the onApplyObservable
  80701. */
  80702. onApply: (effect: Effect) => void;
  80703. /**
  80704. * An event triggered before rendering the postprocess
  80705. */
  80706. onBeforeRenderObservable: Observable<Effect>;
  80707. private _onBeforeRenderObserver;
  80708. /**
  80709. * A function that is added to the onBeforeRenderObservable
  80710. */
  80711. onBeforeRender: (effect: Effect) => void;
  80712. /**
  80713. * An event triggered after rendering the postprocess
  80714. */
  80715. onAfterRenderObservable: Observable<Effect>;
  80716. private _onAfterRenderObserver;
  80717. /**
  80718. * A function that is added to the onAfterRenderObservable
  80719. */
  80720. onAfterRender: (efect: Effect) => void;
  80721. /**
  80722. * 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
  80723. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  80724. */
  80725. inputTexture: InternalTexture;
  80726. /**
  80727. * Gets the camera which post process is applied to.
  80728. * @returns The camera the post process is applied to.
  80729. */
  80730. getCamera(): Camera;
  80731. /**
  80732. * Gets the texel size of the postprocess.
  80733. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  80734. */
  80735. readonly texelSize: Vector2;
  80736. /**
  80737. * Creates a new instance PostProcess
  80738. * @param name The name of the PostProcess.
  80739. * @param fragmentUrl The url of the fragment shader to be used.
  80740. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  80741. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  80742. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  80743. * @param camera The camera to apply the render pass to.
  80744. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  80745. * @param engine The engine which the post process will be applied. (default: current engine)
  80746. * @param reusable If the post process can be reused on the same frame. (default: false)
  80747. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  80748. * @param textureType Type of textures used when performing the post process. (default: 0)
  80749. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  80750. * @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
  80751. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  80752. */
  80753. constructor(
  80754. /** Name of the PostProcess. */
  80755. 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);
  80756. /**
  80757. * Gets a string idenfifying the name of the class
  80758. * @returns "PostProcess" string
  80759. */
  80760. getClassName(): string;
  80761. /**
  80762. * Gets the engine which this post process belongs to.
  80763. * @returns The engine the post process was enabled with.
  80764. */
  80765. getEngine(): Engine;
  80766. /**
  80767. * The effect that is created when initializing the post process.
  80768. * @returns The created effect corresponding the the postprocess.
  80769. */
  80770. getEffect(): Effect;
  80771. /**
  80772. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  80773. * @param postProcess The post process to share the output with.
  80774. * @returns This post process.
  80775. */
  80776. shareOutputWith(postProcess: PostProcess): PostProcess;
  80777. /**
  80778. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  80779. * This should be called if the post process that shares output with this post process is disabled/disposed.
  80780. */
  80781. useOwnOutput(): void;
  80782. /**
  80783. * Updates the effect with the current post process compile time values and recompiles the shader.
  80784. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  80785. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  80786. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  80787. * @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
  80788. * @param onCompiled Called when the shader has been compiled.
  80789. * @param onError Called if there is an error when compiling a shader.
  80790. */
  80791. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80792. /**
  80793. * The post process is reusable if it can be used multiple times within one frame.
  80794. * @returns If the post process is reusable
  80795. */
  80796. isReusable(): boolean;
  80797. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  80798. markTextureDirty(): void;
  80799. /**
  80800. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  80801. * 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.
  80802. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  80803. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  80804. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  80805. * @returns The target texture that was bound to be written to.
  80806. */
  80807. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  80808. /**
  80809. * If the post process is supported.
  80810. */
  80811. readonly isSupported: boolean;
  80812. /**
  80813. * The aspect ratio of the output texture.
  80814. */
  80815. readonly aspectRatio: number;
  80816. /**
  80817. * Get a value indicating if the post-process is ready to be used
  80818. * @returns true if the post-process is ready (shader is compiled)
  80819. */
  80820. isReady(): boolean;
  80821. /**
  80822. * Binds all textures and uniforms to the shader, this will be run on every pass.
  80823. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  80824. */
  80825. apply(): Nullable<Effect>;
  80826. private _disposeTextures;
  80827. /**
  80828. * Disposes the post process.
  80829. * @param camera The camera to dispose the post process on.
  80830. */
  80831. dispose(camera?: Camera): void;
  80832. }
  80833. }
  80834. declare module BABYLON {
  80835. /** @hidden */
  80836. export var kernelBlurVaryingDeclaration: {
  80837. name: string;
  80838. shader: string;
  80839. };
  80840. }
  80841. declare module BABYLON {
  80842. /** @hidden */
  80843. export var kernelBlurFragment: {
  80844. name: string;
  80845. shader: string;
  80846. };
  80847. }
  80848. declare module BABYLON {
  80849. /** @hidden */
  80850. export var kernelBlurFragment2: {
  80851. name: string;
  80852. shader: string;
  80853. };
  80854. }
  80855. declare module BABYLON {
  80856. /** @hidden */
  80857. export var kernelBlurPixelShader: {
  80858. name: string;
  80859. shader: string;
  80860. };
  80861. }
  80862. declare module BABYLON {
  80863. /** @hidden */
  80864. export var kernelBlurVertex: {
  80865. name: string;
  80866. shader: string;
  80867. };
  80868. }
  80869. declare module BABYLON {
  80870. /** @hidden */
  80871. export var kernelBlurVertexShader: {
  80872. name: string;
  80873. shader: string;
  80874. };
  80875. }
  80876. declare module BABYLON {
  80877. /**
  80878. * The Blur Post Process which blurs an image based on a kernel and direction.
  80879. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  80880. */
  80881. export class BlurPostProcess extends PostProcess {
  80882. /** The direction in which to blur the image. */
  80883. direction: Vector2;
  80884. private blockCompilation;
  80885. protected _kernel: number;
  80886. protected _idealKernel: number;
  80887. protected _packedFloat: boolean;
  80888. private _staticDefines;
  80889. /**
  80890. * Sets the length in pixels of the blur sample region
  80891. */
  80892. /**
  80893. * Gets the length in pixels of the blur sample region
  80894. */
  80895. kernel: number;
  80896. /**
  80897. * Sets wether or not the blur needs to unpack/repack floats
  80898. */
  80899. /**
  80900. * Gets wether or not the blur is unpacking/repacking floats
  80901. */
  80902. packedFloat: boolean;
  80903. /**
  80904. * Creates a new instance BlurPostProcess
  80905. * @param name The name of the effect.
  80906. * @param direction The direction in which to blur the image.
  80907. * @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.
  80908. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  80909. * @param camera The camera to apply the render pass to.
  80910. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  80911. * @param engine The engine which the post process will be applied. (default: current engine)
  80912. * @param reusable If the post process can be reused on the same frame. (default: false)
  80913. * @param textureType Type of textures used when performing the post process. (default: 0)
  80914. * @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)
  80915. */
  80916. constructor(name: string,
  80917. /** The direction in which to blur the image. */
  80918. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  80919. /**
  80920. * Updates the effect with the current post process compile time values and recompiles the shader.
  80921. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  80922. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  80923. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  80924. * @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
  80925. * @param onCompiled Called when the shader has been compiled.
  80926. * @param onError Called if there is an error when compiling a shader.
  80927. */
  80928. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80929. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80930. /**
  80931. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  80932. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  80933. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  80934. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  80935. * The gaps between physical kernels are compensated for in the weighting of the samples
  80936. * @param idealKernel Ideal blur kernel.
  80937. * @return Nearest best kernel.
  80938. */
  80939. protected _nearestBestKernel(idealKernel: number): number;
  80940. /**
  80941. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  80942. * @param x The point on the Gaussian distribution to sample.
  80943. * @return the value of the Gaussian function at x.
  80944. */
  80945. protected _gaussianWeight(x: number): number;
  80946. /**
  80947. * Generates a string that can be used as a floating point number in GLSL.
  80948. * @param x Value to print.
  80949. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  80950. * @return GLSL float string.
  80951. */
  80952. protected _glslFloat(x: number, decimalFigures?: number): string;
  80953. }
  80954. }
  80955. declare module BABYLON {
  80956. /**
  80957. * Mirror texture can be used to simulate the view from a mirror in a scene.
  80958. * It will dynamically be rendered every frame to adapt to the camera point of view.
  80959. * You can then easily use it as a reflectionTexture on a flat surface.
  80960. * In case the surface is not a plane, please consider relying on reflection probes.
  80961. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  80962. */
  80963. export class MirrorTexture extends RenderTargetTexture {
  80964. private scene;
  80965. /**
  80966. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  80967. * 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.
  80968. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  80969. */
  80970. mirrorPlane: Plane;
  80971. /**
  80972. * Define the blur ratio used to blur the reflection if needed.
  80973. */
  80974. blurRatio: number;
  80975. /**
  80976. * Define the adaptive blur kernel used to blur the reflection if needed.
  80977. * This will autocompute the closest best match for the `blurKernel`
  80978. */
  80979. adaptiveBlurKernel: number;
  80980. /**
  80981. * Define the blur kernel used to blur the reflection if needed.
  80982. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  80983. */
  80984. blurKernel: number;
  80985. /**
  80986. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  80987. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  80988. */
  80989. blurKernelX: number;
  80990. /**
  80991. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  80992. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  80993. */
  80994. blurKernelY: number;
  80995. private _autoComputeBlurKernel;
  80996. protected _onRatioRescale(): void;
  80997. private _updateGammaSpace;
  80998. private _imageProcessingConfigChangeObserver;
  80999. private _transformMatrix;
  81000. private _mirrorMatrix;
  81001. private _savedViewMatrix;
  81002. private _blurX;
  81003. private _blurY;
  81004. private _adaptiveBlurKernel;
  81005. private _blurKernelX;
  81006. private _blurKernelY;
  81007. private _blurRatio;
  81008. /**
  81009. * Instantiates a Mirror Texture.
  81010. * Mirror texture can be used to simulate the view from a mirror in a scene.
  81011. * It will dynamically be rendered every frame to adapt to the camera point of view.
  81012. * You can then easily use it as a reflectionTexture on a flat surface.
  81013. * In case the surface is not a plane, please consider relying on reflection probes.
  81014. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  81015. * @param name
  81016. * @param size
  81017. * @param scene
  81018. * @param generateMipMaps
  81019. * @param type
  81020. * @param samplingMode
  81021. * @param generateDepthBuffer
  81022. */
  81023. constructor(name: string, size: number | {
  81024. width: number;
  81025. height: number;
  81026. } | {
  81027. ratio: number;
  81028. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  81029. private _preparePostProcesses;
  81030. /**
  81031. * Clone the mirror texture.
  81032. * @returns the cloned texture
  81033. */
  81034. clone(): MirrorTexture;
  81035. /**
  81036. * Serialize the texture to a JSON representation you could use in Parse later on
  81037. * @returns the serialized JSON representation
  81038. */
  81039. serialize(): any;
  81040. /**
  81041. * Dispose the texture and release its associated resources.
  81042. */
  81043. dispose(): void;
  81044. }
  81045. }
  81046. declare module BABYLON {
  81047. /**
  81048. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  81049. * @see http://doc.babylonjs.com/babylon101/materials#texture
  81050. */
  81051. export class Texture extends BaseTexture {
  81052. /** @hidden */
  81053. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  81054. /** @hidden */
  81055. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  81056. /** @hidden */
  81057. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  81058. /** nearest is mag = nearest and min = nearest and mip = linear */
  81059. static readonly NEAREST_SAMPLINGMODE: number;
  81060. /** nearest is mag = nearest and min = nearest and mip = linear */
  81061. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  81062. /** Bilinear is mag = linear and min = linear and mip = nearest */
  81063. static readonly BILINEAR_SAMPLINGMODE: number;
  81064. /** Bilinear is mag = linear and min = linear and mip = nearest */
  81065. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  81066. /** Trilinear is mag = linear and min = linear and mip = linear */
  81067. static readonly TRILINEAR_SAMPLINGMODE: number;
  81068. /** Trilinear is mag = linear and min = linear and mip = linear */
  81069. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  81070. /** mag = nearest and min = nearest and mip = nearest */
  81071. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  81072. /** mag = nearest and min = linear and mip = nearest */
  81073. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  81074. /** mag = nearest and min = linear and mip = linear */
  81075. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  81076. /** mag = nearest and min = linear and mip = none */
  81077. static readonly NEAREST_LINEAR: number;
  81078. /** mag = nearest and min = nearest and mip = none */
  81079. static readonly NEAREST_NEAREST: number;
  81080. /** mag = linear and min = nearest and mip = nearest */
  81081. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  81082. /** mag = linear and min = nearest and mip = linear */
  81083. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  81084. /** mag = linear and min = linear and mip = none */
  81085. static readonly LINEAR_LINEAR: number;
  81086. /** mag = linear and min = nearest and mip = none */
  81087. static readonly LINEAR_NEAREST: number;
  81088. /** Explicit coordinates mode */
  81089. static readonly EXPLICIT_MODE: number;
  81090. /** Spherical coordinates mode */
  81091. static readonly SPHERICAL_MODE: number;
  81092. /** Planar coordinates mode */
  81093. static readonly PLANAR_MODE: number;
  81094. /** Cubic coordinates mode */
  81095. static readonly CUBIC_MODE: number;
  81096. /** Projection coordinates mode */
  81097. static readonly PROJECTION_MODE: number;
  81098. /** Inverse Cubic coordinates mode */
  81099. static readonly SKYBOX_MODE: number;
  81100. /** Inverse Cubic coordinates mode */
  81101. static readonly INVCUBIC_MODE: number;
  81102. /** Equirectangular coordinates mode */
  81103. static readonly EQUIRECTANGULAR_MODE: number;
  81104. /** Equirectangular Fixed coordinates mode */
  81105. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  81106. /** Equirectangular Fixed Mirrored coordinates mode */
  81107. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  81108. /** Texture is not repeating outside of 0..1 UVs */
  81109. static readonly CLAMP_ADDRESSMODE: number;
  81110. /** Texture is repeating outside of 0..1 UVs */
  81111. static readonly WRAP_ADDRESSMODE: number;
  81112. /** Texture is repeating and mirrored */
  81113. static readonly MIRROR_ADDRESSMODE: number;
  81114. /**
  81115. * 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
  81116. */
  81117. static UseSerializedUrlIfAny: boolean;
  81118. /**
  81119. * Define the url of the texture.
  81120. */
  81121. url: Nullable<string>;
  81122. /**
  81123. * Define an offset on the texture to offset the u coordinates of the UVs
  81124. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  81125. */
  81126. uOffset: number;
  81127. /**
  81128. * Define an offset on the texture to offset the v coordinates of the UVs
  81129. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  81130. */
  81131. vOffset: number;
  81132. /**
  81133. * Define an offset on the texture to scale the u coordinates of the UVs
  81134. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  81135. */
  81136. uScale: number;
  81137. /**
  81138. * Define an offset on the texture to scale the v coordinates of the UVs
  81139. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  81140. */
  81141. vScale: number;
  81142. /**
  81143. * Define an offset on the texture to rotate around the u coordinates of the UVs
  81144. * @see http://doc.babylonjs.com/how_to/more_materials
  81145. */
  81146. uAng: number;
  81147. /**
  81148. * Define an offset on the texture to rotate around the v coordinates of the UVs
  81149. * @see http://doc.babylonjs.com/how_to/more_materials
  81150. */
  81151. vAng: number;
  81152. /**
  81153. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  81154. * @see http://doc.babylonjs.com/how_to/more_materials
  81155. */
  81156. wAng: number;
  81157. /**
  81158. * Defines the center of rotation (U)
  81159. */
  81160. uRotationCenter: number;
  81161. /**
  81162. * Defines the center of rotation (V)
  81163. */
  81164. vRotationCenter: number;
  81165. /**
  81166. * Defines the center of rotation (W)
  81167. */
  81168. wRotationCenter: number;
  81169. /**
  81170. * Are mip maps generated for this texture or not.
  81171. */
  81172. readonly noMipmap: boolean;
  81173. /**
  81174. * List of inspectable custom properties (used by the Inspector)
  81175. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  81176. */
  81177. inspectableCustomProperties: Nullable<IInspectable[]>;
  81178. private _noMipmap;
  81179. /** @hidden */
  81180. _invertY: boolean;
  81181. private _rowGenerationMatrix;
  81182. private _cachedTextureMatrix;
  81183. private _projectionModeMatrix;
  81184. private _t0;
  81185. private _t1;
  81186. private _t2;
  81187. private _cachedUOffset;
  81188. private _cachedVOffset;
  81189. private _cachedUScale;
  81190. private _cachedVScale;
  81191. private _cachedUAng;
  81192. private _cachedVAng;
  81193. private _cachedWAng;
  81194. private _cachedProjectionMatrixId;
  81195. private _cachedCoordinatesMode;
  81196. /** @hidden */
  81197. protected _initialSamplingMode: number;
  81198. /** @hidden */
  81199. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  81200. private _deleteBuffer;
  81201. protected _format: Nullable<number>;
  81202. private _delayedOnLoad;
  81203. private _delayedOnError;
  81204. /**
  81205. * Observable triggered once the texture has been loaded.
  81206. */
  81207. onLoadObservable: Observable<Texture>;
  81208. protected _isBlocking: boolean;
  81209. /**
  81210. * Is the texture preventing material to render while loading.
  81211. * If false, a default texture will be used instead of the loading one during the preparation step.
  81212. */
  81213. isBlocking: boolean;
  81214. /**
  81215. * Get the current sampling mode associated with the texture.
  81216. */
  81217. readonly samplingMode: number;
  81218. /**
  81219. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  81220. */
  81221. readonly invertY: boolean;
  81222. /**
  81223. * Instantiates a new texture.
  81224. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  81225. * @see http://doc.babylonjs.com/babylon101/materials#texture
  81226. * @param url define the url of the picture to load as a texture
  81227. * @param scene define the scene or engine the texture will belong to
  81228. * @param noMipmap define if the texture will require mip maps or not
  81229. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81230. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81231. * @param onLoad define a callback triggered when the texture has been loaded
  81232. * @param onError define a callback triggered when an error occurred during the loading session
  81233. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  81234. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  81235. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81236. */
  81237. 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 | ArrayBufferView | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  81238. /**
  81239. * Update the url (and optional buffer) of this texture if url was null during construction.
  81240. * @param url the url of the texture
  81241. * @param buffer the buffer of the texture (defaults to null)
  81242. * @param onLoad callback called when the texture is loaded (defaults to null)
  81243. */
  81244. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  81245. /**
  81246. * Finish the loading sequence of a texture flagged as delayed load.
  81247. * @hidden
  81248. */
  81249. delayLoad(): void;
  81250. private _prepareRowForTextureGeneration;
  81251. /**
  81252. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  81253. * @returns the transform matrix of the texture.
  81254. */
  81255. getTextureMatrix(): Matrix;
  81256. /**
  81257. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  81258. * @returns The reflection texture transform
  81259. */
  81260. getReflectionTextureMatrix(): Matrix;
  81261. /**
  81262. * Clones the texture.
  81263. * @returns the cloned texture
  81264. */
  81265. clone(): Texture;
  81266. /**
  81267. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  81268. * @returns The JSON representation of the texture
  81269. */
  81270. serialize(): any;
  81271. /**
  81272. * Get the current class name of the texture useful for serialization or dynamic coding.
  81273. * @returns "Texture"
  81274. */
  81275. getClassName(): string;
  81276. /**
  81277. * Dispose the texture and release its associated resources.
  81278. */
  81279. dispose(): void;
  81280. /**
  81281. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  81282. * @param parsedTexture Define the JSON representation of the texture
  81283. * @param scene Define the scene the parsed texture should be instantiated in
  81284. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  81285. * @returns The parsed texture if successful
  81286. */
  81287. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  81288. /**
  81289. * Creates a texture from its base 64 representation.
  81290. * @param data Define the base64 payload without the data: prefix
  81291. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  81292. * @param scene Define the scene the texture should belong to
  81293. * @param noMipmap Forces the texture to not create mip map information if true
  81294. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81295. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81296. * @param onLoad define a callback triggered when the texture has been loaded
  81297. * @param onError define a callback triggered when an error occurred during the loading session
  81298. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81299. * @returns the created texture
  81300. */
  81301. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  81302. /**
  81303. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  81304. * @param data Define the base64 payload without the data: prefix
  81305. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  81306. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  81307. * @param scene Define the scene the texture should belong to
  81308. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  81309. * @param noMipmap Forces the texture to not create mip map information if true
  81310. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81311. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81312. * @param onLoad define a callback triggered when the texture has been loaded
  81313. * @param onError define a callback triggered when an error occurred during the loading session
  81314. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81315. * @returns the created texture
  81316. */
  81317. 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;
  81318. }
  81319. }
  81320. declare module BABYLON {
  81321. /**
  81322. * PostProcessManager is used to manage one or more post processes or post process pipelines
  81323. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  81324. */
  81325. export class PostProcessManager {
  81326. private _scene;
  81327. private _indexBuffer;
  81328. private _vertexBuffers;
  81329. /**
  81330. * Creates a new instance PostProcess
  81331. * @param scene The scene that the post process is associated with.
  81332. */
  81333. constructor(scene: Scene);
  81334. private _prepareBuffers;
  81335. private _buildIndexBuffer;
  81336. /**
  81337. * Rebuilds the vertex buffers of the manager.
  81338. * @hidden
  81339. */
  81340. _rebuild(): void;
  81341. /**
  81342. * Prepares a frame to be run through a post process.
  81343. * @param sourceTexture The input texture to the post procesess. (default: null)
  81344. * @param postProcesses An array of post processes to be run. (default: null)
  81345. * @returns True if the post processes were able to be run.
  81346. * @hidden
  81347. */
  81348. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  81349. /**
  81350. * Manually render a set of post processes to a texture.
  81351. * @param postProcesses An array of post processes to be run.
  81352. * @param targetTexture The target texture to render to.
  81353. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  81354. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  81355. * @param lodLevel defines which lod of the texture to render to
  81356. */
  81357. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  81358. /**
  81359. * Finalize the result of the output of the postprocesses.
  81360. * @param doNotPresent If true the result will not be displayed to the screen.
  81361. * @param targetTexture The target texture to render to.
  81362. * @param faceIndex The index of the face to bind the target texture to.
  81363. * @param postProcesses The array of post processes to render.
  81364. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  81365. * @hidden
  81366. */
  81367. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  81368. /**
  81369. * Disposes of the post process manager.
  81370. */
  81371. dispose(): void;
  81372. }
  81373. }
  81374. declare module BABYLON {
  81375. /** Interface used by value gradients (color, factor, ...) */
  81376. export interface IValueGradient {
  81377. /**
  81378. * Gets or sets the gradient value (between 0 and 1)
  81379. */
  81380. gradient: number;
  81381. }
  81382. /** Class used to store color4 gradient */
  81383. export class ColorGradient implements IValueGradient {
  81384. /**
  81385. * Gets or sets the gradient value (between 0 and 1)
  81386. */
  81387. gradient: number;
  81388. /**
  81389. * Gets or sets first associated color
  81390. */
  81391. color1: Color4;
  81392. /**
  81393. * Gets or sets second associated color
  81394. */
  81395. color2?: Color4;
  81396. /**
  81397. * Will get a color picked randomly between color1 and color2.
  81398. * If color2 is undefined then color1 will be used
  81399. * @param result defines the target Color4 to store the result in
  81400. */
  81401. getColorToRef(result: Color4): void;
  81402. }
  81403. /** Class used to store color 3 gradient */
  81404. export class Color3Gradient implements IValueGradient {
  81405. /**
  81406. * Gets or sets the gradient value (between 0 and 1)
  81407. */
  81408. gradient: number;
  81409. /**
  81410. * Gets or sets the associated color
  81411. */
  81412. color: Color3;
  81413. }
  81414. /** Class used to store factor gradient */
  81415. export class FactorGradient implements IValueGradient {
  81416. /**
  81417. * Gets or sets the gradient value (between 0 and 1)
  81418. */
  81419. gradient: number;
  81420. /**
  81421. * Gets or sets first associated factor
  81422. */
  81423. factor1: number;
  81424. /**
  81425. * Gets or sets second associated factor
  81426. */
  81427. factor2?: number;
  81428. /**
  81429. * Will get a number picked randomly between factor1 and factor2.
  81430. * If factor2 is undefined then factor1 will be used
  81431. * @returns the picked number
  81432. */
  81433. getFactor(): number;
  81434. }
  81435. /**
  81436. * Helper used to simplify some generic gradient tasks
  81437. */
  81438. export class GradientHelper {
  81439. /**
  81440. * Gets the current gradient from an array of IValueGradient
  81441. * @param ratio defines the current ratio to get
  81442. * @param gradients defines the array of IValueGradient
  81443. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  81444. */
  81445. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  81446. }
  81447. }
  81448. declare module BABYLON {
  81449. interface AbstractScene {
  81450. /**
  81451. * The list of procedural textures added to the scene
  81452. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81453. */
  81454. proceduralTextures: Array<ProceduralTexture>;
  81455. }
  81456. /**
  81457. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81458. * in a given scene.
  81459. */
  81460. export class ProceduralTextureSceneComponent implements ISceneComponent {
  81461. /**
  81462. * The component name helpfull to identify the component in the list of scene components.
  81463. */
  81464. readonly name: string;
  81465. /**
  81466. * The scene the component belongs to.
  81467. */
  81468. scene: Scene;
  81469. /**
  81470. * Creates a new instance of the component for the given scene
  81471. * @param scene Defines the scene to register the component in
  81472. */
  81473. constructor(scene: Scene);
  81474. /**
  81475. * Registers the component in a given scene
  81476. */
  81477. register(): void;
  81478. /**
  81479. * Rebuilds the elements related to this component in case of
  81480. * context lost for instance.
  81481. */
  81482. rebuild(): void;
  81483. /**
  81484. * Disposes the component and the associated ressources.
  81485. */
  81486. dispose(): void;
  81487. private _beforeClear;
  81488. }
  81489. }
  81490. declare module BABYLON {
  81491. interface Engine {
  81492. /**
  81493. * Creates a new render target cube texture
  81494. * @param size defines the size of the texture
  81495. * @param options defines the options used to create the texture
  81496. * @returns a new render target cube texture stored in an InternalTexture
  81497. */
  81498. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  81499. }
  81500. }
  81501. declare module BABYLON {
  81502. /** @hidden */
  81503. export var proceduralVertexShader: {
  81504. name: string;
  81505. shader: string;
  81506. };
  81507. }
  81508. declare module BABYLON {
  81509. /**
  81510. * 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.
  81511. * This is the base class of any Procedural texture and contains most of the shareable code.
  81512. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81513. */
  81514. export class ProceduralTexture extends Texture {
  81515. isCube: boolean;
  81516. /**
  81517. * Define if the texture is enabled or not (disabled texture will not render)
  81518. */
  81519. isEnabled: boolean;
  81520. /**
  81521. * Define if the texture must be cleared before rendering (default is true)
  81522. */
  81523. autoClear: boolean;
  81524. /**
  81525. * Callback called when the texture is generated
  81526. */
  81527. onGenerated: () => void;
  81528. /**
  81529. * Event raised when the texture is generated
  81530. */
  81531. onGeneratedObservable: Observable<ProceduralTexture>;
  81532. /** @hidden */
  81533. _generateMipMaps: boolean;
  81534. /** @hidden **/
  81535. _effect: Effect;
  81536. /** @hidden */
  81537. _textures: {
  81538. [key: string]: Texture;
  81539. };
  81540. private _size;
  81541. private _currentRefreshId;
  81542. private _refreshRate;
  81543. private _vertexBuffers;
  81544. private _indexBuffer;
  81545. private _uniforms;
  81546. private _samplers;
  81547. private _fragment;
  81548. private _floats;
  81549. private _ints;
  81550. private _floatsArrays;
  81551. private _colors3;
  81552. private _colors4;
  81553. private _vectors2;
  81554. private _vectors3;
  81555. private _matrices;
  81556. private _fallbackTexture;
  81557. private _fallbackTextureUsed;
  81558. private _engine;
  81559. private _cachedDefines;
  81560. private _contentUpdateId;
  81561. private _contentData;
  81562. /**
  81563. * Instantiates a new procedural texture.
  81564. * 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.
  81565. * This is the base class of any Procedural texture and contains most of the shareable code.
  81566. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81567. * @param name Define the name of the texture
  81568. * @param size Define the size of the texture to create
  81569. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  81570. * @param scene Define the scene the texture belongs to
  81571. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81572. * @param generateMipMaps Define if the texture should creates mip maps or not
  81573. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  81574. */
  81575. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  81576. /**
  81577. * The effect that is created when initializing the post process.
  81578. * @returns The created effect corresponding the the postprocess.
  81579. */
  81580. getEffect(): Effect;
  81581. /**
  81582. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  81583. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  81584. */
  81585. getContent(): Nullable<ArrayBufferView>;
  81586. private _createIndexBuffer;
  81587. /** @hidden */
  81588. _rebuild(): void;
  81589. /**
  81590. * Resets the texture in order to recreate its associated resources.
  81591. * This can be called in case of context loss
  81592. */
  81593. reset(): void;
  81594. protected _getDefines(): string;
  81595. /**
  81596. * Is the texture ready to be used ? (rendered at least once)
  81597. * @returns true if ready, otherwise, false.
  81598. */
  81599. isReady(): boolean;
  81600. /**
  81601. * Resets the refresh counter of the texture and start bak from scratch.
  81602. * Could be useful to regenerate the texture if it is setup to render only once.
  81603. */
  81604. resetRefreshCounter(): void;
  81605. /**
  81606. * Set the fragment shader to use in order to render the texture.
  81607. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  81608. */
  81609. setFragment(fragment: any): void;
  81610. /**
  81611. * Define the refresh rate of the texture or the rendering frequency.
  81612. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  81613. */
  81614. refreshRate: number;
  81615. /** @hidden */
  81616. _shouldRender(): boolean;
  81617. /**
  81618. * Get the size the texture is rendering at.
  81619. * @returns the size (texture is always squared)
  81620. */
  81621. getRenderSize(): number;
  81622. /**
  81623. * Resize the texture to new value.
  81624. * @param size Define the new size the texture should have
  81625. * @param generateMipMaps Define whether the new texture should create mip maps
  81626. */
  81627. resize(size: number, generateMipMaps: boolean): void;
  81628. private _checkUniform;
  81629. /**
  81630. * Set a texture in the shader program used to render.
  81631. * @param name Define the name of the uniform samplers as defined in the shader
  81632. * @param texture Define the texture to bind to this sampler
  81633. * @return the texture itself allowing "fluent" like uniform updates
  81634. */
  81635. setTexture(name: string, texture: Texture): ProceduralTexture;
  81636. /**
  81637. * Set a float in the shader.
  81638. * @param name Define the name of the uniform as defined in the shader
  81639. * @param value Define the value to give to the uniform
  81640. * @return the texture itself allowing "fluent" like uniform updates
  81641. */
  81642. setFloat(name: string, value: number): ProceduralTexture;
  81643. /**
  81644. * Set a int in the shader.
  81645. * @param name Define the name of the uniform as defined in the shader
  81646. * @param value Define the value to give to the uniform
  81647. * @return the texture itself allowing "fluent" like uniform updates
  81648. */
  81649. setInt(name: string, value: number): ProceduralTexture;
  81650. /**
  81651. * Set an array of floats in the shader.
  81652. * @param name Define the name of the uniform as defined in the shader
  81653. * @param value Define the value to give to the uniform
  81654. * @return the texture itself allowing "fluent" like uniform updates
  81655. */
  81656. setFloats(name: string, value: number[]): ProceduralTexture;
  81657. /**
  81658. * Set a vec3 in the shader from a Color3.
  81659. * @param name Define the name of the uniform as defined in the shader
  81660. * @param value Define the value to give to the uniform
  81661. * @return the texture itself allowing "fluent" like uniform updates
  81662. */
  81663. setColor3(name: string, value: Color3): ProceduralTexture;
  81664. /**
  81665. * Set a vec4 in the shader from a Color4.
  81666. * @param name Define the name of the uniform as defined in the shader
  81667. * @param value Define the value to give to the uniform
  81668. * @return the texture itself allowing "fluent" like uniform updates
  81669. */
  81670. setColor4(name: string, value: Color4): ProceduralTexture;
  81671. /**
  81672. * Set a vec2 in the shader from a Vector2.
  81673. * @param name Define the name of the uniform as defined in the shader
  81674. * @param value Define the value to give to the uniform
  81675. * @return the texture itself allowing "fluent" like uniform updates
  81676. */
  81677. setVector2(name: string, value: Vector2): ProceduralTexture;
  81678. /**
  81679. * Set a vec3 in the shader from a Vector3.
  81680. * @param name Define the name of the uniform as defined in the shader
  81681. * @param value Define the value to give to the uniform
  81682. * @return the texture itself allowing "fluent" like uniform updates
  81683. */
  81684. setVector3(name: string, value: Vector3): ProceduralTexture;
  81685. /**
  81686. * Set a mat4 in the shader from a MAtrix.
  81687. * @param name Define the name of the uniform as defined in the shader
  81688. * @param value Define the value to give to the uniform
  81689. * @return the texture itself allowing "fluent" like uniform updates
  81690. */
  81691. setMatrix(name: string, value: Matrix): ProceduralTexture;
  81692. /**
  81693. * Render the texture to its associated render target.
  81694. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81695. */
  81696. render(useCameraPostProcess?: boolean): void;
  81697. /**
  81698. * Clone the texture.
  81699. * @returns the cloned texture
  81700. */
  81701. clone(): ProceduralTexture;
  81702. /**
  81703. * Dispose the texture and release its asoociated resources.
  81704. */
  81705. dispose(): void;
  81706. }
  81707. }
  81708. declare module BABYLON {
  81709. /**
  81710. * This represents the base class for particle system in Babylon.
  81711. * 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.
  81712. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  81713. * @example https://doc.babylonjs.com/babylon101/particles
  81714. */
  81715. export class BaseParticleSystem {
  81716. /**
  81717. * Source color is added to the destination color without alpha affecting the result
  81718. */
  81719. static BLENDMODE_ONEONE: number;
  81720. /**
  81721. * Blend current color and particle color using particle’s alpha
  81722. */
  81723. static BLENDMODE_STANDARD: number;
  81724. /**
  81725. * Add current color and particle color multiplied by particle’s alpha
  81726. */
  81727. static BLENDMODE_ADD: number;
  81728. /**
  81729. * Multiply current color with particle color
  81730. */
  81731. static BLENDMODE_MULTIPLY: number;
  81732. /**
  81733. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  81734. */
  81735. static BLENDMODE_MULTIPLYADD: number;
  81736. /**
  81737. * List of animations used by the particle system.
  81738. */
  81739. animations: Animation[];
  81740. /**
  81741. * The id of the Particle system.
  81742. */
  81743. id: string;
  81744. /**
  81745. * The friendly name of the Particle system.
  81746. */
  81747. name: string;
  81748. /**
  81749. * The rendering group used by the Particle system to chose when to render.
  81750. */
  81751. renderingGroupId: number;
  81752. /**
  81753. * The emitter represents the Mesh or position we are attaching the particle system to.
  81754. */
  81755. emitter: Nullable<AbstractMesh | Vector3>;
  81756. /**
  81757. * The maximum number of particles to emit per frame
  81758. */
  81759. emitRate: number;
  81760. /**
  81761. * If you want to launch only a few particles at once, that can be done, as well.
  81762. */
  81763. manualEmitCount: number;
  81764. /**
  81765. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  81766. */
  81767. updateSpeed: number;
  81768. /**
  81769. * The amount of time the particle system is running (depends of the overall update speed).
  81770. */
  81771. targetStopDuration: number;
  81772. /**
  81773. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  81774. */
  81775. disposeOnStop: boolean;
  81776. /**
  81777. * Minimum power of emitting particles.
  81778. */
  81779. minEmitPower: number;
  81780. /**
  81781. * Maximum power of emitting particles.
  81782. */
  81783. maxEmitPower: number;
  81784. /**
  81785. * Minimum life time of emitting particles.
  81786. */
  81787. minLifeTime: number;
  81788. /**
  81789. * Maximum life time of emitting particles.
  81790. */
  81791. maxLifeTime: number;
  81792. /**
  81793. * Minimum Size of emitting particles.
  81794. */
  81795. minSize: number;
  81796. /**
  81797. * Maximum Size of emitting particles.
  81798. */
  81799. maxSize: number;
  81800. /**
  81801. * Minimum scale of emitting particles on X axis.
  81802. */
  81803. minScaleX: number;
  81804. /**
  81805. * Maximum scale of emitting particles on X axis.
  81806. */
  81807. maxScaleX: number;
  81808. /**
  81809. * Minimum scale of emitting particles on Y axis.
  81810. */
  81811. minScaleY: number;
  81812. /**
  81813. * Maximum scale of emitting particles on Y axis.
  81814. */
  81815. maxScaleY: number;
  81816. /**
  81817. * Gets or sets the minimal initial rotation in radians.
  81818. */
  81819. minInitialRotation: number;
  81820. /**
  81821. * Gets or sets the maximal initial rotation in radians.
  81822. */
  81823. maxInitialRotation: number;
  81824. /**
  81825. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  81826. */
  81827. minAngularSpeed: number;
  81828. /**
  81829. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  81830. */
  81831. maxAngularSpeed: number;
  81832. /**
  81833. * The texture used to render each particle. (this can be a spritesheet)
  81834. */
  81835. particleTexture: Nullable<Texture>;
  81836. /**
  81837. * The layer mask we are rendering the particles through.
  81838. */
  81839. layerMask: number;
  81840. /**
  81841. * This can help using your own shader to render the particle system.
  81842. * The according effect will be created
  81843. */
  81844. customShader: any;
  81845. /**
  81846. * By default particle system starts as soon as they are created. This prevents the
  81847. * automatic start to happen and let you decide when to start emitting particles.
  81848. */
  81849. preventAutoStart: boolean;
  81850. private _noiseTexture;
  81851. /**
  81852. * Gets or sets a texture used to add random noise to particle positions
  81853. */
  81854. noiseTexture: Nullable<ProceduralTexture>;
  81855. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  81856. noiseStrength: Vector3;
  81857. /**
  81858. * Callback triggered when the particle animation is ending.
  81859. */
  81860. onAnimationEnd: Nullable<() => void>;
  81861. /**
  81862. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  81863. */
  81864. blendMode: number;
  81865. /**
  81866. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  81867. * to override the particles.
  81868. */
  81869. forceDepthWrite: boolean;
  81870. /** 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 */
  81871. preWarmCycles: number;
  81872. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  81873. preWarmStepOffset: number;
  81874. /**
  81875. * 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)
  81876. */
  81877. spriteCellChangeSpeed: number;
  81878. /**
  81879. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  81880. */
  81881. startSpriteCellID: number;
  81882. /**
  81883. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  81884. */
  81885. endSpriteCellID: number;
  81886. /**
  81887. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  81888. */
  81889. spriteCellWidth: number;
  81890. /**
  81891. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  81892. */
  81893. spriteCellHeight: number;
  81894. /**
  81895. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  81896. */
  81897. spriteRandomStartCell: boolean;
  81898. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  81899. translationPivot: Vector2;
  81900. /** @hidden */
  81901. protected _isAnimationSheetEnabled: boolean;
  81902. /**
  81903. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  81904. */
  81905. beginAnimationOnStart: boolean;
  81906. /**
  81907. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  81908. */
  81909. beginAnimationFrom: number;
  81910. /**
  81911. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  81912. */
  81913. beginAnimationTo: number;
  81914. /**
  81915. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  81916. */
  81917. beginAnimationLoop: boolean;
  81918. /**
  81919. * Gets or sets a world offset applied to all particles
  81920. */
  81921. worldOffset: Vector3;
  81922. /**
  81923. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  81924. */
  81925. isAnimationSheetEnabled: boolean;
  81926. /**
  81927. * Get hosting scene
  81928. * @returns the scene
  81929. */
  81930. getScene(): Scene;
  81931. /**
  81932. * You can use gravity if you want to give an orientation to your particles.
  81933. */
  81934. gravity: Vector3;
  81935. protected _colorGradients: Nullable<Array<ColorGradient>>;
  81936. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  81937. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  81938. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  81939. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  81940. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  81941. protected _dragGradients: Nullable<Array<FactorGradient>>;
  81942. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  81943. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  81944. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  81945. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  81946. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  81947. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  81948. /**
  81949. * Defines the delay in milliseconds before starting the system (0 by default)
  81950. */
  81951. startDelay: number;
  81952. /**
  81953. * Gets the current list of drag gradients.
  81954. * You must use addDragGradient and removeDragGradient to udpate this list
  81955. * @returns the list of drag gradients
  81956. */
  81957. getDragGradients(): Nullable<Array<FactorGradient>>;
  81958. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  81959. limitVelocityDamping: number;
  81960. /**
  81961. * Gets the current list of limit velocity gradients.
  81962. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  81963. * @returns the list of limit velocity gradients
  81964. */
  81965. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  81966. /**
  81967. * Gets the current list of color gradients.
  81968. * You must use addColorGradient and removeColorGradient to udpate this list
  81969. * @returns the list of color gradients
  81970. */
  81971. getColorGradients(): Nullable<Array<ColorGradient>>;
  81972. /**
  81973. * Gets the current list of size gradients.
  81974. * You must use addSizeGradient and removeSizeGradient to udpate this list
  81975. * @returns the list of size gradients
  81976. */
  81977. getSizeGradients(): Nullable<Array<FactorGradient>>;
  81978. /**
  81979. * Gets the current list of color remap gradients.
  81980. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  81981. * @returns the list of color remap gradients
  81982. */
  81983. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  81984. /**
  81985. * Gets the current list of alpha remap gradients.
  81986. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  81987. * @returns the list of alpha remap gradients
  81988. */
  81989. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  81990. /**
  81991. * Gets the current list of life time gradients.
  81992. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  81993. * @returns the list of life time gradients
  81994. */
  81995. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  81996. /**
  81997. * Gets the current list of angular speed gradients.
  81998. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  81999. * @returns the list of angular speed gradients
  82000. */
  82001. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  82002. /**
  82003. * Gets the current list of velocity gradients.
  82004. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  82005. * @returns the list of velocity gradients
  82006. */
  82007. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  82008. /**
  82009. * Gets the current list of start size gradients.
  82010. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  82011. * @returns the list of start size gradients
  82012. */
  82013. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  82014. /**
  82015. * Gets the current list of emit rate gradients.
  82016. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  82017. * @returns the list of emit rate gradients
  82018. */
  82019. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  82020. /**
  82021. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82022. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82023. */
  82024. direction1: Vector3;
  82025. /**
  82026. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82027. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82028. */
  82029. direction2: Vector3;
  82030. /**
  82031. * 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.
  82032. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82033. */
  82034. minEmitBox: Vector3;
  82035. /**
  82036. * 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.
  82037. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82038. */
  82039. maxEmitBox: Vector3;
  82040. /**
  82041. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  82042. */
  82043. color1: Color4;
  82044. /**
  82045. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  82046. */
  82047. color2: Color4;
  82048. /**
  82049. * Color the particle will have at the end of its lifetime
  82050. */
  82051. colorDead: Color4;
  82052. /**
  82053. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  82054. */
  82055. textureMask: Color4;
  82056. /**
  82057. * The particle emitter type defines the emitter used by the particle system.
  82058. * It can be for example box, sphere, or cone...
  82059. */
  82060. particleEmitterType: IParticleEmitterType;
  82061. /** @hidden */
  82062. _isSubEmitter: boolean;
  82063. /**
  82064. * Gets or sets the billboard mode to use when isBillboardBased = true.
  82065. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  82066. */
  82067. billboardMode: number;
  82068. protected _isBillboardBased: boolean;
  82069. /**
  82070. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  82071. */
  82072. isBillboardBased: boolean;
  82073. /**
  82074. * The scene the particle system belongs to.
  82075. */
  82076. protected _scene: Scene;
  82077. /**
  82078. * Local cache of defines for image processing.
  82079. */
  82080. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  82081. /**
  82082. * Default configuration related to image processing available in the standard Material.
  82083. */
  82084. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  82085. /**
  82086. * Gets the image processing configuration used either in this material.
  82087. */
  82088. /**
  82089. * Sets the Default image processing configuration used either in the this material.
  82090. *
  82091. * If sets to null, the scene one is in use.
  82092. */
  82093. imageProcessingConfiguration: ImageProcessingConfiguration;
  82094. /**
  82095. * Attaches a new image processing configuration to the Standard Material.
  82096. * @param configuration
  82097. */
  82098. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  82099. /** @hidden */
  82100. protected _reset(): void;
  82101. /** @hidden */
  82102. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  82103. /**
  82104. * Instantiates a particle system.
  82105. * 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.
  82106. * @param name The name of the particle system
  82107. */
  82108. constructor(name: string);
  82109. /**
  82110. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  82111. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82112. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82113. * @returns the emitter
  82114. */
  82115. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  82116. /**
  82117. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  82118. * @param radius The radius of the hemisphere to emit from
  82119. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82120. * @returns the emitter
  82121. */
  82122. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  82123. /**
  82124. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  82125. * @param radius The radius of the sphere to emit from
  82126. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82127. * @returns the emitter
  82128. */
  82129. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  82130. /**
  82131. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  82132. * @param radius The radius of the sphere to emit from
  82133. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  82134. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  82135. * @returns the emitter
  82136. */
  82137. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  82138. /**
  82139. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  82140. * @param radius The radius of the emission cylinder
  82141. * @param height The height of the emission cylinder
  82142. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  82143. * @param directionRandomizer How much to randomize the particle direction [0-1]
  82144. * @returns the emitter
  82145. */
  82146. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  82147. /**
  82148. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  82149. * @param radius The radius of the cylinder to emit from
  82150. * @param height The height of the emission cylinder
  82151. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82152. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  82153. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  82154. * @returns the emitter
  82155. */
  82156. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  82157. /**
  82158. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  82159. * @param radius The radius of the cone to emit from
  82160. * @param angle The base angle of the cone
  82161. * @returns the emitter
  82162. */
  82163. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  82164. /**
  82165. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  82166. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82167. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82168. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82169. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82170. * @returns the emitter
  82171. */
  82172. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  82173. }
  82174. }
  82175. declare module BABYLON {
  82176. /**
  82177. * Type of sub emitter
  82178. */
  82179. export enum SubEmitterType {
  82180. /**
  82181. * Attached to the particle over it's lifetime
  82182. */
  82183. ATTACHED = 0,
  82184. /**
  82185. * Created when the particle dies
  82186. */
  82187. END = 1
  82188. }
  82189. /**
  82190. * Sub emitter class used to emit particles from an existing particle
  82191. */
  82192. export class SubEmitter {
  82193. /**
  82194. * the particle system to be used by the sub emitter
  82195. */
  82196. particleSystem: ParticleSystem;
  82197. /**
  82198. * Type of the submitter (Default: END)
  82199. */
  82200. type: SubEmitterType;
  82201. /**
  82202. * 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)
  82203. * Note: This only is supported when using an emitter of type Mesh
  82204. */
  82205. inheritDirection: boolean;
  82206. /**
  82207. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  82208. */
  82209. inheritedVelocityAmount: number;
  82210. /**
  82211. * Creates a sub emitter
  82212. * @param particleSystem the particle system to be used by the sub emitter
  82213. */
  82214. constructor(
  82215. /**
  82216. * the particle system to be used by the sub emitter
  82217. */
  82218. particleSystem: ParticleSystem);
  82219. /**
  82220. * Clones the sub emitter
  82221. * @returns the cloned sub emitter
  82222. */
  82223. clone(): SubEmitter;
  82224. /**
  82225. * Serialize current object to a JSON object
  82226. * @returns the serialized object
  82227. */
  82228. serialize(): any;
  82229. /** @hidden */
  82230. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  82231. /**
  82232. * Creates a new SubEmitter from a serialized JSON version
  82233. * @param serializationObject defines the JSON object to read from
  82234. * @param scene defines the hosting scene
  82235. * @param rootUrl defines the rootUrl for data loading
  82236. * @returns a new SubEmitter
  82237. */
  82238. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  82239. /** Release associated resources */
  82240. dispose(): void;
  82241. }
  82242. }
  82243. declare module BABYLON {
  82244. /** @hidden */
  82245. export var clipPlaneFragmentDeclaration: {
  82246. name: string;
  82247. shader: string;
  82248. };
  82249. }
  82250. declare module BABYLON {
  82251. /** @hidden */
  82252. export var imageProcessingDeclaration: {
  82253. name: string;
  82254. shader: string;
  82255. };
  82256. }
  82257. declare module BABYLON {
  82258. /** @hidden */
  82259. export var imageProcessingFunctions: {
  82260. name: string;
  82261. shader: string;
  82262. };
  82263. }
  82264. declare module BABYLON {
  82265. /** @hidden */
  82266. export var clipPlaneFragment: {
  82267. name: string;
  82268. shader: string;
  82269. };
  82270. }
  82271. declare module BABYLON {
  82272. /** @hidden */
  82273. export var particlesPixelShader: {
  82274. name: string;
  82275. shader: string;
  82276. };
  82277. }
  82278. declare module BABYLON {
  82279. /** @hidden */
  82280. export var clipPlaneVertexDeclaration: {
  82281. name: string;
  82282. shader: string;
  82283. };
  82284. }
  82285. declare module BABYLON {
  82286. /** @hidden */
  82287. export var clipPlaneVertex: {
  82288. name: string;
  82289. shader: string;
  82290. };
  82291. }
  82292. declare module BABYLON {
  82293. /** @hidden */
  82294. export var particlesVertexShader: {
  82295. name: string;
  82296. shader: string;
  82297. };
  82298. }
  82299. declare module BABYLON {
  82300. /**
  82301. * This represents a particle system in Babylon.
  82302. * 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.
  82303. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  82304. * @example https://doc.babylonjs.com/babylon101/particles
  82305. */
  82306. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  82307. /**
  82308. * Billboard mode will only apply to Y axis
  82309. */
  82310. static readonly BILLBOARDMODE_Y: number;
  82311. /**
  82312. * Billboard mode will apply to all axes
  82313. */
  82314. static readonly BILLBOARDMODE_ALL: number;
  82315. /**
  82316. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  82317. */
  82318. static readonly BILLBOARDMODE_STRETCHED: number;
  82319. /**
  82320. * This function can be defined to provide custom update for active particles.
  82321. * This function will be called instead of regular update (age, position, color, etc.).
  82322. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  82323. */
  82324. updateFunction: (particles: Particle[]) => void;
  82325. private _emitterWorldMatrix;
  82326. /**
  82327. * This function can be defined to specify initial direction for every new particle.
  82328. * It by default use the emitterType defined function
  82329. */
  82330. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  82331. /**
  82332. * This function can be defined to specify initial position for every new particle.
  82333. * It by default use the emitterType defined function
  82334. */
  82335. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  82336. /**
  82337. * @hidden
  82338. */
  82339. _inheritedVelocityOffset: Vector3;
  82340. /**
  82341. * An event triggered when the system is disposed
  82342. */
  82343. onDisposeObservable: Observable<ParticleSystem>;
  82344. private _onDisposeObserver;
  82345. /**
  82346. * Sets a callback that will be triggered when the system is disposed
  82347. */
  82348. onDispose: () => void;
  82349. private _particles;
  82350. private _epsilon;
  82351. private _capacity;
  82352. private _stockParticles;
  82353. private _newPartsExcess;
  82354. private _vertexData;
  82355. private _vertexBuffer;
  82356. private _vertexBuffers;
  82357. private _spriteBuffer;
  82358. private _indexBuffer;
  82359. private _effect;
  82360. private _customEffect;
  82361. private _cachedDefines;
  82362. private _scaledColorStep;
  82363. private _colorDiff;
  82364. private _scaledDirection;
  82365. private _scaledGravity;
  82366. private _currentRenderId;
  82367. private _alive;
  82368. private _useInstancing;
  82369. private _started;
  82370. private _stopped;
  82371. private _actualFrame;
  82372. private _scaledUpdateSpeed;
  82373. private _vertexBufferSize;
  82374. /** @hidden */
  82375. _currentEmitRateGradient: Nullable<FactorGradient>;
  82376. /** @hidden */
  82377. _currentEmitRate1: number;
  82378. /** @hidden */
  82379. _currentEmitRate2: number;
  82380. /** @hidden */
  82381. _currentStartSizeGradient: Nullable<FactorGradient>;
  82382. /** @hidden */
  82383. _currentStartSize1: number;
  82384. /** @hidden */
  82385. _currentStartSize2: number;
  82386. private readonly _rawTextureWidth;
  82387. private _rampGradientsTexture;
  82388. private _useRampGradients;
  82389. /** Gets or sets a boolean indicating that ramp gradients must be used
  82390. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  82391. */
  82392. useRampGradients: boolean;
  82393. /**
  82394. * 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.
  82395. * 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: [])
  82396. */
  82397. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  82398. private _subEmitters;
  82399. /**
  82400. * @hidden
  82401. * If the particle systems emitter should be disposed when the particle system is disposed
  82402. */
  82403. _disposeEmitterOnDispose: boolean;
  82404. /**
  82405. * The current active Sub-systems, this property is used by the root particle system only.
  82406. */
  82407. activeSubSystems: Array<ParticleSystem>;
  82408. private _rootParticleSystem;
  82409. /**
  82410. * Gets the current list of active particles
  82411. */
  82412. readonly particles: Particle[];
  82413. /**
  82414. * Returns the string "ParticleSystem"
  82415. * @returns a string containing the class name
  82416. */
  82417. getClassName(): string;
  82418. /**
  82419. * Instantiates a particle system.
  82420. * 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.
  82421. * @param name The name of the particle system
  82422. * @param capacity The max number of particles alive at the same time
  82423. * @param scene The scene the particle system belongs to
  82424. * @param customEffect a custom effect used to change the way particles are rendered by default
  82425. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  82426. * @param epsilon Offset used to render the particles
  82427. */
  82428. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  82429. private _addFactorGradient;
  82430. private _removeFactorGradient;
  82431. /**
  82432. * Adds a new life time gradient
  82433. * @param gradient defines the gradient to use (between 0 and 1)
  82434. * @param factor defines the life time factor to affect to the specified gradient
  82435. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82436. * @returns the current particle system
  82437. */
  82438. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82439. /**
  82440. * Remove a specific life time gradient
  82441. * @param gradient defines the gradient to remove
  82442. * @returns the current particle system
  82443. */
  82444. removeLifeTimeGradient(gradient: number): IParticleSystem;
  82445. /**
  82446. * Adds a new size gradient
  82447. * @param gradient defines the gradient to use (between 0 and 1)
  82448. * @param factor defines the size factor to affect to the specified gradient
  82449. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82450. * @returns the current particle system
  82451. */
  82452. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82453. /**
  82454. * Remove a specific size gradient
  82455. * @param gradient defines the gradient to remove
  82456. * @returns the current particle system
  82457. */
  82458. removeSizeGradient(gradient: number): IParticleSystem;
  82459. /**
  82460. * Adds a new color remap gradient
  82461. * @param gradient defines the gradient to use (between 0 and 1)
  82462. * @param min defines the color remap minimal range
  82463. * @param max defines the color remap maximal range
  82464. * @returns the current particle system
  82465. */
  82466. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82467. /**
  82468. * Remove a specific color remap gradient
  82469. * @param gradient defines the gradient to remove
  82470. * @returns the current particle system
  82471. */
  82472. removeColorRemapGradient(gradient: number): IParticleSystem;
  82473. /**
  82474. * Adds a new alpha remap gradient
  82475. * @param gradient defines the gradient to use (between 0 and 1)
  82476. * @param min defines the alpha remap minimal range
  82477. * @param max defines the alpha remap maximal range
  82478. * @returns the current particle system
  82479. */
  82480. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82481. /**
  82482. * Remove a specific alpha remap gradient
  82483. * @param gradient defines the gradient to remove
  82484. * @returns the current particle system
  82485. */
  82486. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  82487. /**
  82488. * Adds a new angular speed gradient
  82489. * @param gradient defines the gradient to use (between 0 and 1)
  82490. * @param factor defines the angular speed to affect to the specified gradient
  82491. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82492. * @returns the current particle system
  82493. */
  82494. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82495. /**
  82496. * Remove a specific angular speed gradient
  82497. * @param gradient defines the gradient to remove
  82498. * @returns the current particle system
  82499. */
  82500. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  82501. /**
  82502. * Adds a new velocity gradient
  82503. * @param gradient defines the gradient to use (between 0 and 1)
  82504. * @param factor defines the velocity to affect to the specified gradient
  82505. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82506. * @returns the current particle system
  82507. */
  82508. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82509. /**
  82510. * Remove a specific velocity gradient
  82511. * @param gradient defines the gradient to remove
  82512. * @returns the current particle system
  82513. */
  82514. removeVelocityGradient(gradient: number): IParticleSystem;
  82515. /**
  82516. * Adds a new limit velocity gradient
  82517. * @param gradient defines the gradient to use (between 0 and 1)
  82518. * @param factor defines the limit velocity value to affect to the specified gradient
  82519. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82520. * @returns the current particle system
  82521. */
  82522. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82523. /**
  82524. * Remove a specific limit velocity gradient
  82525. * @param gradient defines the gradient to remove
  82526. * @returns the current particle system
  82527. */
  82528. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  82529. /**
  82530. * Adds a new drag gradient
  82531. * @param gradient defines the gradient to use (between 0 and 1)
  82532. * @param factor defines the drag value to affect to the specified gradient
  82533. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82534. * @returns the current particle system
  82535. */
  82536. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82537. /**
  82538. * Remove a specific drag gradient
  82539. * @param gradient defines the gradient to remove
  82540. * @returns the current particle system
  82541. */
  82542. removeDragGradient(gradient: number): IParticleSystem;
  82543. /**
  82544. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  82545. * @param gradient defines the gradient to use (between 0 and 1)
  82546. * @param factor defines the emit rate value to affect to the specified gradient
  82547. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82548. * @returns the current particle system
  82549. */
  82550. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82551. /**
  82552. * Remove a specific emit rate gradient
  82553. * @param gradient defines the gradient to remove
  82554. * @returns the current particle system
  82555. */
  82556. removeEmitRateGradient(gradient: number): IParticleSystem;
  82557. /**
  82558. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  82559. * @param gradient defines the gradient to use (between 0 and 1)
  82560. * @param factor defines the start size value to affect to the specified gradient
  82561. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82562. * @returns the current particle system
  82563. */
  82564. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82565. /**
  82566. * Remove a specific start size gradient
  82567. * @param gradient defines the gradient to remove
  82568. * @returns the current particle system
  82569. */
  82570. removeStartSizeGradient(gradient: number): IParticleSystem;
  82571. private _createRampGradientTexture;
  82572. /**
  82573. * Gets the current list of ramp gradients.
  82574. * You must use addRampGradient and removeRampGradient to udpate this list
  82575. * @returns the list of ramp gradients
  82576. */
  82577. getRampGradients(): Nullable<Array<Color3Gradient>>;
  82578. /**
  82579. * Adds a new ramp gradient used to remap particle colors
  82580. * @param gradient defines the gradient to use (between 0 and 1)
  82581. * @param color defines the color to affect to the specified gradient
  82582. * @returns the current particle system
  82583. */
  82584. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  82585. /**
  82586. * Remove a specific ramp gradient
  82587. * @param gradient defines the gradient to remove
  82588. * @returns the current particle system
  82589. */
  82590. removeRampGradient(gradient: number): ParticleSystem;
  82591. /**
  82592. * Adds a new color gradient
  82593. * @param gradient defines the gradient to use (between 0 and 1)
  82594. * @param color1 defines the color to affect to the specified gradient
  82595. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  82596. * @returns this particle system
  82597. */
  82598. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  82599. /**
  82600. * Remove a specific color gradient
  82601. * @param gradient defines the gradient to remove
  82602. * @returns this particle system
  82603. */
  82604. removeColorGradient(gradient: number): IParticleSystem;
  82605. private _fetchR;
  82606. protected _reset(): void;
  82607. private _resetEffect;
  82608. private _createVertexBuffers;
  82609. private _createIndexBuffer;
  82610. /**
  82611. * Gets the maximum number of particles active at the same time.
  82612. * @returns The max number of active particles.
  82613. */
  82614. getCapacity(): number;
  82615. /**
  82616. * Gets whether there are still active particles in the system.
  82617. * @returns True if it is alive, otherwise false.
  82618. */
  82619. isAlive(): boolean;
  82620. /**
  82621. * Gets if the system has been started. (Note: this will still be true after stop is called)
  82622. * @returns True if it has been started, otherwise false.
  82623. */
  82624. isStarted(): boolean;
  82625. private _prepareSubEmitterInternalArray;
  82626. /**
  82627. * Starts the particle system and begins to emit
  82628. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  82629. */
  82630. start(delay?: number): void;
  82631. /**
  82632. * Stops the particle system.
  82633. * @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.
  82634. */
  82635. stop(stopSubEmitters?: boolean): void;
  82636. /**
  82637. * Remove all active particles
  82638. */
  82639. reset(): void;
  82640. /**
  82641. * @hidden (for internal use only)
  82642. */
  82643. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  82644. /**
  82645. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  82646. * Its lifetime will start back at 0.
  82647. */
  82648. recycleParticle: (particle: Particle) => void;
  82649. private _stopSubEmitters;
  82650. private _createParticle;
  82651. private _removeFromRoot;
  82652. private _emitFromParticle;
  82653. private _update;
  82654. /** @hidden */
  82655. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  82656. /** @hidden */
  82657. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  82658. /** @hidden */
  82659. private _getEffect;
  82660. /**
  82661. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  82662. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  82663. */
  82664. animate(preWarmOnly?: boolean): void;
  82665. private _appendParticleVertices;
  82666. /**
  82667. * Rebuilds the particle system.
  82668. */
  82669. rebuild(): void;
  82670. /**
  82671. * Is this system ready to be used/rendered
  82672. * @return true if the system is ready
  82673. */
  82674. isReady(): boolean;
  82675. private _render;
  82676. /**
  82677. * Renders the particle system in its current state.
  82678. * @returns the current number of particles
  82679. */
  82680. render(): number;
  82681. /**
  82682. * Disposes the particle system and free the associated resources
  82683. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  82684. */
  82685. dispose(disposeTexture?: boolean): void;
  82686. /**
  82687. * Clones the particle system.
  82688. * @param name The name of the cloned object
  82689. * @param newEmitter The new emitter to use
  82690. * @returns the cloned particle system
  82691. */
  82692. clone(name: string, newEmitter: any): ParticleSystem;
  82693. /**
  82694. * Serializes the particle system to a JSON object.
  82695. * @returns the JSON object
  82696. */
  82697. serialize(): any;
  82698. /** @hidden */
  82699. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  82700. /** @hidden */
  82701. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  82702. /**
  82703. * Parses a JSON object to create a particle system.
  82704. * @param parsedParticleSystem The JSON object to parse
  82705. * @param scene The scene to create the particle system in
  82706. * @param rootUrl The root url to use to load external dependencies like texture
  82707. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  82708. * @returns the Parsed particle system
  82709. */
  82710. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  82711. }
  82712. }
  82713. declare module BABYLON {
  82714. /**
  82715. * A particle represents one of the element emitted by a particle system.
  82716. * This is mainly define by its coordinates, direction, velocity and age.
  82717. */
  82718. export class Particle {
  82719. /**
  82720. * The particle system the particle belongs to.
  82721. */
  82722. particleSystem: ParticleSystem;
  82723. private static _Count;
  82724. /**
  82725. * Unique ID of the particle
  82726. */
  82727. id: number;
  82728. /**
  82729. * The world position of the particle in the scene.
  82730. */
  82731. position: Vector3;
  82732. /**
  82733. * The world direction of the particle in the scene.
  82734. */
  82735. direction: Vector3;
  82736. /**
  82737. * The color of the particle.
  82738. */
  82739. color: Color4;
  82740. /**
  82741. * The color change of the particle per step.
  82742. */
  82743. colorStep: Color4;
  82744. /**
  82745. * Defines how long will the life of the particle be.
  82746. */
  82747. lifeTime: number;
  82748. /**
  82749. * The current age of the particle.
  82750. */
  82751. age: number;
  82752. /**
  82753. * The current size of the particle.
  82754. */
  82755. size: number;
  82756. /**
  82757. * The current scale of the particle.
  82758. */
  82759. scale: Vector2;
  82760. /**
  82761. * The current angle of the particle.
  82762. */
  82763. angle: number;
  82764. /**
  82765. * Defines how fast is the angle changing.
  82766. */
  82767. angularSpeed: number;
  82768. /**
  82769. * Defines the cell index used by the particle to be rendered from a sprite.
  82770. */
  82771. cellIndex: number;
  82772. /**
  82773. * The information required to support color remapping
  82774. */
  82775. remapData: Vector4;
  82776. /** @hidden */
  82777. _randomCellOffset?: number;
  82778. /** @hidden */
  82779. _initialDirection: Nullable<Vector3>;
  82780. /** @hidden */
  82781. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  82782. /** @hidden */
  82783. _initialStartSpriteCellID: number;
  82784. /** @hidden */
  82785. _initialEndSpriteCellID: number;
  82786. /** @hidden */
  82787. _currentColorGradient: Nullable<ColorGradient>;
  82788. /** @hidden */
  82789. _currentColor1: Color4;
  82790. /** @hidden */
  82791. _currentColor2: Color4;
  82792. /** @hidden */
  82793. _currentSizeGradient: Nullable<FactorGradient>;
  82794. /** @hidden */
  82795. _currentSize1: number;
  82796. /** @hidden */
  82797. _currentSize2: number;
  82798. /** @hidden */
  82799. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  82800. /** @hidden */
  82801. _currentAngularSpeed1: number;
  82802. /** @hidden */
  82803. _currentAngularSpeed2: number;
  82804. /** @hidden */
  82805. _currentVelocityGradient: Nullable<FactorGradient>;
  82806. /** @hidden */
  82807. _currentVelocity1: number;
  82808. /** @hidden */
  82809. _currentVelocity2: number;
  82810. /** @hidden */
  82811. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  82812. /** @hidden */
  82813. _currentLimitVelocity1: number;
  82814. /** @hidden */
  82815. _currentLimitVelocity2: number;
  82816. /** @hidden */
  82817. _currentDragGradient: Nullable<FactorGradient>;
  82818. /** @hidden */
  82819. _currentDrag1: number;
  82820. /** @hidden */
  82821. _currentDrag2: number;
  82822. /** @hidden */
  82823. _randomNoiseCoordinates1: Vector3;
  82824. /** @hidden */
  82825. _randomNoiseCoordinates2: Vector3;
  82826. /**
  82827. * Creates a new instance Particle
  82828. * @param particleSystem the particle system the particle belongs to
  82829. */
  82830. constructor(
  82831. /**
  82832. * The particle system the particle belongs to.
  82833. */
  82834. particleSystem: ParticleSystem);
  82835. private updateCellInfoFromSystem;
  82836. /**
  82837. * Defines how the sprite cell index is updated for the particle
  82838. */
  82839. updateCellIndex(): void;
  82840. /** @hidden */
  82841. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  82842. /** @hidden */
  82843. _inheritParticleInfoToSubEmitters(): void;
  82844. /** @hidden */
  82845. _reset(): void;
  82846. /**
  82847. * Copy the properties of particle to another one.
  82848. * @param other the particle to copy the information to.
  82849. */
  82850. copyTo(other: Particle): void;
  82851. }
  82852. }
  82853. declare module BABYLON {
  82854. /**
  82855. * Particle emitter represents a volume emitting particles.
  82856. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  82857. */
  82858. export interface IParticleEmitterType {
  82859. /**
  82860. * Called by the particle System when the direction is computed for the created particle.
  82861. * @param worldMatrix is the world matrix of the particle system
  82862. * @param directionToUpdate is the direction vector to update with the result
  82863. * @param particle is the particle we are computed the direction for
  82864. */
  82865. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82866. /**
  82867. * Called by the particle System when the position is computed for the created particle.
  82868. * @param worldMatrix is the world matrix of the particle system
  82869. * @param positionToUpdate is the position vector to update with the result
  82870. * @param particle is the particle we are computed the position for
  82871. */
  82872. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82873. /**
  82874. * Clones the current emitter and returns a copy of it
  82875. * @returns the new emitter
  82876. */
  82877. clone(): IParticleEmitterType;
  82878. /**
  82879. * Called by the GPUParticleSystem to setup the update shader
  82880. * @param effect defines the update shader
  82881. */
  82882. applyToShader(effect: Effect): void;
  82883. /**
  82884. * Returns a string to use to update the GPU particles update shader
  82885. * @returns the effect defines string
  82886. */
  82887. getEffectDefines(): string;
  82888. /**
  82889. * Returns a string representing the class name
  82890. * @returns a string containing the class name
  82891. */
  82892. getClassName(): string;
  82893. /**
  82894. * Serializes the particle system to a JSON object.
  82895. * @returns the JSON object
  82896. */
  82897. serialize(): any;
  82898. /**
  82899. * Parse properties from a JSON object
  82900. * @param serializationObject defines the JSON object
  82901. */
  82902. parse(serializationObject: any): void;
  82903. }
  82904. }
  82905. declare module BABYLON {
  82906. /**
  82907. * Particle emitter emitting particles from the inside of a box.
  82908. * It emits the particles randomly between 2 given directions.
  82909. */
  82910. export class BoxParticleEmitter implements IParticleEmitterType {
  82911. /**
  82912. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82913. */
  82914. direction1: Vector3;
  82915. /**
  82916. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82917. */
  82918. direction2: Vector3;
  82919. /**
  82920. * 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.
  82921. */
  82922. minEmitBox: Vector3;
  82923. /**
  82924. * 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.
  82925. */
  82926. maxEmitBox: Vector3;
  82927. /**
  82928. * Creates a new instance BoxParticleEmitter
  82929. */
  82930. constructor();
  82931. /**
  82932. * Called by the particle System when the direction is computed for the created particle.
  82933. * @param worldMatrix is the world matrix of the particle system
  82934. * @param directionToUpdate is the direction vector to update with the result
  82935. * @param particle is the particle we are computed the direction for
  82936. */
  82937. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82938. /**
  82939. * Called by the particle System when the position is computed for the created particle.
  82940. * @param worldMatrix is the world matrix of the particle system
  82941. * @param positionToUpdate is the position vector to update with the result
  82942. * @param particle is the particle we are computed the position for
  82943. */
  82944. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82945. /**
  82946. * Clones the current emitter and returns a copy of it
  82947. * @returns the new emitter
  82948. */
  82949. clone(): BoxParticleEmitter;
  82950. /**
  82951. * Called by the GPUParticleSystem to setup the update shader
  82952. * @param effect defines the update shader
  82953. */
  82954. applyToShader(effect: Effect): void;
  82955. /**
  82956. * Returns a string to use to update the GPU particles update shader
  82957. * @returns a string containng the defines string
  82958. */
  82959. getEffectDefines(): string;
  82960. /**
  82961. * Returns the string "BoxParticleEmitter"
  82962. * @returns a string containing the class name
  82963. */
  82964. getClassName(): string;
  82965. /**
  82966. * Serializes the particle system to a JSON object.
  82967. * @returns the JSON object
  82968. */
  82969. serialize(): any;
  82970. /**
  82971. * Parse properties from a JSON object
  82972. * @param serializationObject defines the JSON object
  82973. */
  82974. parse(serializationObject: any): void;
  82975. }
  82976. }
  82977. declare module BABYLON {
  82978. /**
  82979. * Particle emitter emitting particles from the inside of a cone.
  82980. * It emits the particles alongside the cone volume from the base to the particle.
  82981. * The emission direction might be randomized.
  82982. */
  82983. export class ConeParticleEmitter implements IParticleEmitterType {
  82984. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  82985. directionRandomizer: number;
  82986. private _radius;
  82987. private _angle;
  82988. private _height;
  82989. /**
  82990. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  82991. */
  82992. radiusRange: number;
  82993. /**
  82994. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  82995. */
  82996. heightRange: number;
  82997. /**
  82998. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  82999. */
  83000. emitFromSpawnPointOnly: boolean;
  83001. /**
  83002. * Gets or sets the radius of the emission cone
  83003. */
  83004. radius: number;
  83005. /**
  83006. * Gets or sets the angle of the emission cone
  83007. */
  83008. angle: number;
  83009. private _buildHeight;
  83010. /**
  83011. * Creates a new instance ConeParticleEmitter
  83012. * @param radius the radius of the emission cone (1 by default)
  83013. * @param angle the cone base angle (PI by default)
  83014. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  83015. */
  83016. constructor(radius?: number, angle?: number,
  83017. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  83018. directionRandomizer?: number);
  83019. /**
  83020. * Called by the particle System when the direction is computed for the created particle.
  83021. * @param worldMatrix is the world matrix of the particle system
  83022. * @param directionToUpdate is the direction vector to update with the result
  83023. * @param particle is the particle we are computed the direction for
  83024. */
  83025. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83026. /**
  83027. * Called by the particle System when the position is computed for the created particle.
  83028. * @param worldMatrix is the world matrix of the particle system
  83029. * @param positionToUpdate is the position vector to update with the result
  83030. * @param particle is the particle we are computed the position for
  83031. */
  83032. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83033. /**
  83034. * Clones the current emitter and returns a copy of it
  83035. * @returns the new emitter
  83036. */
  83037. clone(): ConeParticleEmitter;
  83038. /**
  83039. * Called by the GPUParticleSystem to setup the update shader
  83040. * @param effect defines the update shader
  83041. */
  83042. applyToShader(effect: Effect): void;
  83043. /**
  83044. * Returns a string to use to update the GPU particles update shader
  83045. * @returns a string containng the defines string
  83046. */
  83047. getEffectDefines(): string;
  83048. /**
  83049. * Returns the string "ConeParticleEmitter"
  83050. * @returns a string containing the class name
  83051. */
  83052. getClassName(): string;
  83053. /**
  83054. * Serializes the particle system to a JSON object.
  83055. * @returns the JSON object
  83056. */
  83057. serialize(): any;
  83058. /**
  83059. * Parse properties from a JSON object
  83060. * @param serializationObject defines the JSON object
  83061. */
  83062. parse(serializationObject: any): void;
  83063. }
  83064. }
  83065. declare module BABYLON {
  83066. /**
  83067. * Particle emitter emitting particles from the inside of a cylinder.
  83068. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  83069. */
  83070. export class CylinderParticleEmitter implements IParticleEmitterType {
  83071. /**
  83072. * The radius of the emission cylinder.
  83073. */
  83074. radius: number;
  83075. /**
  83076. * The height of the emission cylinder.
  83077. */
  83078. height: number;
  83079. /**
  83080. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83081. */
  83082. radiusRange: number;
  83083. /**
  83084. * How much to randomize the particle direction [0-1].
  83085. */
  83086. directionRandomizer: number;
  83087. /**
  83088. * Creates a new instance CylinderParticleEmitter
  83089. * @param radius the radius of the emission cylinder (1 by default)
  83090. * @param height the height of the emission cylinder (1 by default)
  83091. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83092. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83093. */
  83094. constructor(
  83095. /**
  83096. * The radius of the emission cylinder.
  83097. */
  83098. radius?: number,
  83099. /**
  83100. * The height of the emission cylinder.
  83101. */
  83102. height?: number,
  83103. /**
  83104. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83105. */
  83106. radiusRange?: number,
  83107. /**
  83108. * How much to randomize the particle direction [0-1].
  83109. */
  83110. directionRandomizer?: number);
  83111. /**
  83112. * Called by the particle System when the direction is computed for the created particle.
  83113. * @param worldMatrix is the world matrix of the particle system
  83114. * @param directionToUpdate is the direction vector to update with the result
  83115. * @param particle is the particle we are computed the direction for
  83116. */
  83117. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83118. /**
  83119. * Called by the particle System when the position is computed for the created particle.
  83120. * @param worldMatrix is the world matrix of the particle system
  83121. * @param positionToUpdate is the position vector to update with the result
  83122. * @param particle is the particle we are computed the position for
  83123. */
  83124. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83125. /**
  83126. * Clones the current emitter and returns a copy of it
  83127. * @returns the new emitter
  83128. */
  83129. clone(): CylinderParticleEmitter;
  83130. /**
  83131. * Called by the GPUParticleSystem to setup the update shader
  83132. * @param effect defines the update shader
  83133. */
  83134. applyToShader(effect: Effect): void;
  83135. /**
  83136. * Returns a string to use to update the GPU particles update shader
  83137. * @returns a string containng the defines string
  83138. */
  83139. getEffectDefines(): string;
  83140. /**
  83141. * Returns the string "CylinderParticleEmitter"
  83142. * @returns a string containing the class name
  83143. */
  83144. getClassName(): string;
  83145. /**
  83146. * Serializes the particle system to a JSON object.
  83147. * @returns the JSON object
  83148. */
  83149. serialize(): any;
  83150. /**
  83151. * Parse properties from a JSON object
  83152. * @param serializationObject defines the JSON object
  83153. */
  83154. parse(serializationObject: any): void;
  83155. }
  83156. /**
  83157. * Particle emitter emitting particles from the inside of a cylinder.
  83158. * It emits the particles randomly between two vectors.
  83159. */
  83160. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  83161. /**
  83162. * The min limit of the emission direction.
  83163. */
  83164. direction1: Vector3;
  83165. /**
  83166. * The max limit of the emission direction.
  83167. */
  83168. direction2: Vector3;
  83169. /**
  83170. * Creates a new instance CylinderDirectedParticleEmitter
  83171. * @param radius the radius of the emission cylinder (1 by default)
  83172. * @param height the height of the emission cylinder (1 by default)
  83173. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83174. * @param direction1 the min limit of the emission direction (up vector by default)
  83175. * @param direction2 the max limit of the emission direction (up vector by default)
  83176. */
  83177. constructor(radius?: number, height?: number, radiusRange?: number,
  83178. /**
  83179. * The min limit of the emission direction.
  83180. */
  83181. direction1?: Vector3,
  83182. /**
  83183. * The max limit of the emission direction.
  83184. */
  83185. direction2?: Vector3);
  83186. /**
  83187. * Called by the particle System when the direction is computed for the created particle.
  83188. * @param worldMatrix is the world matrix of the particle system
  83189. * @param directionToUpdate is the direction vector to update with the result
  83190. * @param particle is the particle we are computed the direction for
  83191. */
  83192. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83193. /**
  83194. * Clones the current emitter and returns a copy of it
  83195. * @returns the new emitter
  83196. */
  83197. clone(): CylinderDirectedParticleEmitter;
  83198. /**
  83199. * Called by the GPUParticleSystem to setup the update shader
  83200. * @param effect defines the update shader
  83201. */
  83202. applyToShader(effect: Effect): void;
  83203. /**
  83204. * Returns a string to use to update the GPU particles update shader
  83205. * @returns a string containng the defines string
  83206. */
  83207. getEffectDefines(): string;
  83208. /**
  83209. * Returns the string "CylinderDirectedParticleEmitter"
  83210. * @returns a string containing the class name
  83211. */
  83212. getClassName(): string;
  83213. /**
  83214. * Serializes the particle system to a JSON object.
  83215. * @returns the JSON object
  83216. */
  83217. serialize(): any;
  83218. /**
  83219. * Parse properties from a JSON object
  83220. * @param serializationObject defines the JSON object
  83221. */
  83222. parse(serializationObject: any): void;
  83223. }
  83224. }
  83225. declare module BABYLON {
  83226. /**
  83227. * Particle emitter emitting particles from the inside of a hemisphere.
  83228. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  83229. */
  83230. export class HemisphericParticleEmitter implements IParticleEmitterType {
  83231. /**
  83232. * The radius of the emission hemisphere.
  83233. */
  83234. radius: number;
  83235. /**
  83236. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83237. */
  83238. radiusRange: number;
  83239. /**
  83240. * How much to randomize the particle direction [0-1].
  83241. */
  83242. directionRandomizer: number;
  83243. /**
  83244. * Creates a new instance HemisphericParticleEmitter
  83245. * @param radius the radius of the emission hemisphere (1 by default)
  83246. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83247. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83248. */
  83249. constructor(
  83250. /**
  83251. * The radius of the emission hemisphere.
  83252. */
  83253. radius?: number,
  83254. /**
  83255. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83256. */
  83257. radiusRange?: number,
  83258. /**
  83259. * How much to randomize the particle direction [0-1].
  83260. */
  83261. directionRandomizer?: number);
  83262. /**
  83263. * Called by the particle System when the direction is computed for the created particle.
  83264. * @param worldMatrix is the world matrix of the particle system
  83265. * @param directionToUpdate is the direction vector to update with the result
  83266. * @param particle is the particle we are computed the direction for
  83267. */
  83268. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83269. /**
  83270. * Called by the particle System when the position is computed for the created particle.
  83271. * @param worldMatrix is the world matrix of the particle system
  83272. * @param positionToUpdate is the position vector to update with the result
  83273. * @param particle is the particle we are computed the position for
  83274. */
  83275. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83276. /**
  83277. * Clones the current emitter and returns a copy of it
  83278. * @returns the new emitter
  83279. */
  83280. clone(): HemisphericParticleEmitter;
  83281. /**
  83282. * Called by the GPUParticleSystem to setup the update shader
  83283. * @param effect defines the update shader
  83284. */
  83285. applyToShader(effect: Effect): void;
  83286. /**
  83287. * Returns a string to use to update the GPU particles update shader
  83288. * @returns a string containng the defines string
  83289. */
  83290. getEffectDefines(): string;
  83291. /**
  83292. * Returns the string "HemisphericParticleEmitter"
  83293. * @returns a string containing the class name
  83294. */
  83295. getClassName(): string;
  83296. /**
  83297. * Serializes the particle system to a JSON object.
  83298. * @returns the JSON object
  83299. */
  83300. serialize(): any;
  83301. /**
  83302. * Parse properties from a JSON object
  83303. * @param serializationObject defines the JSON object
  83304. */
  83305. parse(serializationObject: any): void;
  83306. }
  83307. }
  83308. declare module BABYLON {
  83309. /**
  83310. * Particle emitter emitting particles from a point.
  83311. * It emits the particles randomly between 2 given directions.
  83312. */
  83313. export class PointParticleEmitter implements IParticleEmitterType {
  83314. /**
  83315. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83316. */
  83317. direction1: Vector3;
  83318. /**
  83319. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83320. */
  83321. direction2: Vector3;
  83322. /**
  83323. * Creates a new instance PointParticleEmitter
  83324. */
  83325. constructor();
  83326. /**
  83327. * Called by the particle System when the direction is computed for the created particle.
  83328. * @param worldMatrix is the world matrix of the particle system
  83329. * @param directionToUpdate is the direction vector to update with the result
  83330. * @param particle is the particle we are computed the direction for
  83331. */
  83332. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83333. /**
  83334. * Called by the particle System when the position is computed for the created particle.
  83335. * @param worldMatrix is the world matrix of the particle system
  83336. * @param positionToUpdate is the position vector to update with the result
  83337. * @param particle is the particle we are computed the position for
  83338. */
  83339. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83340. /**
  83341. * Clones the current emitter and returns a copy of it
  83342. * @returns the new emitter
  83343. */
  83344. clone(): PointParticleEmitter;
  83345. /**
  83346. * Called by the GPUParticleSystem to setup the update shader
  83347. * @param effect defines the update shader
  83348. */
  83349. applyToShader(effect: Effect): void;
  83350. /**
  83351. * Returns a string to use to update the GPU particles update shader
  83352. * @returns a string containng the defines string
  83353. */
  83354. getEffectDefines(): string;
  83355. /**
  83356. * Returns the string "PointParticleEmitter"
  83357. * @returns a string containing the class name
  83358. */
  83359. getClassName(): string;
  83360. /**
  83361. * Serializes the particle system to a JSON object.
  83362. * @returns the JSON object
  83363. */
  83364. serialize(): any;
  83365. /**
  83366. * Parse properties from a JSON object
  83367. * @param serializationObject defines the JSON object
  83368. */
  83369. parse(serializationObject: any): void;
  83370. }
  83371. }
  83372. declare module BABYLON {
  83373. /**
  83374. * Particle emitter emitting particles from the inside of a sphere.
  83375. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  83376. */
  83377. export class SphereParticleEmitter implements IParticleEmitterType {
  83378. /**
  83379. * The radius of the emission sphere.
  83380. */
  83381. radius: number;
  83382. /**
  83383. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83384. */
  83385. radiusRange: number;
  83386. /**
  83387. * How much to randomize the particle direction [0-1].
  83388. */
  83389. directionRandomizer: number;
  83390. /**
  83391. * Creates a new instance SphereParticleEmitter
  83392. * @param radius the radius of the emission sphere (1 by default)
  83393. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83394. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83395. */
  83396. constructor(
  83397. /**
  83398. * The radius of the emission sphere.
  83399. */
  83400. radius?: number,
  83401. /**
  83402. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83403. */
  83404. radiusRange?: number,
  83405. /**
  83406. * How much to randomize the particle direction [0-1].
  83407. */
  83408. directionRandomizer?: number);
  83409. /**
  83410. * Called by the particle System when the direction is computed for the created particle.
  83411. * @param worldMatrix is the world matrix of the particle system
  83412. * @param directionToUpdate is the direction vector to update with the result
  83413. * @param particle is the particle we are computed the direction for
  83414. */
  83415. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83416. /**
  83417. * Called by the particle System when the position is computed for the created particle.
  83418. * @param worldMatrix is the world matrix of the particle system
  83419. * @param positionToUpdate is the position vector to update with the result
  83420. * @param particle is the particle we are computed the position for
  83421. */
  83422. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83423. /**
  83424. * Clones the current emitter and returns a copy of it
  83425. * @returns the new emitter
  83426. */
  83427. clone(): SphereParticleEmitter;
  83428. /**
  83429. * Called by the GPUParticleSystem to setup the update shader
  83430. * @param effect defines the update shader
  83431. */
  83432. applyToShader(effect: Effect): void;
  83433. /**
  83434. * Returns a string to use to update the GPU particles update shader
  83435. * @returns a string containng the defines string
  83436. */
  83437. getEffectDefines(): string;
  83438. /**
  83439. * Returns the string "SphereParticleEmitter"
  83440. * @returns a string containing the class name
  83441. */
  83442. getClassName(): string;
  83443. /**
  83444. * Serializes the particle system to a JSON object.
  83445. * @returns the JSON object
  83446. */
  83447. serialize(): any;
  83448. /**
  83449. * Parse properties from a JSON object
  83450. * @param serializationObject defines the JSON object
  83451. */
  83452. parse(serializationObject: any): void;
  83453. }
  83454. /**
  83455. * Particle emitter emitting particles from the inside of a sphere.
  83456. * It emits the particles randomly between two vectors.
  83457. */
  83458. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  83459. /**
  83460. * The min limit of the emission direction.
  83461. */
  83462. direction1: Vector3;
  83463. /**
  83464. * The max limit of the emission direction.
  83465. */
  83466. direction2: Vector3;
  83467. /**
  83468. * Creates a new instance SphereDirectedParticleEmitter
  83469. * @param radius the radius of the emission sphere (1 by default)
  83470. * @param direction1 the min limit of the emission direction (up vector by default)
  83471. * @param direction2 the max limit of the emission direction (up vector by default)
  83472. */
  83473. constructor(radius?: number,
  83474. /**
  83475. * The min limit of the emission direction.
  83476. */
  83477. direction1?: Vector3,
  83478. /**
  83479. * The max limit of the emission direction.
  83480. */
  83481. direction2?: Vector3);
  83482. /**
  83483. * Called by the particle System when the direction is computed for the created particle.
  83484. * @param worldMatrix is the world matrix of the particle system
  83485. * @param directionToUpdate is the direction vector to update with the result
  83486. * @param particle is the particle we are computed the direction for
  83487. */
  83488. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83489. /**
  83490. * Clones the current emitter and returns a copy of it
  83491. * @returns the new emitter
  83492. */
  83493. clone(): SphereDirectedParticleEmitter;
  83494. /**
  83495. * Called by the GPUParticleSystem to setup the update shader
  83496. * @param effect defines the update shader
  83497. */
  83498. applyToShader(effect: Effect): void;
  83499. /**
  83500. * Returns a string to use to update the GPU particles update shader
  83501. * @returns a string containng the defines string
  83502. */
  83503. getEffectDefines(): string;
  83504. /**
  83505. * Returns the string "SphereDirectedParticleEmitter"
  83506. * @returns a string containing the class name
  83507. */
  83508. getClassName(): string;
  83509. /**
  83510. * Serializes the particle system to a JSON object.
  83511. * @returns the JSON object
  83512. */
  83513. serialize(): any;
  83514. /**
  83515. * Parse properties from a JSON object
  83516. * @param serializationObject defines the JSON object
  83517. */
  83518. parse(serializationObject: any): void;
  83519. }
  83520. }
  83521. declare module BABYLON {
  83522. /**
  83523. * Interface representing a particle system in Babylon.js.
  83524. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  83525. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  83526. */
  83527. export interface IParticleSystem {
  83528. /**
  83529. * List of animations used by the particle system.
  83530. */
  83531. animations: Animation[];
  83532. /**
  83533. * The id of the Particle system.
  83534. */
  83535. id: string;
  83536. /**
  83537. * The name of the Particle system.
  83538. */
  83539. name: string;
  83540. /**
  83541. * The emitter represents the Mesh or position we are attaching the particle system to.
  83542. */
  83543. emitter: Nullable<AbstractMesh | Vector3>;
  83544. /**
  83545. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  83546. */
  83547. isBillboardBased: boolean;
  83548. /**
  83549. * The rendering group used by the Particle system to chose when to render.
  83550. */
  83551. renderingGroupId: number;
  83552. /**
  83553. * The layer mask we are rendering the particles through.
  83554. */
  83555. layerMask: number;
  83556. /**
  83557. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  83558. */
  83559. updateSpeed: number;
  83560. /**
  83561. * The amount of time the particle system is running (depends of the overall update speed).
  83562. */
  83563. targetStopDuration: number;
  83564. /**
  83565. * The texture used to render each particle. (this can be a spritesheet)
  83566. */
  83567. particleTexture: Nullable<Texture>;
  83568. /**
  83569. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  83570. */
  83571. blendMode: number;
  83572. /**
  83573. * Minimum life time of emitting particles.
  83574. */
  83575. minLifeTime: number;
  83576. /**
  83577. * Maximum life time of emitting particles.
  83578. */
  83579. maxLifeTime: number;
  83580. /**
  83581. * Minimum Size of emitting particles.
  83582. */
  83583. minSize: number;
  83584. /**
  83585. * Maximum Size of emitting particles.
  83586. */
  83587. maxSize: number;
  83588. /**
  83589. * Minimum scale of emitting particles on X axis.
  83590. */
  83591. minScaleX: number;
  83592. /**
  83593. * Maximum scale of emitting particles on X axis.
  83594. */
  83595. maxScaleX: number;
  83596. /**
  83597. * Minimum scale of emitting particles on Y axis.
  83598. */
  83599. minScaleY: number;
  83600. /**
  83601. * Maximum scale of emitting particles on Y axis.
  83602. */
  83603. maxScaleY: number;
  83604. /**
  83605. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  83606. */
  83607. color1: Color4;
  83608. /**
  83609. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  83610. */
  83611. color2: Color4;
  83612. /**
  83613. * Color the particle will have at the end of its lifetime.
  83614. */
  83615. colorDead: Color4;
  83616. /**
  83617. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  83618. */
  83619. emitRate: number;
  83620. /**
  83621. * You can use gravity if you want to give an orientation to your particles.
  83622. */
  83623. gravity: Vector3;
  83624. /**
  83625. * Minimum power of emitting particles.
  83626. */
  83627. minEmitPower: number;
  83628. /**
  83629. * Maximum power of emitting particles.
  83630. */
  83631. maxEmitPower: number;
  83632. /**
  83633. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  83634. */
  83635. minAngularSpeed: number;
  83636. /**
  83637. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  83638. */
  83639. maxAngularSpeed: number;
  83640. /**
  83641. * Gets or sets the minimal initial rotation in radians.
  83642. */
  83643. minInitialRotation: number;
  83644. /**
  83645. * Gets or sets the maximal initial rotation in radians.
  83646. */
  83647. maxInitialRotation: number;
  83648. /**
  83649. * The particle emitter type defines the emitter used by the particle system.
  83650. * It can be for example box, sphere, or cone...
  83651. */
  83652. particleEmitterType: Nullable<IParticleEmitterType>;
  83653. /**
  83654. * Defines the delay in milliseconds before starting the system (0 by default)
  83655. */
  83656. startDelay: number;
  83657. /**
  83658. * 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
  83659. */
  83660. preWarmCycles: number;
  83661. /**
  83662. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  83663. */
  83664. preWarmStepOffset: number;
  83665. /**
  83666. * 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)
  83667. */
  83668. spriteCellChangeSpeed: number;
  83669. /**
  83670. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  83671. */
  83672. startSpriteCellID: number;
  83673. /**
  83674. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  83675. */
  83676. endSpriteCellID: number;
  83677. /**
  83678. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  83679. */
  83680. spriteCellWidth: number;
  83681. /**
  83682. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  83683. */
  83684. spriteCellHeight: number;
  83685. /**
  83686. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  83687. */
  83688. spriteRandomStartCell: boolean;
  83689. /**
  83690. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  83691. */
  83692. isAnimationSheetEnabled: boolean;
  83693. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  83694. translationPivot: Vector2;
  83695. /**
  83696. * Gets or sets a texture used to add random noise to particle positions
  83697. */
  83698. noiseTexture: Nullable<BaseTexture>;
  83699. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  83700. noiseStrength: Vector3;
  83701. /**
  83702. * Gets or sets the billboard mode to use when isBillboardBased = true.
  83703. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  83704. */
  83705. billboardMode: number;
  83706. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  83707. limitVelocityDamping: number;
  83708. /**
  83709. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  83710. */
  83711. beginAnimationOnStart: boolean;
  83712. /**
  83713. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  83714. */
  83715. beginAnimationFrom: number;
  83716. /**
  83717. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  83718. */
  83719. beginAnimationTo: number;
  83720. /**
  83721. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  83722. */
  83723. beginAnimationLoop: boolean;
  83724. /**
  83725. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  83726. */
  83727. disposeOnStop: boolean;
  83728. /**
  83729. * Gets the maximum number of particles active at the same time.
  83730. * @returns The max number of active particles.
  83731. */
  83732. getCapacity(): number;
  83733. /**
  83734. * Gets if the system has been started. (Note: this will still be true after stop is called)
  83735. * @returns True if it has been started, otherwise false.
  83736. */
  83737. isStarted(): boolean;
  83738. /**
  83739. * Animates the particle system for this frame.
  83740. */
  83741. animate(): void;
  83742. /**
  83743. * Renders the particle system in its current state.
  83744. * @returns the current number of particles
  83745. */
  83746. render(): number;
  83747. /**
  83748. * Dispose the particle system and frees its associated resources.
  83749. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  83750. */
  83751. dispose(disposeTexture?: boolean): void;
  83752. /**
  83753. * Clones the particle system.
  83754. * @param name The name of the cloned object
  83755. * @param newEmitter The new emitter to use
  83756. * @returns the cloned particle system
  83757. */
  83758. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  83759. /**
  83760. * Serializes the particle system to a JSON object.
  83761. * @returns the JSON object
  83762. */
  83763. serialize(): any;
  83764. /**
  83765. * Rebuild the particle system
  83766. */
  83767. rebuild(): void;
  83768. /**
  83769. * Starts the particle system and begins to emit
  83770. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  83771. */
  83772. start(delay?: number): void;
  83773. /**
  83774. * Stops the particle system.
  83775. */
  83776. stop(): void;
  83777. /**
  83778. * Remove all active particles
  83779. */
  83780. reset(): void;
  83781. /**
  83782. * Is this system ready to be used/rendered
  83783. * @return true if the system is ready
  83784. */
  83785. isReady(): boolean;
  83786. /**
  83787. * Adds a new color gradient
  83788. * @param gradient defines the gradient to use (between 0 and 1)
  83789. * @param color1 defines the color to affect to the specified gradient
  83790. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  83791. * @returns the current particle system
  83792. */
  83793. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  83794. /**
  83795. * Remove a specific color gradient
  83796. * @param gradient defines the gradient to remove
  83797. * @returns the current particle system
  83798. */
  83799. removeColorGradient(gradient: number): IParticleSystem;
  83800. /**
  83801. * Adds a new size gradient
  83802. * @param gradient defines the gradient to use (between 0 and 1)
  83803. * @param factor defines the size factor to affect to the specified gradient
  83804. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83805. * @returns the current particle system
  83806. */
  83807. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83808. /**
  83809. * Remove a specific size gradient
  83810. * @param gradient defines the gradient to remove
  83811. * @returns the current particle system
  83812. */
  83813. removeSizeGradient(gradient: number): IParticleSystem;
  83814. /**
  83815. * Gets the current list of color gradients.
  83816. * You must use addColorGradient and removeColorGradient to udpate this list
  83817. * @returns the list of color gradients
  83818. */
  83819. getColorGradients(): Nullable<Array<ColorGradient>>;
  83820. /**
  83821. * Gets the current list of size gradients.
  83822. * You must use addSizeGradient and removeSizeGradient to udpate this list
  83823. * @returns the list of size gradients
  83824. */
  83825. getSizeGradients(): Nullable<Array<FactorGradient>>;
  83826. /**
  83827. * Gets the current list of angular speed gradients.
  83828. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  83829. * @returns the list of angular speed gradients
  83830. */
  83831. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  83832. /**
  83833. * Adds a new angular speed gradient
  83834. * @param gradient defines the gradient to use (between 0 and 1)
  83835. * @param factor defines the angular speed to affect to the specified gradient
  83836. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83837. * @returns the current particle system
  83838. */
  83839. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83840. /**
  83841. * Remove a specific angular speed gradient
  83842. * @param gradient defines the gradient to remove
  83843. * @returns the current particle system
  83844. */
  83845. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  83846. /**
  83847. * Gets the current list of velocity gradients.
  83848. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  83849. * @returns the list of velocity gradients
  83850. */
  83851. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  83852. /**
  83853. * Adds a new velocity gradient
  83854. * @param gradient defines the gradient to use (between 0 and 1)
  83855. * @param factor defines the velocity to affect to the specified gradient
  83856. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83857. * @returns the current particle system
  83858. */
  83859. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83860. /**
  83861. * Remove a specific velocity gradient
  83862. * @param gradient defines the gradient to remove
  83863. * @returns the current particle system
  83864. */
  83865. removeVelocityGradient(gradient: number): IParticleSystem;
  83866. /**
  83867. * Gets the current list of limit velocity gradients.
  83868. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  83869. * @returns the list of limit velocity gradients
  83870. */
  83871. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  83872. /**
  83873. * Adds a new limit velocity gradient
  83874. * @param gradient defines the gradient to use (between 0 and 1)
  83875. * @param factor defines the limit velocity to affect to the specified gradient
  83876. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83877. * @returns the current particle system
  83878. */
  83879. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83880. /**
  83881. * Remove a specific limit velocity gradient
  83882. * @param gradient defines the gradient to remove
  83883. * @returns the current particle system
  83884. */
  83885. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  83886. /**
  83887. * Adds a new drag gradient
  83888. * @param gradient defines the gradient to use (between 0 and 1)
  83889. * @param factor defines the drag to affect to the specified gradient
  83890. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83891. * @returns the current particle system
  83892. */
  83893. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83894. /**
  83895. * Remove a specific drag gradient
  83896. * @param gradient defines the gradient to remove
  83897. * @returns the current particle system
  83898. */
  83899. removeDragGradient(gradient: number): IParticleSystem;
  83900. /**
  83901. * Gets the current list of drag gradients.
  83902. * You must use addDragGradient and removeDragGradient to udpate this list
  83903. * @returns the list of drag gradients
  83904. */
  83905. getDragGradients(): Nullable<Array<FactorGradient>>;
  83906. /**
  83907. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  83908. * @param gradient defines the gradient to use (between 0 and 1)
  83909. * @param factor defines the emit rate to affect to the specified gradient
  83910. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83911. * @returns the current particle system
  83912. */
  83913. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83914. /**
  83915. * Remove a specific emit rate gradient
  83916. * @param gradient defines the gradient to remove
  83917. * @returns the current particle system
  83918. */
  83919. removeEmitRateGradient(gradient: number): IParticleSystem;
  83920. /**
  83921. * Gets the current list of emit rate gradients.
  83922. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  83923. * @returns the list of emit rate gradients
  83924. */
  83925. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  83926. /**
  83927. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  83928. * @param gradient defines the gradient to use (between 0 and 1)
  83929. * @param factor defines the start size to affect to the specified gradient
  83930. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83931. * @returns the current particle system
  83932. */
  83933. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83934. /**
  83935. * Remove a specific start size gradient
  83936. * @param gradient defines the gradient to remove
  83937. * @returns the current particle system
  83938. */
  83939. removeStartSizeGradient(gradient: number): IParticleSystem;
  83940. /**
  83941. * Gets the current list of start size gradients.
  83942. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  83943. * @returns the list of start size gradients
  83944. */
  83945. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  83946. /**
  83947. * Adds a new life time gradient
  83948. * @param gradient defines the gradient to use (between 0 and 1)
  83949. * @param factor defines the life time factor to affect to the specified gradient
  83950. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83951. * @returns the current particle system
  83952. */
  83953. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83954. /**
  83955. * Remove a specific life time gradient
  83956. * @param gradient defines the gradient to remove
  83957. * @returns the current particle system
  83958. */
  83959. removeLifeTimeGradient(gradient: number): IParticleSystem;
  83960. /**
  83961. * Gets the current list of life time gradients.
  83962. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  83963. * @returns the list of life time gradients
  83964. */
  83965. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  83966. /**
  83967. * Gets the current list of color gradients.
  83968. * You must use addColorGradient and removeColorGradient to udpate this list
  83969. * @returns the list of color gradients
  83970. */
  83971. getColorGradients(): Nullable<Array<ColorGradient>>;
  83972. /**
  83973. * Adds a new ramp gradient used to remap particle colors
  83974. * @param gradient defines the gradient to use (between 0 and 1)
  83975. * @param color defines the color to affect to the specified gradient
  83976. * @returns the current particle system
  83977. */
  83978. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  83979. /**
  83980. * Gets the current list of ramp gradients.
  83981. * You must use addRampGradient and removeRampGradient to udpate this list
  83982. * @returns the list of ramp gradients
  83983. */
  83984. getRampGradients(): Nullable<Array<Color3Gradient>>;
  83985. /** Gets or sets a boolean indicating that ramp gradients must be used
  83986. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  83987. */
  83988. useRampGradients: boolean;
  83989. /**
  83990. * Adds a new color remap gradient
  83991. * @param gradient defines the gradient to use (between 0 and 1)
  83992. * @param min defines the color remap minimal range
  83993. * @param max defines the color remap maximal range
  83994. * @returns the current particle system
  83995. */
  83996. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  83997. /**
  83998. * Gets the current list of color remap gradients.
  83999. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  84000. * @returns the list of color remap gradients
  84001. */
  84002. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  84003. /**
  84004. * Adds a new alpha remap gradient
  84005. * @param gradient defines the gradient to use (between 0 and 1)
  84006. * @param min defines the alpha remap minimal range
  84007. * @param max defines the alpha remap maximal range
  84008. * @returns the current particle system
  84009. */
  84010. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84011. /**
  84012. * Gets the current list of alpha remap gradients.
  84013. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  84014. * @returns the list of alpha remap gradients
  84015. */
  84016. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  84017. /**
  84018. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  84019. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84020. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84021. * @returns the emitter
  84022. */
  84023. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  84024. /**
  84025. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  84026. * @param radius The radius of the hemisphere to emit from
  84027. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84028. * @returns the emitter
  84029. */
  84030. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  84031. /**
  84032. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  84033. * @param radius The radius of the sphere to emit from
  84034. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84035. * @returns the emitter
  84036. */
  84037. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  84038. /**
  84039. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  84040. * @param radius The radius of the sphere to emit from
  84041. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  84042. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  84043. * @returns the emitter
  84044. */
  84045. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  84046. /**
  84047. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  84048. * @param radius The radius of the emission cylinder
  84049. * @param height The height of the emission cylinder
  84050. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  84051. * @param directionRandomizer How much to randomize the particle direction [0-1]
  84052. * @returns the emitter
  84053. */
  84054. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  84055. /**
  84056. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  84057. * @param radius The radius of the cylinder to emit from
  84058. * @param height The height of the emission cylinder
  84059. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  84060. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  84061. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  84062. * @returns the emitter
  84063. */
  84064. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  84065. /**
  84066. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  84067. * @param radius The radius of the cone to emit from
  84068. * @param angle The base angle of the cone
  84069. * @returns the emitter
  84070. */
  84071. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  84072. /**
  84073. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  84074. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84075. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84076. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84077. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84078. * @returns the emitter
  84079. */
  84080. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  84081. /**
  84082. * Get hosting scene
  84083. * @returns the scene
  84084. */
  84085. getScene(): Scene;
  84086. }
  84087. }
  84088. declare module BABYLON {
  84089. /**
  84090. * Creates an instance based on a source mesh.
  84091. */
  84092. export class InstancedMesh extends AbstractMesh {
  84093. private _sourceMesh;
  84094. private _currentLOD;
  84095. /** @hidden */
  84096. _indexInSourceMeshInstanceArray: number;
  84097. constructor(name: string, source: Mesh);
  84098. /**
  84099. * Returns the string "InstancedMesh".
  84100. */
  84101. getClassName(): string;
  84102. /** Gets the list of lights affecting that mesh */
  84103. readonly lightSources: Light[];
  84104. _resyncLightSources(): void;
  84105. _resyncLighSource(light: Light): void;
  84106. _removeLightSource(light: Light, dispose: boolean): void;
  84107. /**
  84108. * If the source mesh receives shadows
  84109. */
  84110. readonly receiveShadows: boolean;
  84111. /**
  84112. * The material of the source mesh
  84113. */
  84114. readonly material: Nullable<Material>;
  84115. /**
  84116. * Visibility of the source mesh
  84117. */
  84118. readonly visibility: number;
  84119. /**
  84120. * Skeleton of the source mesh
  84121. */
  84122. readonly skeleton: Nullable<Skeleton>;
  84123. /**
  84124. * Rendering ground id of the source mesh
  84125. */
  84126. renderingGroupId: number;
  84127. /**
  84128. * Returns the total number of vertices (integer).
  84129. */
  84130. getTotalVertices(): number;
  84131. /**
  84132. * Returns a positive integer : the total number of indices in this mesh geometry.
  84133. * @returns the numner of indices or zero if the mesh has no geometry.
  84134. */
  84135. getTotalIndices(): number;
  84136. /**
  84137. * The source mesh of the instance
  84138. */
  84139. readonly sourceMesh: Mesh;
  84140. /**
  84141. * Is this node ready to be used/rendered
  84142. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  84143. * @return {boolean} is it ready
  84144. */
  84145. isReady(completeCheck?: boolean): boolean;
  84146. /**
  84147. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  84148. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  84149. * @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.
  84150. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  84151. */
  84152. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  84153. /**
  84154. * Sets the vertex data of the mesh geometry for the requested `kind`.
  84155. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  84156. * The `data` are either a numeric array either a Float32Array.
  84157. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  84158. * 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).
  84159. * Note that a new underlying VertexBuffer object is created each call.
  84160. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  84161. *
  84162. * Possible `kind` values :
  84163. * - VertexBuffer.PositionKind
  84164. * - VertexBuffer.UVKind
  84165. * - VertexBuffer.UV2Kind
  84166. * - VertexBuffer.UV3Kind
  84167. * - VertexBuffer.UV4Kind
  84168. * - VertexBuffer.UV5Kind
  84169. * - VertexBuffer.UV6Kind
  84170. * - VertexBuffer.ColorKind
  84171. * - VertexBuffer.MatricesIndicesKind
  84172. * - VertexBuffer.MatricesIndicesExtraKind
  84173. * - VertexBuffer.MatricesWeightsKind
  84174. * - VertexBuffer.MatricesWeightsExtraKind
  84175. *
  84176. * Returns the Mesh.
  84177. */
  84178. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  84179. /**
  84180. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  84181. * If the mesh has no geometry, it is simply returned as it is.
  84182. * The `data` are either a numeric array either a Float32Array.
  84183. * No new underlying VertexBuffer object is created.
  84184. * 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.
  84185. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  84186. *
  84187. * Possible `kind` values :
  84188. * - VertexBuffer.PositionKind
  84189. * - VertexBuffer.UVKind
  84190. * - VertexBuffer.UV2Kind
  84191. * - VertexBuffer.UV3Kind
  84192. * - VertexBuffer.UV4Kind
  84193. * - VertexBuffer.UV5Kind
  84194. * - VertexBuffer.UV6Kind
  84195. * - VertexBuffer.ColorKind
  84196. * - VertexBuffer.MatricesIndicesKind
  84197. * - VertexBuffer.MatricesIndicesExtraKind
  84198. * - VertexBuffer.MatricesWeightsKind
  84199. * - VertexBuffer.MatricesWeightsExtraKind
  84200. *
  84201. * Returns the Mesh.
  84202. */
  84203. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  84204. /**
  84205. * Sets the mesh indices.
  84206. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  84207. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  84208. * This method creates a new index buffer each call.
  84209. * Returns the Mesh.
  84210. */
  84211. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  84212. /**
  84213. * Boolean : True if the mesh owns the requested kind of data.
  84214. */
  84215. isVerticesDataPresent(kind: string): boolean;
  84216. /**
  84217. * Returns an array of indices (IndicesArray).
  84218. */
  84219. getIndices(): Nullable<IndicesArray>;
  84220. readonly _positions: Nullable<Vector3[]>;
  84221. /**
  84222. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  84223. * This means the mesh underlying bounding box and sphere are recomputed.
  84224. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  84225. * @returns the current mesh
  84226. */
  84227. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  84228. /** @hidden */
  84229. _preActivate(): InstancedMesh;
  84230. /** @hidden */
  84231. _activate(renderId: number, intermediateRendering: boolean): boolean;
  84232. /** @hidden */
  84233. _postActivate(): void;
  84234. getWorldMatrix(): Matrix;
  84235. readonly isAnInstance: boolean;
  84236. /**
  84237. * Returns the current associated LOD AbstractMesh.
  84238. */
  84239. getLOD(camera: Camera): AbstractMesh;
  84240. /** @hidden */
  84241. _syncSubMeshes(): InstancedMesh;
  84242. /** @hidden */
  84243. _generatePointsArray(): boolean;
  84244. /**
  84245. * Creates a new InstancedMesh from the current mesh.
  84246. * - name (string) : the cloned mesh name
  84247. * - newParent (optional Node) : the optional Node to parent the clone to.
  84248. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  84249. *
  84250. * Returns the clone.
  84251. */
  84252. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  84253. /**
  84254. * Disposes the InstancedMesh.
  84255. * Returns nothing.
  84256. */
  84257. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  84258. }
  84259. }
  84260. declare module BABYLON {
  84261. /**
  84262. * Defines the options associated with the creation of a shader material.
  84263. */
  84264. export interface IShaderMaterialOptions {
  84265. /**
  84266. * Does the material work in alpha blend mode
  84267. */
  84268. needAlphaBlending: boolean;
  84269. /**
  84270. * Does the material work in alpha test mode
  84271. */
  84272. needAlphaTesting: boolean;
  84273. /**
  84274. * The list of attribute names used in the shader
  84275. */
  84276. attributes: string[];
  84277. /**
  84278. * The list of unifrom names used in the shader
  84279. */
  84280. uniforms: string[];
  84281. /**
  84282. * The list of UBO names used in the shader
  84283. */
  84284. uniformBuffers: string[];
  84285. /**
  84286. * The list of sampler names used in the shader
  84287. */
  84288. samplers: string[];
  84289. /**
  84290. * The list of defines used in the shader
  84291. */
  84292. defines: string[];
  84293. }
  84294. /**
  84295. * 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.
  84296. *
  84297. * This returned material effects how the mesh will look based on the code in the shaders.
  84298. *
  84299. * @see http://doc.babylonjs.com/how_to/shader_material
  84300. */
  84301. export class ShaderMaterial extends Material {
  84302. private _shaderPath;
  84303. private _options;
  84304. private _textures;
  84305. private _textureArrays;
  84306. private _floats;
  84307. private _ints;
  84308. private _floatsArrays;
  84309. private _colors3;
  84310. private _colors3Arrays;
  84311. private _colors4;
  84312. private _colors4Arrays;
  84313. private _vectors2;
  84314. private _vectors3;
  84315. private _vectors4;
  84316. private _matrices;
  84317. private _matrices3x3;
  84318. private _matrices2x2;
  84319. private _vectors2Arrays;
  84320. private _vectors3Arrays;
  84321. private _vectors4Arrays;
  84322. private _cachedWorldViewMatrix;
  84323. private _cachedWorldViewProjectionMatrix;
  84324. private _renderId;
  84325. /**
  84326. * Instantiate a new shader material.
  84327. * 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.
  84328. * This returned material effects how the mesh will look based on the code in the shaders.
  84329. * @see http://doc.babylonjs.com/how_to/shader_material
  84330. * @param name Define the name of the material in the scene
  84331. * @param scene Define the scene the material belongs to
  84332. * @param shaderPath Defines the route to the shader code in one of three ways:
  84333. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  84334. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  84335. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  84336. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  84337. * @param options Define the options used to create the shader
  84338. */
  84339. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  84340. /**
  84341. * Gets the options used to compile the shader.
  84342. * They can be modified to trigger a new compilation
  84343. */
  84344. readonly options: IShaderMaterialOptions;
  84345. /**
  84346. * Gets the current class name of the material e.g. "ShaderMaterial"
  84347. * Mainly use in serialization.
  84348. * @returns the class name
  84349. */
  84350. getClassName(): string;
  84351. /**
  84352. * Specifies if the material will require alpha blending
  84353. * @returns a boolean specifying if alpha blending is needed
  84354. */
  84355. needAlphaBlending(): boolean;
  84356. /**
  84357. * Specifies if this material should be rendered in alpha test mode
  84358. * @returns a boolean specifying if an alpha test is needed.
  84359. */
  84360. needAlphaTesting(): boolean;
  84361. private _checkUniform;
  84362. /**
  84363. * Set a texture in the shader.
  84364. * @param name Define the name of the uniform samplers as defined in the shader
  84365. * @param texture Define the texture to bind to this sampler
  84366. * @return the material itself allowing "fluent" like uniform updates
  84367. */
  84368. setTexture(name: string, texture: Texture): ShaderMaterial;
  84369. /**
  84370. * Set a texture array in the shader.
  84371. * @param name Define the name of the uniform sampler array as defined in the shader
  84372. * @param textures Define the list of textures to bind to this sampler
  84373. * @return the material itself allowing "fluent" like uniform updates
  84374. */
  84375. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  84376. /**
  84377. * Set a float in the shader.
  84378. * @param name Define the name of the uniform as defined in the shader
  84379. * @param value Define the value to give to the uniform
  84380. * @return the material itself allowing "fluent" like uniform updates
  84381. */
  84382. setFloat(name: string, value: number): ShaderMaterial;
  84383. /**
  84384. * Set a int in the shader.
  84385. * @param name Define the name of the uniform as defined in the shader
  84386. * @param value Define the value to give to the uniform
  84387. * @return the material itself allowing "fluent" like uniform updates
  84388. */
  84389. setInt(name: string, value: number): ShaderMaterial;
  84390. /**
  84391. * Set an array of floats in the shader.
  84392. * @param name Define the name of the uniform as defined in the shader
  84393. * @param value Define the value to give to the uniform
  84394. * @return the material itself allowing "fluent" like uniform updates
  84395. */
  84396. setFloats(name: string, value: number[]): ShaderMaterial;
  84397. /**
  84398. * Set a vec3 in the shader from a Color3.
  84399. * @param name Define the name of the uniform as defined in the shader
  84400. * @param value Define the value to give to the uniform
  84401. * @return the material itself allowing "fluent" like uniform updates
  84402. */
  84403. setColor3(name: string, value: Color3): ShaderMaterial;
  84404. /**
  84405. * Set a vec3 array in the shader from a Color3 array.
  84406. * @param name Define the name of the uniform as defined in the shader
  84407. * @param value Define the value to give to the uniform
  84408. * @return the material itself allowing "fluent" like uniform updates
  84409. */
  84410. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  84411. /**
  84412. * Set a vec4 in the shader from a Color4.
  84413. * @param name Define the name of the uniform as defined in the shader
  84414. * @param value Define the value to give to the uniform
  84415. * @return the material itself allowing "fluent" like uniform updates
  84416. */
  84417. setColor4(name: string, value: Color4): ShaderMaterial;
  84418. /**
  84419. * Set a vec4 array in the shader from a Color4 array.
  84420. * @param name Define the name of the uniform as defined in the shader
  84421. * @param value Define the value to give to the uniform
  84422. * @return the material itself allowing "fluent" like uniform updates
  84423. */
  84424. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  84425. /**
  84426. * Set a vec2 in the shader from a Vector2.
  84427. * @param name Define the name of the uniform as defined in the shader
  84428. * @param value Define the value to give to the uniform
  84429. * @return the material itself allowing "fluent" like uniform updates
  84430. */
  84431. setVector2(name: string, value: Vector2): ShaderMaterial;
  84432. /**
  84433. * Set a vec3 in the shader from a Vector3.
  84434. * @param name Define the name of the uniform as defined in the shader
  84435. * @param value Define the value to give to the uniform
  84436. * @return the material itself allowing "fluent" like uniform updates
  84437. */
  84438. setVector3(name: string, value: Vector3): ShaderMaterial;
  84439. /**
  84440. * Set a vec4 in the shader from a Vector4.
  84441. * @param name Define the name of the uniform as defined in the shader
  84442. * @param value Define the value to give to the uniform
  84443. * @return the material itself allowing "fluent" like uniform updates
  84444. */
  84445. setVector4(name: string, value: Vector4): ShaderMaterial;
  84446. /**
  84447. * Set a mat4 in the shader from a Matrix.
  84448. * @param name Define the name of the uniform as defined in the shader
  84449. * @param value Define the value to give to the uniform
  84450. * @return the material itself allowing "fluent" like uniform updates
  84451. */
  84452. setMatrix(name: string, value: Matrix): ShaderMaterial;
  84453. /**
  84454. * Set a mat3 in the shader from a Float32Array.
  84455. * @param name Define the name of the uniform as defined in the shader
  84456. * @param value Define the value to give to the uniform
  84457. * @return the material itself allowing "fluent" like uniform updates
  84458. */
  84459. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  84460. /**
  84461. * Set a mat2 in the shader from a Float32Array.
  84462. * @param name Define the name of the uniform as defined in the shader
  84463. * @param value Define the value to give to the uniform
  84464. * @return the material itself allowing "fluent" like uniform updates
  84465. */
  84466. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  84467. /**
  84468. * Set a vec2 array in the shader from a number array.
  84469. * @param name Define the name of the uniform as defined in the shader
  84470. * @param value Define the value to give to the uniform
  84471. * @return the material itself allowing "fluent" like uniform updates
  84472. */
  84473. setArray2(name: string, value: number[]): ShaderMaterial;
  84474. /**
  84475. * Set a vec3 array in the shader from a number array.
  84476. * @param name Define the name of the uniform as defined in the shader
  84477. * @param value Define the value to give to the uniform
  84478. * @return the material itself allowing "fluent" like uniform updates
  84479. */
  84480. setArray3(name: string, value: number[]): ShaderMaterial;
  84481. /**
  84482. * Set a vec4 array in the shader from a number array.
  84483. * @param name Define the name of the uniform as defined in the shader
  84484. * @param value Define the value to give to the uniform
  84485. * @return the material itself allowing "fluent" like uniform updates
  84486. */
  84487. setArray4(name: string, value: number[]): ShaderMaterial;
  84488. private _checkCache;
  84489. /**
  84490. * Specifies that the submesh is ready to be used
  84491. * @param mesh defines the mesh to check
  84492. * @param subMesh defines which submesh to check
  84493. * @param useInstances specifies that instances should be used
  84494. * @returns a boolean indicating that the submesh is ready or not
  84495. */
  84496. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84497. /**
  84498. * Checks if the material is ready to render the requested mesh
  84499. * @param mesh Define the mesh to render
  84500. * @param useInstances Define whether or not the material is used with instances
  84501. * @returns true if ready, otherwise false
  84502. */
  84503. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  84504. /**
  84505. * Binds the world matrix to the material
  84506. * @param world defines the world transformation matrix
  84507. */
  84508. bindOnlyWorldMatrix(world: Matrix): void;
  84509. /**
  84510. * Binds the material to the mesh
  84511. * @param world defines the world transformation matrix
  84512. * @param mesh defines the mesh to bind the material to
  84513. */
  84514. bind(world: Matrix, mesh?: Mesh): void;
  84515. /**
  84516. * Gets the active textures from the material
  84517. * @returns an array of textures
  84518. */
  84519. getActiveTextures(): BaseTexture[];
  84520. /**
  84521. * Specifies if the material uses a texture
  84522. * @param texture defines the texture to check against the material
  84523. * @returns a boolean specifying if the material uses the texture
  84524. */
  84525. hasTexture(texture: BaseTexture): boolean;
  84526. /**
  84527. * Makes a duplicate of the material, and gives it a new name
  84528. * @param name defines the new name for the duplicated material
  84529. * @returns the cloned material
  84530. */
  84531. clone(name: string): ShaderMaterial;
  84532. /**
  84533. * Disposes the material
  84534. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  84535. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  84536. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  84537. */
  84538. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  84539. /**
  84540. * Serializes this material in a JSON representation
  84541. * @returns the serialized material object
  84542. */
  84543. serialize(): any;
  84544. /**
  84545. * Creates a shader material from parsed shader material data
  84546. * @param source defines the JSON represnetation of the material
  84547. * @param scene defines the hosting scene
  84548. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  84549. * @returns a new material
  84550. */
  84551. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  84552. }
  84553. }
  84554. declare module BABYLON {
  84555. /** @hidden */
  84556. export var colorPixelShader: {
  84557. name: string;
  84558. shader: string;
  84559. };
  84560. }
  84561. declare module BABYLON {
  84562. /** @hidden */
  84563. export var colorVertexShader: {
  84564. name: string;
  84565. shader: string;
  84566. };
  84567. }
  84568. declare module BABYLON {
  84569. /**
  84570. * Line mesh
  84571. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  84572. */
  84573. export class LinesMesh extends Mesh {
  84574. /**
  84575. * If vertex color should be applied to the mesh
  84576. */
  84577. readonly useVertexColor?: boolean | undefined;
  84578. /**
  84579. * If vertex alpha should be applied to the mesh
  84580. */
  84581. readonly useVertexAlpha?: boolean | undefined;
  84582. /**
  84583. * Color of the line (Default: White)
  84584. */
  84585. color: Color3;
  84586. /**
  84587. * Alpha of the line (Default: 1)
  84588. */
  84589. alpha: number;
  84590. /**
  84591. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  84592. * This margin is expressed in world space coordinates, so its value may vary.
  84593. * Default value is 0.1
  84594. */
  84595. intersectionThreshold: number;
  84596. private _colorShader;
  84597. private color4;
  84598. /**
  84599. * Creates a new LinesMesh
  84600. * @param name defines the name
  84601. * @param scene defines the hosting scene
  84602. * @param parent defines the parent mesh if any
  84603. * @param source defines the optional source LinesMesh used to clone data from
  84604. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  84605. * When false, achieved by calling a clone(), also passing False.
  84606. * This will make creation of children, recursive.
  84607. * @param useVertexColor defines if this LinesMesh supports vertex color
  84608. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  84609. */
  84610. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  84611. /**
  84612. * If vertex color should be applied to the mesh
  84613. */
  84614. useVertexColor?: boolean | undefined,
  84615. /**
  84616. * If vertex alpha should be applied to the mesh
  84617. */
  84618. useVertexAlpha?: boolean | undefined);
  84619. private _addClipPlaneDefine;
  84620. private _removeClipPlaneDefine;
  84621. isReady(): boolean;
  84622. /**
  84623. * Returns the string "LineMesh"
  84624. */
  84625. getClassName(): string;
  84626. /**
  84627. * @hidden
  84628. */
  84629. /**
  84630. * @hidden
  84631. */
  84632. material: Material;
  84633. /**
  84634. * @hidden
  84635. */
  84636. readonly checkCollisions: boolean;
  84637. /** @hidden */
  84638. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  84639. /** @hidden */
  84640. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  84641. /**
  84642. * Disposes of the line mesh
  84643. * @param doNotRecurse If children should be disposed
  84644. */
  84645. dispose(doNotRecurse?: boolean): void;
  84646. /**
  84647. * Returns a new LineMesh object cloned from the current one.
  84648. */
  84649. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  84650. /**
  84651. * Creates a new InstancedLinesMesh object from the mesh model.
  84652. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  84653. * @param name defines the name of the new instance
  84654. * @returns a new InstancedLinesMesh
  84655. */
  84656. createInstance(name: string): InstancedLinesMesh;
  84657. }
  84658. /**
  84659. * Creates an instance based on a source LinesMesh
  84660. */
  84661. export class InstancedLinesMesh extends InstancedMesh {
  84662. /**
  84663. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  84664. * This margin is expressed in world space coordinates, so its value may vary.
  84665. * Initilized with the intersectionThreshold value of the source LinesMesh
  84666. */
  84667. intersectionThreshold: number;
  84668. constructor(name: string, source: LinesMesh);
  84669. /**
  84670. * Returns the string "InstancedLinesMesh".
  84671. */
  84672. getClassName(): string;
  84673. }
  84674. }
  84675. declare module BABYLON {
  84676. /** @hidden */
  84677. export var linePixelShader: {
  84678. name: string;
  84679. shader: string;
  84680. };
  84681. }
  84682. declare module BABYLON {
  84683. /** @hidden */
  84684. export var lineVertexShader: {
  84685. name: string;
  84686. shader: string;
  84687. };
  84688. }
  84689. declare module BABYLON {
  84690. interface AbstractMesh {
  84691. /**
  84692. * Gets the edgesRenderer associated with the mesh
  84693. */
  84694. edgesRenderer: Nullable<EdgesRenderer>;
  84695. }
  84696. interface LinesMesh {
  84697. /**
  84698. * Enables the edge rendering mode on the mesh.
  84699. * This mode makes the mesh edges visible
  84700. * @param epsilon defines the maximal distance between two angles to detect a face
  84701. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  84702. * @returns the currentAbstractMesh
  84703. * @see https://www.babylonjs-playground.com/#19O9TU#0
  84704. */
  84705. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  84706. }
  84707. interface InstancedLinesMesh {
  84708. /**
  84709. * Enables the edge rendering mode on the mesh.
  84710. * This mode makes the mesh edges visible
  84711. * @param epsilon defines the maximal distance between two angles to detect a face
  84712. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  84713. * @returns the current InstancedLinesMesh
  84714. * @see https://www.babylonjs-playground.com/#19O9TU#0
  84715. */
  84716. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  84717. }
  84718. /**
  84719. * Defines the minimum contract an Edges renderer should follow.
  84720. */
  84721. export interface IEdgesRenderer extends IDisposable {
  84722. /**
  84723. * Gets or sets a boolean indicating if the edgesRenderer is active
  84724. */
  84725. isEnabled: boolean;
  84726. /**
  84727. * Renders the edges of the attached mesh,
  84728. */
  84729. render(): void;
  84730. /**
  84731. * Checks wether or not the edges renderer is ready to render.
  84732. * @return true if ready, otherwise false.
  84733. */
  84734. isReady(): boolean;
  84735. }
  84736. /**
  84737. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  84738. */
  84739. export class EdgesRenderer implements IEdgesRenderer {
  84740. /**
  84741. * Define the size of the edges with an orthographic camera
  84742. */
  84743. edgesWidthScalerForOrthographic: number;
  84744. /**
  84745. * Define the size of the edges with a perspective camera
  84746. */
  84747. edgesWidthScalerForPerspective: number;
  84748. protected _source: AbstractMesh;
  84749. protected _linesPositions: number[];
  84750. protected _linesNormals: number[];
  84751. protected _linesIndices: number[];
  84752. protected _epsilon: number;
  84753. protected _indicesCount: number;
  84754. protected _lineShader: ShaderMaterial;
  84755. protected _ib: DataBuffer;
  84756. protected _buffers: {
  84757. [key: string]: Nullable<VertexBuffer>;
  84758. };
  84759. protected _checkVerticesInsteadOfIndices: boolean;
  84760. private _meshRebuildObserver;
  84761. private _meshDisposeObserver;
  84762. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  84763. isEnabled: boolean;
  84764. /**
  84765. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  84766. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  84767. * @param source Mesh used to create edges
  84768. * @param epsilon sum of angles in adjacency to check for edge
  84769. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  84770. * @param generateEdgesLines - should generate Lines or only prepare resources.
  84771. */
  84772. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  84773. protected _prepareRessources(): void;
  84774. /** @hidden */
  84775. _rebuild(): void;
  84776. /**
  84777. * Releases the required resources for the edges renderer
  84778. */
  84779. dispose(): void;
  84780. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  84781. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  84782. /**
  84783. * Checks if the pair of p0 and p1 is en edge
  84784. * @param faceIndex
  84785. * @param edge
  84786. * @param faceNormals
  84787. * @param p0
  84788. * @param p1
  84789. * @private
  84790. */
  84791. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  84792. /**
  84793. * push line into the position, normal and index buffer
  84794. * @protected
  84795. */
  84796. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  84797. /**
  84798. * Generates lines edges from adjacencjes
  84799. * @private
  84800. */
  84801. _generateEdgesLines(): void;
  84802. /**
  84803. * Checks wether or not the edges renderer is ready to render.
  84804. * @return true if ready, otherwise false.
  84805. */
  84806. isReady(): boolean;
  84807. /**
  84808. * Renders the edges of the attached mesh,
  84809. */
  84810. render(): void;
  84811. }
  84812. /**
  84813. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  84814. */
  84815. export class LineEdgesRenderer extends EdgesRenderer {
  84816. /**
  84817. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  84818. * @param source LineMesh used to generate edges
  84819. * @param epsilon not important (specified angle for edge detection)
  84820. * @param checkVerticesInsteadOfIndices not important for LineMesh
  84821. */
  84822. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  84823. /**
  84824. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  84825. */
  84826. _generateEdgesLines(): void;
  84827. }
  84828. }
  84829. declare module BABYLON {
  84830. /**
  84831. * This represents the object necessary to create a rendering group.
  84832. * This is exclusively used and created by the rendering manager.
  84833. * To modify the behavior, you use the available helpers in your scene or meshes.
  84834. * @hidden
  84835. */
  84836. export class RenderingGroup {
  84837. index: number;
  84838. private static _zeroVector;
  84839. private _scene;
  84840. private _opaqueSubMeshes;
  84841. private _transparentSubMeshes;
  84842. private _alphaTestSubMeshes;
  84843. private _depthOnlySubMeshes;
  84844. private _particleSystems;
  84845. private _spriteManagers;
  84846. private _opaqueSortCompareFn;
  84847. private _alphaTestSortCompareFn;
  84848. private _transparentSortCompareFn;
  84849. private _renderOpaque;
  84850. private _renderAlphaTest;
  84851. private _renderTransparent;
  84852. /** @hidden */
  84853. _edgesRenderers: SmartArray<IEdgesRenderer>;
  84854. onBeforeTransparentRendering: () => void;
  84855. /**
  84856. * Set the opaque sort comparison function.
  84857. * If null the sub meshes will be render in the order they were created
  84858. */
  84859. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84860. /**
  84861. * Set the alpha test sort comparison function.
  84862. * If null the sub meshes will be render in the order they were created
  84863. */
  84864. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84865. /**
  84866. * Set the transparent sort comparison function.
  84867. * If null the sub meshes will be render in the order they were created
  84868. */
  84869. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84870. /**
  84871. * Creates a new rendering group.
  84872. * @param index The rendering group index
  84873. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  84874. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  84875. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  84876. */
  84877. 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>);
  84878. /**
  84879. * Render all the sub meshes contained in the group.
  84880. * @param customRenderFunction Used to override the default render behaviour of the group.
  84881. * @returns true if rendered some submeshes.
  84882. */
  84883. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  84884. /**
  84885. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  84886. * @param subMeshes The submeshes to render
  84887. */
  84888. private renderOpaqueSorted;
  84889. /**
  84890. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  84891. * @param subMeshes The submeshes to render
  84892. */
  84893. private renderAlphaTestSorted;
  84894. /**
  84895. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  84896. * @param subMeshes The submeshes to render
  84897. */
  84898. private renderTransparentSorted;
  84899. /**
  84900. * Renders the submeshes in a specified order.
  84901. * @param subMeshes The submeshes to sort before render
  84902. * @param sortCompareFn The comparison function use to sort
  84903. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  84904. * @param transparent Specifies to activate blending if true
  84905. */
  84906. private static renderSorted;
  84907. /**
  84908. * Renders the submeshes in the order they were dispatched (no sort applied).
  84909. * @param subMeshes The submeshes to render
  84910. */
  84911. private static renderUnsorted;
  84912. /**
  84913. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84914. * are rendered back to front if in the same alpha index.
  84915. *
  84916. * @param a The first submesh
  84917. * @param b The second submesh
  84918. * @returns The result of the comparison
  84919. */
  84920. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  84921. /**
  84922. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84923. * are rendered back to front.
  84924. *
  84925. * @param a The first submesh
  84926. * @param b The second submesh
  84927. * @returns The result of the comparison
  84928. */
  84929. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  84930. /**
  84931. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84932. * are rendered front to back (prevent overdraw).
  84933. *
  84934. * @param a The first submesh
  84935. * @param b The second submesh
  84936. * @returns The result of the comparison
  84937. */
  84938. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  84939. /**
  84940. * Resets the different lists of submeshes to prepare a new frame.
  84941. */
  84942. prepare(): void;
  84943. dispose(): void;
  84944. /**
  84945. * Inserts the submesh in its correct queue depending on its material.
  84946. * @param subMesh The submesh to dispatch
  84947. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  84948. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  84949. */
  84950. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  84951. dispatchSprites(spriteManager: ISpriteManager): void;
  84952. dispatchParticles(particleSystem: IParticleSystem): void;
  84953. private _renderParticles;
  84954. private _renderSprites;
  84955. }
  84956. }
  84957. declare module BABYLON {
  84958. /**
  84959. * Interface describing the different options available in the rendering manager
  84960. * regarding Auto Clear between groups.
  84961. */
  84962. export interface IRenderingManagerAutoClearSetup {
  84963. /**
  84964. * Defines whether or not autoclear is enable.
  84965. */
  84966. autoClear: boolean;
  84967. /**
  84968. * Defines whether or not to autoclear the depth buffer.
  84969. */
  84970. depth: boolean;
  84971. /**
  84972. * Defines whether or not to autoclear the stencil buffer.
  84973. */
  84974. stencil: boolean;
  84975. }
  84976. /**
  84977. * This class is used by the onRenderingGroupObservable
  84978. */
  84979. export class RenderingGroupInfo {
  84980. /**
  84981. * The Scene that being rendered
  84982. */
  84983. scene: Scene;
  84984. /**
  84985. * The camera currently used for the rendering pass
  84986. */
  84987. camera: Nullable<Camera>;
  84988. /**
  84989. * The ID of the renderingGroup being processed
  84990. */
  84991. renderingGroupId: number;
  84992. }
  84993. /**
  84994. * This is the manager responsible of all the rendering for meshes sprites and particles.
  84995. * It is enable to manage the different groups as well as the different necessary sort functions.
  84996. * This should not be used directly aside of the few static configurations
  84997. */
  84998. export class RenderingManager {
  84999. /**
  85000. * The max id used for rendering groups (not included)
  85001. */
  85002. static MAX_RENDERINGGROUPS: number;
  85003. /**
  85004. * The min id used for rendering groups (included)
  85005. */
  85006. static MIN_RENDERINGGROUPS: number;
  85007. /**
  85008. * Used to globally prevent autoclearing scenes.
  85009. */
  85010. static AUTOCLEAR: boolean;
  85011. /**
  85012. * @hidden
  85013. */
  85014. _useSceneAutoClearSetup: boolean;
  85015. private _scene;
  85016. private _renderingGroups;
  85017. private _depthStencilBufferAlreadyCleaned;
  85018. private _autoClearDepthStencil;
  85019. private _customOpaqueSortCompareFn;
  85020. private _customAlphaTestSortCompareFn;
  85021. private _customTransparentSortCompareFn;
  85022. private _renderingGroupInfo;
  85023. /**
  85024. * Instantiates a new rendering group for a particular scene
  85025. * @param scene Defines the scene the groups belongs to
  85026. */
  85027. constructor(scene: Scene);
  85028. private _clearDepthStencilBuffer;
  85029. /**
  85030. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  85031. * @hidden
  85032. */
  85033. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  85034. /**
  85035. * Resets the different information of the group to prepare a new frame
  85036. * @hidden
  85037. */
  85038. reset(): void;
  85039. /**
  85040. * Dispose and release the group and its associated resources.
  85041. * @hidden
  85042. */
  85043. dispose(): void;
  85044. /**
  85045. * Clear the info related to rendering groups preventing retention points during dispose.
  85046. */
  85047. freeRenderingGroups(): void;
  85048. private _prepareRenderingGroup;
  85049. /**
  85050. * Add a sprite manager to the rendering manager in order to render it this frame.
  85051. * @param spriteManager Define the sprite manager to render
  85052. */
  85053. dispatchSprites(spriteManager: ISpriteManager): void;
  85054. /**
  85055. * Add a particle system to the rendering manager in order to render it this frame.
  85056. * @param particleSystem Define the particle system to render
  85057. */
  85058. dispatchParticles(particleSystem: IParticleSystem): void;
  85059. /**
  85060. * Add a submesh to the manager in order to render it this frame
  85061. * @param subMesh The submesh to dispatch
  85062. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  85063. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  85064. */
  85065. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  85066. /**
  85067. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  85068. * This allowed control for front to back rendering or reversly depending of the special needs.
  85069. *
  85070. * @param renderingGroupId The rendering group id corresponding to its index
  85071. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  85072. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  85073. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  85074. */
  85075. 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;
  85076. /**
  85077. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  85078. *
  85079. * @param renderingGroupId The rendering group id corresponding to its index
  85080. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  85081. * @param depth Automatically clears depth between groups if true and autoClear is true.
  85082. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  85083. */
  85084. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  85085. /**
  85086. * Gets the current auto clear configuration for one rendering group of the rendering
  85087. * manager.
  85088. * @param index the rendering group index to get the information for
  85089. * @returns The auto clear setup for the requested rendering group
  85090. */
  85091. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  85092. }
  85093. }
  85094. declare module BABYLON {
  85095. /**
  85096. * This Helps creating a texture that will be created from a camera in your scene.
  85097. * It is basically a dynamic texture that could be used to create special effects for instance.
  85098. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  85099. */
  85100. export class RenderTargetTexture extends Texture {
  85101. isCube: boolean;
  85102. /**
  85103. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  85104. */
  85105. static readonly REFRESHRATE_RENDER_ONCE: number;
  85106. /**
  85107. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  85108. */
  85109. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  85110. /**
  85111. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  85112. * the central point of your effect and can save a lot of performances.
  85113. */
  85114. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  85115. /**
  85116. * Use this predicate to dynamically define the list of mesh you want to render.
  85117. * If set, the renderList property will be overwritten.
  85118. */
  85119. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  85120. private _renderList;
  85121. /**
  85122. * Use this list to define the list of mesh you want to render.
  85123. */
  85124. renderList: Nullable<Array<AbstractMesh>>;
  85125. private _hookArray;
  85126. /**
  85127. * Define if particles should be rendered in your texture.
  85128. */
  85129. renderParticles: boolean;
  85130. /**
  85131. * Define if sprites should be rendered in your texture.
  85132. */
  85133. renderSprites: boolean;
  85134. /**
  85135. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  85136. */
  85137. coordinatesMode: number;
  85138. /**
  85139. * Define the camera used to render the texture.
  85140. */
  85141. activeCamera: Nullable<Camera>;
  85142. /**
  85143. * Override the render function of the texture with your own one.
  85144. */
  85145. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  85146. /**
  85147. * Define if camera post processes should be use while rendering the texture.
  85148. */
  85149. useCameraPostProcesses: boolean;
  85150. /**
  85151. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  85152. */
  85153. ignoreCameraViewport: boolean;
  85154. private _postProcessManager;
  85155. private _postProcesses;
  85156. private _resizeObserver;
  85157. /**
  85158. * An event triggered when the texture is unbind.
  85159. */
  85160. onBeforeBindObservable: Observable<RenderTargetTexture>;
  85161. /**
  85162. * An event triggered when the texture is unbind.
  85163. */
  85164. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  85165. private _onAfterUnbindObserver;
  85166. /**
  85167. * Set a after unbind callback in the texture.
  85168. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  85169. */
  85170. onAfterUnbind: () => void;
  85171. /**
  85172. * An event triggered before rendering the texture
  85173. */
  85174. onBeforeRenderObservable: Observable<number>;
  85175. private _onBeforeRenderObserver;
  85176. /**
  85177. * Set a before render callback in the texture.
  85178. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  85179. */
  85180. onBeforeRender: (faceIndex: number) => void;
  85181. /**
  85182. * An event triggered after rendering the texture
  85183. */
  85184. onAfterRenderObservable: Observable<number>;
  85185. private _onAfterRenderObserver;
  85186. /**
  85187. * Set a after render callback in the texture.
  85188. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  85189. */
  85190. onAfterRender: (faceIndex: number) => void;
  85191. /**
  85192. * An event triggered after the texture clear
  85193. */
  85194. onClearObservable: Observable<Engine>;
  85195. private _onClearObserver;
  85196. /**
  85197. * Set a clear callback in the texture.
  85198. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  85199. */
  85200. onClear: (Engine: Engine) => void;
  85201. /**
  85202. * An event triggered when the texture is resized.
  85203. */
  85204. onResizeObservable: Observable<RenderTargetTexture>;
  85205. /**
  85206. * Define the clear color of the Render Target if it should be different from the scene.
  85207. */
  85208. clearColor: Color4;
  85209. protected _size: number | {
  85210. width: number;
  85211. height: number;
  85212. };
  85213. protected _initialSizeParameter: number | {
  85214. width: number;
  85215. height: number;
  85216. } | {
  85217. ratio: number;
  85218. };
  85219. protected _sizeRatio: Nullable<number>;
  85220. /** @hidden */
  85221. _generateMipMaps: boolean;
  85222. protected _renderingManager: RenderingManager;
  85223. /** @hidden */
  85224. _waitingRenderList: string[];
  85225. protected _doNotChangeAspectRatio: boolean;
  85226. protected _currentRefreshId: number;
  85227. protected _refreshRate: number;
  85228. protected _textureMatrix: Matrix;
  85229. protected _samples: number;
  85230. protected _renderTargetOptions: RenderTargetCreationOptions;
  85231. /**
  85232. * Gets render target creation options that were used.
  85233. */
  85234. readonly renderTargetOptions: RenderTargetCreationOptions;
  85235. protected _engine: Engine;
  85236. protected _onRatioRescale(): void;
  85237. /**
  85238. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  85239. * It must define where the camera used to render the texture is set
  85240. */
  85241. boundingBoxPosition: Vector3;
  85242. private _boundingBoxSize;
  85243. /**
  85244. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  85245. * When defined, the cubemap will switch to local mode
  85246. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  85247. * @example https://www.babylonjs-playground.com/#RNASML
  85248. */
  85249. boundingBoxSize: Vector3;
  85250. /**
  85251. * In case the RTT has been created with a depth texture, get the associated
  85252. * depth texture.
  85253. * Otherwise, return null.
  85254. */
  85255. depthStencilTexture: Nullable<InternalTexture>;
  85256. /**
  85257. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  85258. * or used a shadow, depth texture...
  85259. * @param name The friendly name of the texture
  85260. * @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)
  85261. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  85262. * @param generateMipMaps True if mip maps need to be generated after render.
  85263. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  85264. * @param type The type of the buffer in the RTT (int, half float, float...)
  85265. * @param isCube True if a cube texture needs to be created
  85266. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  85267. * @param generateDepthBuffer True to generate a depth buffer
  85268. * @param generateStencilBuffer True to generate a stencil buffer
  85269. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  85270. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  85271. * @param delayAllocation if the texture allocation should be delayed (default: false)
  85272. */
  85273. constructor(name: string, size: number | {
  85274. width: number;
  85275. height: number;
  85276. } | {
  85277. ratio: number;
  85278. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  85279. /**
  85280. * Creates a depth stencil texture.
  85281. * This is only available in WebGL 2 or with the depth texture extension available.
  85282. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  85283. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  85284. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  85285. */
  85286. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  85287. private _processSizeParameter;
  85288. /**
  85289. * Define the number of samples to use in case of MSAA.
  85290. * It defaults to one meaning no MSAA has been enabled.
  85291. */
  85292. samples: number;
  85293. /**
  85294. * Resets the refresh counter of the texture and start bak from scratch.
  85295. * Could be useful to regenerate the texture if it is setup to render only once.
  85296. */
  85297. resetRefreshCounter(): void;
  85298. /**
  85299. * Define the refresh rate of the texture or the rendering frequency.
  85300. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  85301. */
  85302. refreshRate: number;
  85303. /**
  85304. * Adds a post process to the render target rendering passes.
  85305. * @param postProcess define the post process to add
  85306. */
  85307. addPostProcess(postProcess: PostProcess): void;
  85308. /**
  85309. * Clear all the post processes attached to the render target
  85310. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  85311. */
  85312. clearPostProcesses(dispose?: boolean): void;
  85313. /**
  85314. * Remove one of the post process from the list of attached post processes to the texture
  85315. * @param postProcess define the post process to remove from the list
  85316. */
  85317. removePostProcess(postProcess: PostProcess): void;
  85318. /** @hidden */
  85319. _shouldRender(): boolean;
  85320. /**
  85321. * Gets the actual render size of the texture.
  85322. * @returns the width of the render size
  85323. */
  85324. getRenderSize(): number;
  85325. /**
  85326. * Gets the actual render width of the texture.
  85327. * @returns the width of the render size
  85328. */
  85329. getRenderWidth(): number;
  85330. /**
  85331. * Gets the actual render height of the texture.
  85332. * @returns the height of the render size
  85333. */
  85334. getRenderHeight(): number;
  85335. /**
  85336. * Get if the texture can be rescaled or not.
  85337. */
  85338. readonly canRescale: boolean;
  85339. /**
  85340. * Resize the texture using a ratio.
  85341. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  85342. */
  85343. scale(ratio: number): void;
  85344. /**
  85345. * Get the texture reflection matrix used to rotate/transform the reflection.
  85346. * @returns the reflection matrix
  85347. */
  85348. getReflectionTextureMatrix(): Matrix;
  85349. /**
  85350. * Resize the texture to a new desired size.
  85351. * Be carrefull as it will recreate all the data in the new texture.
  85352. * @param size Define the new size. It can be:
  85353. * - a number for squared texture,
  85354. * - an object containing { width: number, height: number }
  85355. * - or an object containing a ratio { ratio: number }
  85356. */
  85357. resize(size: number | {
  85358. width: number;
  85359. height: number;
  85360. } | {
  85361. ratio: number;
  85362. }): void;
  85363. /**
  85364. * Renders all the objects from the render list into the texture.
  85365. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  85366. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  85367. */
  85368. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  85369. private _bestReflectionRenderTargetDimension;
  85370. /**
  85371. * @hidden
  85372. * @param faceIndex face index to bind to if this is a cubetexture
  85373. */
  85374. _bindFrameBuffer(faceIndex?: number): void;
  85375. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  85376. private renderToTarget;
  85377. /**
  85378. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  85379. * This allowed control for front to back rendering or reversly depending of the special needs.
  85380. *
  85381. * @param renderingGroupId The rendering group id corresponding to its index
  85382. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  85383. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  85384. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  85385. */
  85386. 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;
  85387. /**
  85388. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  85389. *
  85390. * @param renderingGroupId The rendering group id corresponding to its index
  85391. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  85392. */
  85393. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  85394. /**
  85395. * Clones the texture.
  85396. * @returns the cloned texture
  85397. */
  85398. clone(): RenderTargetTexture;
  85399. /**
  85400. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  85401. * @returns The JSON representation of the texture
  85402. */
  85403. serialize(): any;
  85404. /**
  85405. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  85406. */
  85407. disposeFramebufferObjects(): void;
  85408. /**
  85409. * Dispose the texture and release its associated resources.
  85410. */
  85411. dispose(): void;
  85412. /** @hidden */
  85413. _rebuild(): void;
  85414. /**
  85415. * Clear the info related to rendering groups preventing retention point in material dispose.
  85416. */
  85417. freeRenderingGroups(): void;
  85418. /**
  85419. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  85420. * @returns the view count
  85421. */
  85422. getViewCount(): number;
  85423. }
  85424. }
  85425. declare module BABYLON {
  85426. /**
  85427. * Base class for the main features of a material in Babylon.js
  85428. */
  85429. export class Material implements IAnimatable {
  85430. /**
  85431. * Returns the triangle fill mode
  85432. */
  85433. static readonly TriangleFillMode: number;
  85434. /**
  85435. * Returns the wireframe mode
  85436. */
  85437. static readonly WireFrameFillMode: number;
  85438. /**
  85439. * Returns the point fill mode
  85440. */
  85441. static readonly PointFillMode: number;
  85442. /**
  85443. * Returns the point list draw mode
  85444. */
  85445. static readonly PointListDrawMode: number;
  85446. /**
  85447. * Returns the line list draw mode
  85448. */
  85449. static readonly LineListDrawMode: number;
  85450. /**
  85451. * Returns the line loop draw mode
  85452. */
  85453. static readonly LineLoopDrawMode: number;
  85454. /**
  85455. * Returns the line strip draw mode
  85456. */
  85457. static readonly LineStripDrawMode: number;
  85458. /**
  85459. * Returns the triangle strip draw mode
  85460. */
  85461. static readonly TriangleStripDrawMode: number;
  85462. /**
  85463. * Returns the triangle fan draw mode
  85464. */
  85465. static readonly TriangleFanDrawMode: number;
  85466. /**
  85467. * Stores the clock-wise side orientation
  85468. */
  85469. static readonly ClockWiseSideOrientation: number;
  85470. /**
  85471. * Stores the counter clock-wise side orientation
  85472. */
  85473. static readonly CounterClockWiseSideOrientation: number;
  85474. /**
  85475. * The dirty texture flag value
  85476. */
  85477. static readonly TextureDirtyFlag: number;
  85478. /**
  85479. * The dirty light flag value
  85480. */
  85481. static readonly LightDirtyFlag: number;
  85482. /**
  85483. * The dirty fresnel flag value
  85484. */
  85485. static readonly FresnelDirtyFlag: number;
  85486. /**
  85487. * The dirty attribute flag value
  85488. */
  85489. static readonly AttributesDirtyFlag: number;
  85490. /**
  85491. * The dirty misc flag value
  85492. */
  85493. static readonly MiscDirtyFlag: number;
  85494. /**
  85495. * The all dirty flag value
  85496. */
  85497. static readonly AllDirtyFlag: number;
  85498. /**
  85499. * The ID of the material
  85500. */
  85501. id: string;
  85502. /**
  85503. * Gets or sets the unique id of the material
  85504. */
  85505. uniqueId: number;
  85506. /**
  85507. * The name of the material
  85508. */
  85509. name: string;
  85510. /**
  85511. * Gets or sets user defined metadata
  85512. */
  85513. metadata: any;
  85514. /**
  85515. * For internal use only. Please do not use.
  85516. */
  85517. reservedDataStore: any;
  85518. /**
  85519. * Specifies if the ready state should be checked on each call
  85520. */
  85521. checkReadyOnEveryCall: boolean;
  85522. /**
  85523. * Specifies if the ready state should be checked once
  85524. */
  85525. checkReadyOnlyOnce: boolean;
  85526. /**
  85527. * The state of the material
  85528. */
  85529. state: string;
  85530. /**
  85531. * The alpha value of the material
  85532. */
  85533. protected _alpha: number;
  85534. /**
  85535. * List of inspectable custom properties (used by the Inspector)
  85536. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  85537. */
  85538. inspectableCustomProperties: IInspectable[];
  85539. /**
  85540. * Sets the alpha value of the material
  85541. */
  85542. /**
  85543. * Gets the alpha value of the material
  85544. */
  85545. alpha: number;
  85546. /**
  85547. * Specifies if back face culling is enabled
  85548. */
  85549. protected _backFaceCulling: boolean;
  85550. /**
  85551. * Sets the back-face culling state
  85552. */
  85553. /**
  85554. * Gets the back-face culling state
  85555. */
  85556. backFaceCulling: boolean;
  85557. /**
  85558. * Stores the value for side orientation
  85559. */
  85560. sideOrientation: number;
  85561. /**
  85562. * Callback triggered when the material is compiled
  85563. */
  85564. onCompiled: Nullable<(effect: Effect) => void>;
  85565. /**
  85566. * Callback triggered when an error occurs
  85567. */
  85568. onError: Nullable<(effect: Effect, errors: string) => void>;
  85569. /**
  85570. * Callback triggered to get the render target textures
  85571. */
  85572. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  85573. /**
  85574. * Gets a boolean indicating that current material needs to register RTT
  85575. */
  85576. readonly hasRenderTargetTextures: boolean;
  85577. /**
  85578. * Specifies if the material should be serialized
  85579. */
  85580. doNotSerialize: boolean;
  85581. /**
  85582. * @hidden
  85583. */
  85584. _storeEffectOnSubMeshes: boolean;
  85585. /**
  85586. * Stores the animations for the material
  85587. */
  85588. animations: Nullable<Array<Animation>>;
  85589. /**
  85590. * An event triggered when the material is disposed
  85591. */
  85592. onDisposeObservable: Observable<Material>;
  85593. /**
  85594. * An observer which watches for dispose events
  85595. */
  85596. private _onDisposeObserver;
  85597. private _onUnBindObservable;
  85598. /**
  85599. * Called during a dispose event
  85600. */
  85601. onDispose: () => void;
  85602. private _onBindObservable;
  85603. /**
  85604. * An event triggered when the material is bound
  85605. */
  85606. readonly onBindObservable: Observable<AbstractMesh>;
  85607. /**
  85608. * An observer which watches for bind events
  85609. */
  85610. private _onBindObserver;
  85611. /**
  85612. * Called during a bind event
  85613. */
  85614. onBind: (Mesh: AbstractMesh) => void;
  85615. /**
  85616. * An event triggered when the material is unbound
  85617. */
  85618. readonly onUnBindObservable: Observable<Material>;
  85619. /**
  85620. * Stores the value of the alpha mode
  85621. */
  85622. private _alphaMode;
  85623. /**
  85624. * Sets the value of the alpha mode.
  85625. *
  85626. * | Value | Type | Description |
  85627. * | --- | --- | --- |
  85628. * | 0 | ALPHA_DISABLE | |
  85629. * | 1 | ALPHA_ADD | |
  85630. * | 2 | ALPHA_COMBINE | |
  85631. * | 3 | ALPHA_SUBTRACT | |
  85632. * | 4 | ALPHA_MULTIPLY | |
  85633. * | 5 | ALPHA_MAXIMIZED | |
  85634. * | 6 | ALPHA_ONEONE | |
  85635. * | 7 | ALPHA_PREMULTIPLIED | |
  85636. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  85637. * | 9 | ALPHA_INTERPOLATE | |
  85638. * | 10 | ALPHA_SCREENMODE | |
  85639. *
  85640. */
  85641. /**
  85642. * Gets the value of the alpha mode
  85643. */
  85644. alphaMode: number;
  85645. /**
  85646. * Stores the state of the need depth pre-pass value
  85647. */
  85648. private _needDepthPrePass;
  85649. /**
  85650. * Sets the need depth pre-pass value
  85651. */
  85652. /**
  85653. * Gets the depth pre-pass value
  85654. */
  85655. needDepthPrePass: boolean;
  85656. /**
  85657. * Specifies if depth writing should be disabled
  85658. */
  85659. disableDepthWrite: boolean;
  85660. /**
  85661. * Specifies if depth writing should be forced
  85662. */
  85663. forceDepthWrite: boolean;
  85664. /**
  85665. * Specifies if there should be a separate pass for culling
  85666. */
  85667. separateCullingPass: boolean;
  85668. /**
  85669. * Stores the state specifing if fog should be enabled
  85670. */
  85671. private _fogEnabled;
  85672. /**
  85673. * Sets the state for enabling fog
  85674. */
  85675. /**
  85676. * Gets the value of the fog enabled state
  85677. */
  85678. fogEnabled: boolean;
  85679. /**
  85680. * Stores the size of points
  85681. */
  85682. pointSize: number;
  85683. /**
  85684. * Stores the z offset value
  85685. */
  85686. zOffset: number;
  85687. /**
  85688. * Gets a value specifying if wireframe mode is enabled
  85689. */
  85690. /**
  85691. * Sets the state of wireframe mode
  85692. */
  85693. wireframe: boolean;
  85694. /**
  85695. * Gets the value specifying if point clouds are enabled
  85696. */
  85697. /**
  85698. * Sets the state of point cloud mode
  85699. */
  85700. pointsCloud: boolean;
  85701. /**
  85702. * Gets the material fill mode
  85703. */
  85704. /**
  85705. * Sets the material fill mode
  85706. */
  85707. fillMode: number;
  85708. /**
  85709. * @hidden
  85710. * Stores the effects for the material
  85711. */
  85712. _effect: Nullable<Effect>;
  85713. /**
  85714. * @hidden
  85715. * Specifies if the material was previously ready
  85716. */
  85717. _wasPreviouslyReady: boolean;
  85718. /**
  85719. * Specifies if uniform buffers should be used
  85720. */
  85721. private _useUBO;
  85722. /**
  85723. * Stores a reference to the scene
  85724. */
  85725. private _scene;
  85726. /**
  85727. * Stores the fill mode state
  85728. */
  85729. private _fillMode;
  85730. /**
  85731. * Specifies if the depth write state should be cached
  85732. */
  85733. private _cachedDepthWriteState;
  85734. /**
  85735. * Stores the uniform buffer
  85736. */
  85737. protected _uniformBuffer: UniformBuffer;
  85738. /** @hidden */
  85739. _indexInSceneMaterialArray: number;
  85740. /** @hidden */
  85741. meshMap: Nullable<{
  85742. [id: string]: AbstractMesh | undefined;
  85743. }>;
  85744. /**
  85745. * Creates a material instance
  85746. * @param name defines the name of the material
  85747. * @param scene defines the scene to reference
  85748. * @param doNotAdd specifies if the material should be added to the scene
  85749. */
  85750. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  85751. /**
  85752. * Returns a string representation of the current material
  85753. * @param fullDetails defines a boolean indicating which levels of logging is desired
  85754. * @returns a string with material information
  85755. */
  85756. toString(fullDetails?: boolean): string;
  85757. /**
  85758. * Gets the class name of the material
  85759. * @returns a string with the class name of the material
  85760. */
  85761. getClassName(): string;
  85762. /**
  85763. * Specifies if updates for the material been locked
  85764. */
  85765. readonly isFrozen: boolean;
  85766. /**
  85767. * Locks updates for the material
  85768. */
  85769. freeze(): void;
  85770. /**
  85771. * Unlocks updates for the material
  85772. */
  85773. unfreeze(): void;
  85774. /**
  85775. * Specifies if the material is ready to be used
  85776. * @param mesh defines the mesh to check
  85777. * @param useInstances specifies if instances should be used
  85778. * @returns a boolean indicating if the material is ready to be used
  85779. */
  85780. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  85781. /**
  85782. * Specifies that the submesh is ready to be used
  85783. * @param mesh defines the mesh to check
  85784. * @param subMesh defines which submesh to check
  85785. * @param useInstances specifies that instances should be used
  85786. * @returns a boolean indicating that the submesh is ready or not
  85787. */
  85788. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  85789. /**
  85790. * Returns the material effect
  85791. * @returns the effect associated with the material
  85792. */
  85793. getEffect(): Nullable<Effect>;
  85794. /**
  85795. * Returns the current scene
  85796. * @returns a Scene
  85797. */
  85798. getScene(): Scene;
  85799. /**
  85800. * Specifies if the material will require alpha blending
  85801. * @returns a boolean specifying if alpha blending is needed
  85802. */
  85803. needAlphaBlending(): boolean;
  85804. /**
  85805. * Specifies if the mesh will require alpha blending
  85806. * @param mesh defines the mesh to check
  85807. * @returns a boolean specifying if alpha blending is needed for the mesh
  85808. */
  85809. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  85810. /**
  85811. * Specifies if this material should be rendered in alpha test mode
  85812. * @returns a boolean specifying if an alpha test is needed.
  85813. */
  85814. needAlphaTesting(): boolean;
  85815. /**
  85816. * Gets the texture used for the alpha test
  85817. * @returns the texture to use for alpha testing
  85818. */
  85819. getAlphaTestTexture(): Nullable<BaseTexture>;
  85820. /**
  85821. * Marks the material to indicate that it needs to be re-calculated
  85822. */
  85823. markDirty(): void;
  85824. /** @hidden */
  85825. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  85826. /**
  85827. * Binds the material to the mesh
  85828. * @param world defines the world transformation matrix
  85829. * @param mesh defines the mesh to bind the material to
  85830. */
  85831. bind(world: Matrix, mesh?: Mesh): void;
  85832. /**
  85833. * Binds the submesh to the material
  85834. * @param world defines the world transformation matrix
  85835. * @param mesh defines the mesh containing the submesh
  85836. * @param subMesh defines the submesh to bind the material to
  85837. */
  85838. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  85839. /**
  85840. * Binds the world matrix to the material
  85841. * @param world defines the world transformation matrix
  85842. */
  85843. bindOnlyWorldMatrix(world: Matrix): void;
  85844. /**
  85845. * Binds the scene's uniform buffer to the effect.
  85846. * @param effect defines the effect to bind to the scene uniform buffer
  85847. * @param sceneUbo defines the uniform buffer storing scene data
  85848. */
  85849. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  85850. /**
  85851. * Binds the view matrix to the effect
  85852. * @param effect defines the effect to bind the view matrix to
  85853. */
  85854. bindView(effect: Effect): void;
  85855. /**
  85856. * Binds the view projection matrix to the effect
  85857. * @param effect defines the effect to bind the view projection matrix to
  85858. */
  85859. bindViewProjection(effect: Effect): void;
  85860. /**
  85861. * Specifies if material alpha testing should be turned on for the mesh
  85862. * @param mesh defines the mesh to check
  85863. */
  85864. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  85865. /**
  85866. * Processes to execute after binding the material to a mesh
  85867. * @param mesh defines the rendered mesh
  85868. */
  85869. protected _afterBind(mesh?: Mesh): void;
  85870. /**
  85871. * Unbinds the material from the mesh
  85872. */
  85873. unbind(): void;
  85874. /**
  85875. * Gets the active textures from the material
  85876. * @returns an array of textures
  85877. */
  85878. getActiveTextures(): BaseTexture[];
  85879. /**
  85880. * Specifies if the material uses a texture
  85881. * @param texture defines the texture to check against the material
  85882. * @returns a boolean specifying if the material uses the texture
  85883. */
  85884. hasTexture(texture: BaseTexture): boolean;
  85885. /**
  85886. * Makes a duplicate of the material, and gives it a new name
  85887. * @param name defines the new name for the duplicated material
  85888. * @returns the cloned material
  85889. */
  85890. clone(name: string): Nullable<Material>;
  85891. /**
  85892. * Gets the meshes bound to the material
  85893. * @returns an array of meshes bound to the material
  85894. */
  85895. getBindedMeshes(): AbstractMesh[];
  85896. /**
  85897. * Force shader compilation
  85898. * @param mesh defines the mesh associated with this material
  85899. * @param onCompiled defines a function to execute once the material is compiled
  85900. * @param options defines the options to configure the compilation
  85901. */
  85902. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  85903. clipPlane: boolean;
  85904. }>): void;
  85905. /**
  85906. * Force shader compilation
  85907. * @param mesh defines the mesh that will use this material
  85908. * @param options defines additional options for compiling the shaders
  85909. * @returns a promise that resolves when the compilation completes
  85910. */
  85911. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  85912. clipPlane: boolean;
  85913. }>): Promise<void>;
  85914. private static readonly _AllDirtyCallBack;
  85915. private static readonly _ImageProcessingDirtyCallBack;
  85916. private static readonly _TextureDirtyCallBack;
  85917. private static readonly _FresnelDirtyCallBack;
  85918. private static readonly _MiscDirtyCallBack;
  85919. private static readonly _LightsDirtyCallBack;
  85920. private static readonly _AttributeDirtyCallBack;
  85921. private static _FresnelAndMiscDirtyCallBack;
  85922. private static _TextureAndMiscDirtyCallBack;
  85923. private static readonly _DirtyCallbackArray;
  85924. private static readonly _RunDirtyCallBacks;
  85925. /**
  85926. * Marks a define in the material to indicate that it needs to be re-computed
  85927. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  85928. */
  85929. markAsDirty(flag: number): void;
  85930. /**
  85931. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  85932. * @param func defines a function which checks material defines against the submeshes
  85933. */
  85934. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  85935. /**
  85936. * Indicates that we need to re-calculated for all submeshes
  85937. */
  85938. protected _markAllSubMeshesAsAllDirty(): void;
  85939. /**
  85940. * Indicates that image processing needs to be re-calculated for all submeshes
  85941. */
  85942. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  85943. /**
  85944. * Indicates that textures need to be re-calculated for all submeshes
  85945. */
  85946. protected _markAllSubMeshesAsTexturesDirty(): void;
  85947. /**
  85948. * Indicates that fresnel needs to be re-calculated for all submeshes
  85949. */
  85950. protected _markAllSubMeshesAsFresnelDirty(): void;
  85951. /**
  85952. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  85953. */
  85954. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  85955. /**
  85956. * Indicates that lights need to be re-calculated for all submeshes
  85957. */
  85958. protected _markAllSubMeshesAsLightsDirty(): void;
  85959. /**
  85960. * Indicates that attributes need to be re-calculated for all submeshes
  85961. */
  85962. protected _markAllSubMeshesAsAttributesDirty(): void;
  85963. /**
  85964. * Indicates that misc needs to be re-calculated for all submeshes
  85965. */
  85966. protected _markAllSubMeshesAsMiscDirty(): void;
  85967. /**
  85968. * Indicates that textures and misc need to be re-calculated for all submeshes
  85969. */
  85970. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  85971. /**
  85972. * Disposes the material
  85973. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  85974. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  85975. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  85976. */
  85977. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  85978. /** @hidden */
  85979. private releaseVertexArrayObject;
  85980. /**
  85981. * Serializes this material
  85982. * @returns the serialized material object
  85983. */
  85984. serialize(): any;
  85985. /**
  85986. * Creates a material from parsed material data
  85987. * @param parsedMaterial defines parsed material data
  85988. * @param scene defines the hosting scene
  85989. * @param rootUrl defines the root URL to use to load textures
  85990. * @returns a new material
  85991. */
  85992. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  85993. }
  85994. }
  85995. declare module BABYLON {
  85996. /**
  85997. * A multi-material is used to apply different materials to different parts of the same object without the need of
  85998. * separate meshes. This can be use to improve performances.
  85999. * @see http://doc.babylonjs.com/how_to/multi_materials
  86000. */
  86001. export class MultiMaterial extends Material {
  86002. private _subMaterials;
  86003. /**
  86004. * Gets or Sets the list of Materials used within the multi material.
  86005. * They need to be ordered according to the submeshes order in the associated mesh
  86006. */
  86007. subMaterials: Nullable<Material>[];
  86008. /**
  86009. * Function used to align with Node.getChildren()
  86010. * @returns the list of Materials used within the multi material
  86011. */
  86012. getChildren(): Nullable<Material>[];
  86013. /**
  86014. * Instantiates a new Multi Material
  86015. * A multi-material is used to apply different materials to different parts of the same object without the need of
  86016. * separate meshes. This can be use to improve performances.
  86017. * @see http://doc.babylonjs.com/how_to/multi_materials
  86018. * @param name Define the name in the scene
  86019. * @param scene Define the scene the material belongs to
  86020. */
  86021. constructor(name: string, scene: Scene);
  86022. private _hookArray;
  86023. /**
  86024. * Get one of the submaterial by its index in the submaterials array
  86025. * @param index The index to look the sub material at
  86026. * @returns The Material if the index has been defined
  86027. */
  86028. getSubMaterial(index: number): Nullable<Material>;
  86029. /**
  86030. * Get the list of active textures for the whole sub materials list.
  86031. * @returns All the textures that will be used during the rendering
  86032. */
  86033. getActiveTextures(): BaseTexture[];
  86034. /**
  86035. * Gets the current class name of the material e.g. "MultiMaterial"
  86036. * Mainly use in serialization.
  86037. * @returns the class name
  86038. */
  86039. getClassName(): string;
  86040. /**
  86041. * Checks if the material is ready to render the requested sub mesh
  86042. * @param mesh Define the mesh the submesh belongs to
  86043. * @param subMesh Define the sub mesh to look readyness for
  86044. * @param useInstances Define whether or not the material is used with instances
  86045. * @returns true if ready, otherwise false
  86046. */
  86047. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  86048. /**
  86049. * Clones the current material and its related sub materials
  86050. * @param name Define the name of the newly cloned material
  86051. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  86052. * @returns the cloned material
  86053. */
  86054. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  86055. /**
  86056. * Serializes the materials into a JSON representation.
  86057. * @returns the JSON representation
  86058. */
  86059. serialize(): any;
  86060. /**
  86061. * Dispose the material and release its associated resources
  86062. * @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)
  86063. * @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)
  86064. * @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)
  86065. */
  86066. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  86067. /**
  86068. * Creates a MultiMaterial from parsed MultiMaterial data.
  86069. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  86070. * @param scene defines the hosting scene
  86071. * @returns a new MultiMaterial
  86072. */
  86073. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  86074. }
  86075. }
  86076. declare module BABYLON {
  86077. /**
  86078. * Base class for submeshes
  86079. */
  86080. export class BaseSubMesh {
  86081. /** @hidden */
  86082. _materialDefines: Nullable<MaterialDefines>;
  86083. /** @hidden */
  86084. _materialEffect: Nullable<Effect>;
  86085. /**
  86086. * Gets associated effect
  86087. */
  86088. readonly effect: Nullable<Effect>;
  86089. /**
  86090. * Sets associated effect (effect used to render this submesh)
  86091. * @param effect defines the effect to associate with
  86092. * @param defines defines the set of defines used to compile this effect
  86093. */
  86094. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  86095. }
  86096. /**
  86097. * Defines a subdivision inside a mesh
  86098. */
  86099. export class SubMesh extends BaseSubMesh implements ICullable {
  86100. /** the material index to use */
  86101. materialIndex: number;
  86102. /** vertex index start */
  86103. verticesStart: number;
  86104. /** vertices count */
  86105. verticesCount: number;
  86106. /** index start */
  86107. indexStart: number;
  86108. /** indices count */
  86109. indexCount: number;
  86110. /** @hidden */
  86111. _linesIndexCount: number;
  86112. private _mesh;
  86113. private _renderingMesh;
  86114. private _boundingInfo;
  86115. private _linesIndexBuffer;
  86116. /** @hidden */
  86117. _lastColliderWorldVertices: Nullable<Vector3[]>;
  86118. /** @hidden */
  86119. _trianglePlanes: Plane[];
  86120. /** @hidden */
  86121. _lastColliderTransformMatrix: Nullable<Matrix>;
  86122. /** @hidden */
  86123. _renderId: number;
  86124. /** @hidden */
  86125. _alphaIndex: number;
  86126. /** @hidden */
  86127. _distanceToCamera: number;
  86128. /** @hidden */
  86129. _id: number;
  86130. private _currentMaterial;
  86131. /**
  86132. * Add a new submesh to a mesh
  86133. * @param materialIndex defines the material index to use
  86134. * @param verticesStart defines vertex index start
  86135. * @param verticesCount defines vertices count
  86136. * @param indexStart defines index start
  86137. * @param indexCount defines indices count
  86138. * @param mesh defines the parent mesh
  86139. * @param renderingMesh defines an optional rendering mesh
  86140. * @param createBoundingBox defines if bounding box should be created for this submesh
  86141. * @returns the new submesh
  86142. */
  86143. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  86144. /**
  86145. * Creates a new submesh
  86146. * @param materialIndex defines the material index to use
  86147. * @param verticesStart defines vertex index start
  86148. * @param verticesCount defines vertices count
  86149. * @param indexStart defines index start
  86150. * @param indexCount defines indices count
  86151. * @param mesh defines the parent mesh
  86152. * @param renderingMesh defines an optional rendering mesh
  86153. * @param createBoundingBox defines if bounding box should be created for this submesh
  86154. */
  86155. constructor(
  86156. /** the material index to use */
  86157. materialIndex: number,
  86158. /** vertex index start */
  86159. verticesStart: number,
  86160. /** vertices count */
  86161. verticesCount: number,
  86162. /** index start */
  86163. indexStart: number,
  86164. /** indices count */
  86165. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  86166. /**
  86167. * Returns true if this submesh covers the entire parent mesh
  86168. * @ignorenaming
  86169. */
  86170. readonly IsGlobal: boolean;
  86171. /**
  86172. * Returns the submesh BoudingInfo object
  86173. * @returns current bounding info (or mesh's one if the submesh is global)
  86174. */
  86175. getBoundingInfo(): BoundingInfo;
  86176. /**
  86177. * Sets the submesh BoundingInfo
  86178. * @param boundingInfo defines the new bounding info to use
  86179. * @returns the SubMesh
  86180. */
  86181. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  86182. /**
  86183. * Returns the mesh of the current submesh
  86184. * @return the parent mesh
  86185. */
  86186. getMesh(): AbstractMesh;
  86187. /**
  86188. * Returns the rendering mesh of the submesh
  86189. * @returns the rendering mesh (could be different from parent mesh)
  86190. */
  86191. getRenderingMesh(): Mesh;
  86192. /**
  86193. * Returns the submesh material
  86194. * @returns null or the current material
  86195. */
  86196. getMaterial(): Nullable<Material>;
  86197. /**
  86198. * Sets a new updated BoundingInfo object to the submesh
  86199. * @param data defines an optional position array to use to determine the bounding info
  86200. * @returns the SubMesh
  86201. */
  86202. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  86203. /** @hidden */
  86204. _checkCollision(collider: Collider): boolean;
  86205. /**
  86206. * Updates the submesh BoundingInfo
  86207. * @param world defines the world matrix to use to update the bounding info
  86208. * @returns the submesh
  86209. */
  86210. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  86211. /**
  86212. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  86213. * @param frustumPlanes defines the frustum planes
  86214. * @returns true if the submesh is intersecting with the frustum
  86215. */
  86216. isInFrustum(frustumPlanes: Plane[]): boolean;
  86217. /**
  86218. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  86219. * @param frustumPlanes defines the frustum planes
  86220. * @returns true if the submesh is inside the frustum
  86221. */
  86222. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  86223. /**
  86224. * Renders the submesh
  86225. * @param enableAlphaMode defines if alpha needs to be used
  86226. * @returns the submesh
  86227. */
  86228. render(enableAlphaMode: boolean): SubMesh;
  86229. /**
  86230. * @hidden
  86231. */
  86232. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  86233. /**
  86234. * Checks if the submesh intersects with a ray
  86235. * @param ray defines the ray to test
  86236. * @returns true is the passed ray intersects the submesh bounding box
  86237. */
  86238. canIntersects(ray: Ray): boolean;
  86239. /**
  86240. * Intersects current submesh with a ray
  86241. * @param ray defines the ray to test
  86242. * @param positions defines mesh's positions array
  86243. * @param indices defines mesh's indices array
  86244. * @param fastCheck defines if only bounding info should be used
  86245. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  86246. * @returns intersection info or null if no intersection
  86247. */
  86248. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  86249. /** @hidden */
  86250. private _intersectLines;
  86251. /** @hidden */
  86252. private _intersectUnIndexedLines;
  86253. /** @hidden */
  86254. private _intersectTriangles;
  86255. /** @hidden */
  86256. private _intersectUnIndexedTriangles;
  86257. /** @hidden */
  86258. _rebuild(): void;
  86259. /**
  86260. * Creates a new submesh from the passed mesh
  86261. * @param newMesh defines the new hosting mesh
  86262. * @param newRenderingMesh defines an optional rendering mesh
  86263. * @returns the new submesh
  86264. */
  86265. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  86266. /**
  86267. * Release associated resources
  86268. */
  86269. dispose(): void;
  86270. /**
  86271. * Gets the class name
  86272. * @returns the string "SubMesh".
  86273. */
  86274. getClassName(): string;
  86275. /**
  86276. * Creates a new submesh from indices data
  86277. * @param materialIndex the index of the main mesh material
  86278. * @param startIndex the index where to start the copy in the mesh indices array
  86279. * @param indexCount the number of indices to copy then from the startIndex
  86280. * @param mesh the main mesh to create the submesh from
  86281. * @param renderingMesh the optional rendering mesh
  86282. * @returns a new submesh
  86283. */
  86284. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  86285. }
  86286. }
  86287. declare module BABYLON {
  86288. /**
  86289. * Class used to represent data loading progression
  86290. */
  86291. export class SceneLoaderFlags {
  86292. private static _ForceFullSceneLoadingForIncremental;
  86293. private static _ShowLoadingScreen;
  86294. private static _CleanBoneMatrixWeights;
  86295. private static _loggingLevel;
  86296. /**
  86297. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  86298. */
  86299. static ForceFullSceneLoadingForIncremental: boolean;
  86300. /**
  86301. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  86302. */
  86303. static ShowLoadingScreen: boolean;
  86304. /**
  86305. * Defines the current logging level (while loading the scene)
  86306. * @ignorenaming
  86307. */
  86308. static loggingLevel: number;
  86309. /**
  86310. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  86311. */
  86312. static CleanBoneMatrixWeights: boolean;
  86313. }
  86314. }
  86315. declare module BABYLON {
  86316. /**
  86317. * Class used to store geometry data (vertex buffers + index buffer)
  86318. */
  86319. export class Geometry implements IGetSetVerticesData {
  86320. /**
  86321. * Gets or sets the ID of the geometry
  86322. */
  86323. id: string;
  86324. /**
  86325. * Gets or sets the unique ID of the geometry
  86326. */
  86327. uniqueId: number;
  86328. /**
  86329. * Gets the delay loading state of the geometry (none by default which means not delayed)
  86330. */
  86331. delayLoadState: number;
  86332. /**
  86333. * Gets the file containing the data to load when running in delay load state
  86334. */
  86335. delayLoadingFile: Nullable<string>;
  86336. /**
  86337. * Callback called when the geometry is updated
  86338. */
  86339. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  86340. private _scene;
  86341. private _engine;
  86342. private _meshes;
  86343. private _totalVertices;
  86344. /** @hidden */
  86345. _indices: IndicesArray;
  86346. /** @hidden */
  86347. _vertexBuffers: {
  86348. [key: string]: VertexBuffer;
  86349. };
  86350. private _isDisposed;
  86351. private _extend;
  86352. private _boundingBias;
  86353. /** @hidden */
  86354. _delayInfo: Array<string>;
  86355. private _indexBuffer;
  86356. private _indexBufferIsUpdatable;
  86357. /** @hidden */
  86358. _boundingInfo: Nullable<BoundingInfo>;
  86359. /** @hidden */
  86360. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  86361. /** @hidden */
  86362. _softwareSkinningFrameId: number;
  86363. private _vertexArrayObjects;
  86364. private _updatable;
  86365. /** @hidden */
  86366. _positions: Nullable<Vector3[]>;
  86367. /**
  86368. * 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
  86369. */
  86370. /**
  86371. * 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
  86372. */
  86373. boundingBias: Vector2;
  86374. /**
  86375. * Static function used to attach a new empty geometry to a mesh
  86376. * @param mesh defines the mesh to attach the geometry to
  86377. * @returns the new Geometry
  86378. */
  86379. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  86380. /**
  86381. * Creates a new geometry
  86382. * @param id defines the unique ID
  86383. * @param scene defines the hosting scene
  86384. * @param vertexData defines the VertexData used to get geometry data
  86385. * @param updatable defines if geometry must be updatable (false by default)
  86386. * @param mesh defines the mesh that will be associated with the geometry
  86387. */
  86388. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  86389. /**
  86390. * Gets the current extend of the geometry
  86391. */
  86392. readonly extend: {
  86393. minimum: Vector3;
  86394. maximum: Vector3;
  86395. };
  86396. /**
  86397. * Gets the hosting scene
  86398. * @returns the hosting Scene
  86399. */
  86400. getScene(): Scene;
  86401. /**
  86402. * Gets the hosting engine
  86403. * @returns the hosting Engine
  86404. */
  86405. getEngine(): Engine;
  86406. /**
  86407. * Defines if the geometry is ready to use
  86408. * @returns true if the geometry is ready to be used
  86409. */
  86410. isReady(): boolean;
  86411. /**
  86412. * Gets a value indicating that the geometry should not be serialized
  86413. */
  86414. readonly doNotSerialize: boolean;
  86415. /** @hidden */
  86416. _rebuild(): void;
  86417. /**
  86418. * Affects all geometry data in one call
  86419. * @param vertexData defines the geometry data
  86420. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  86421. */
  86422. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  86423. /**
  86424. * Set specific vertex data
  86425. * @param kind defines the data kind (Position, normal, etc...)
  86426. * @param data defines the vertex data to use
  86427. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  86428. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  86429. */
  86430. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  86431. /**
  86432. * Removes a specific vertex data
  86433. * @param kind defines the data kind (Position, normal, etc...)
  86434. */
  86435. removeVerticesData(kind: string): void;
  86436. /**
  86437. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  86438. * @param buffer defines the vertex buffer to use
  86439. * @param totalVertices defines the total number of vertices for position kind (could be null)
  86440. */
  86441. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  86442. /**
  86443. * Update a specific vertex buffer
  86444. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  86445. * It will do nothing if the buffer is not updatable
  86446. * @param kind defines the data kind (Position, normal, etc...)
  86447. * @param data defines the data to use
  86448. * @param offset defines the offset in the target buffer where to store the data
  86449. * @param useBytes set to true if the offset is in bytes
  86450. */
  86451. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  86452. /**
  86453. * Update a specific vertex buffer
  86454. * This function will create a new buffer if the current one is not updatable
  86455. * @param kind defines the data kind (Position, normal, etc...)
  86456. * @param data defines the data to use
  86457. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  86458. */
  86459. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  86460. private _updateBoundingInfo;
  86461. /** @hidden */
  86462. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  86463. /**
  86464. * Gets total number of vertices
  86465. * @returns the total number of vertices
  86466. */
  86467. getTotalVertices(): number;
  86468. /**
  86469. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  86470. * @param kind defines the data kind (Position, normal, etc...)
  86471. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86472. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86473. * @returns a float array containing vertex data
  86474. */
  86475. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  86476. /**
  86477. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  86478. * @param kind defines the data kind (Position, normal, etc...)
  86479. * @returns true if the vertex buffer with the specified kind is updatable
  86480. */
  86481. isVertexBufferUpdatable(kind: string): boolean;
  86482. /**
  86483. * Gets a specific vertex buffer
  86484. * @param kind defines the data kind (Position, normal, etc...)
  86485. * @returns a VertexBuffer
  86486. */
  86487. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  86488. /**
  86489. * Returns all vertex buffers
  86490. * @return an object holding all vertex buffers indexed by kind
  86491. */
  86492. getVertexBuffers(): Nullable<{
  86493. [key: string]: VertexBuffer;
  86494. }>;
  86495. /**
  86496. * Gets a boolean indicating if specific vertex buffer is present
  86497. * @param kind defines the data kind (Position, normal, etc...)
  86498. * @returns true if data is present
  86499. */
  86500. isVerticesDataPresent(kind: string): boolean;
  86501. /**
  86502. * Gets a list of all attached data kinds (Position, normal, etc...)
  86503. * @returns a list of string containing all kinds
  86504. */
  86505. getVerticesDataKinds(): string[];
  86506. /**
  86507. * Update index buffer
  86508. * @param indices defines the indices to store in the index buffer
  86509. * @param offset defines the offset in the target buffer where to store the data
  86510. * @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)
  86511. */
  86512. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  86513. /**
  86514. * Creates a new index buffer
  86515. * @param indices defines the indices to store in the index buffer
  86516. * @param totalVertices defines the total number of vertices (could be null)
  86517. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  86518. */
  86519. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  86520. /**
  86521. * Return the total number of indices
  86522. * @returns the total number of indices
  86523. */
  86524. getTotalIndices(): number;
  86525. /**
  86526. * Gets the index buffer array
  86527. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86528. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86529. * @returns the index buffer array
  86530. */
  86531. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  86532. /**
  86533. * Gets the index buffer
  86534. * @return the index buffer
  86535. */
  86536. getIndexBuffer(): Nullable<DataBuffer>;
  86537. /** @hidden */
  86538. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  86539. /**
  86540. * Release the associated resources for a specific mesh
  86541. * @param mesh defines the source mesh
  86542. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  86543. */
  86544. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  86545. /**
  86546. * Apply current geometry to a given mesh
  86547. * @param mesh defines the mesh to apply geometry to
  86548. */
  86549. applyToMesh(mesh: Mesh): void;
  86550. private _updateExtend;
  86551. private _applyToMesh;
  86552. private notifyUpdate;
  86553. /**
  86554. * Load the geometry if it was flagged as delay loaded
  86555. * @param scene defines the hosting scene
  86556. * @param onLoaded defines a callback called when the geometry is loaded
  86557. */
  86558. load(scene: Scene, onLoaded?: () => void): void;
  86559. private _queueLoad;
  86560. /**
  86561. * Invert the geometry to move from a right handed system to a left handed one.
  86562. */
  86563. toLeftHanded(): void;
  86564. /** @hidden */
  86565. _resetPointsArrayCache(): void;
  86566. /** @hidden */
  86567. _generatePointsArray(): boolean;
  86568. /**
  86569. * Gets a value indicating if the geometry is disposed
  86570. * @returns true if the geometry was disposed
  86571. */
  86572. isDisposed(): boolean;
  86573. private _disposeVertexArrayObjects;
  86574. /**
  86575. * Free all associated resources
  86576. */
  86577. dispose(): void;
  86578. /**
  86579. * Clone the current geometry into a new geometry
  86580. * @param id defines the unique ID of the new geometry
  86581. * @returns a new geometry object
  86582. */
  86583. copy(id: string): Geometry;
  86584. /**
  86585. * Serialize the current geometry info (and not the vertices data) into a JSON object
  86586. * @return a JSON representation of the current geometry data (without the vertices data)
  86587. */
  86588. serialize(): any;
  86589. private toNumberArray;
  86590. /**
  86591. * Serialize all vertices data into a JSON oject
  86592. * @returns a JSON representation of the current geometry data
  86593. */
  86594. serializeVerticeData(): any;
  86595. /**
  86596. * Extracts a clone of a mesh geometry
  86597. * @param mesh defines the source mesh
  86598. * @param id defines the unique ID of the new geometry object
  86599. * @returns the new geometry object
  86600. */
  86601. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  86602. /**
  86603. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  86604. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  86605. * Be aware Math.random() could cause collisions, but:
  86606. * "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"
  86607. * @returns a string containing a new GUID
  86608. */
  86609. static RandomId(): string;
  86610. /** @hidden */
  86611. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  86612. private static _CleanMatricesWeights;
  86613. /**
  86614. * Create a new geometry from persisted data (Using .babylon file format)
  86615. * @param parsedVertexData defines the persisted data
  86616. * @param scene defines the hosting scene
  86617. * @param rootUrl defines the root url to use to load assets (like delayed data)
  86618. * @returns the new geometry object
  86619. */
  86620. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  86621. }
  86622. }
  86623. declare module BABYLON {
  86624. /**
  86625. * Define an interface for all classes that will get and set the data on vertices
  86626. */
  86627. export interface IGetSetVerticesData {
  86628. /**
  86629. * Gets a boolean indicating if specific vertex data is present
  86630. * @param kind defines the vertex data kind to use
  86631. * @returns true is data kind is present
  86632. */
  86633. isVerticesDataPresent(kind: string): boolean;
  86634. /**
  86635. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  86636. * @param kind defines the data kind (Position, normal, etc...)
  86637. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86638. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86639. * @returns a float array containing vertex data
  86640. */
  86641. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  86642. /**
  86643. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  86644. * @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.
  86645. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86646. * @returns the indices array or an empty array if the mesh has no geometry
  86647. */
  86648. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  86649. /**
  86650. * Set specific vertex data
  86651. * @param kind defines the data kind (Position, normal, etc...)
  86652. * @param data defines the vertex data to use
  86653. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  86654. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  86655. */
  86656. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  86657. /**
  86658. * Update a specific associated vertex buffer
  86659. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  86660. * - VertexBuffer.PositionKind
  86661. * - VertexBuffer.UVKind
  86662. * - VertexBuffer.UV2Kind
  86663. * - VertexBuffer.UV3Kind
  86664. * - VertexBuffer.UV4Kind
  86665. * - VertexBuffer.UV5Kind
  86666. * - VertexBuffer.UV6Kind
  86667. * - VertexBuffer.ColorKind
  86668. * - VertexBuffer.MatricesIndicesKind
  86669. * - VertexBuffer.MatricesIndicesExtraKind
  86670. * - VertexBuffer.MatricesWeightsKind
  86671. * - VertexBuffer.MatricesWeightsExtraKind
  86672. * @param data defines the data source
  86673. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  86674. * @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)
  86675. */
  86676. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  86677. /**
  86678. * Creates a new index buffer
  86679. * @param indices defines the indices to store in the index buffer
  86680. * @param totalVertices defines the total number of vertices (could be null)
  86681. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  86682. */
  86683. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  86684. }
  86685. /**
  86686. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  86687. */
  86688. export class VertexData {
  86689. /**
  86690. * Mesh side orientation : usually the external or front surface
  86691. */
  86692. static readonly FRONTSIDE: number;
  86693. /**
  86694. * Mesh side orientation : usually the internal or back surface
  86695. */
  86696. static readonly BACKSIDE: number;
  86697. /**
  86698. * Mesh side orientation : both internal and external or front and back surfaces
  86699. */
  86700. static readonly DOUBLESIDE: number;
  86701. /**
  86702. * Mesh side orientation : by default, `FRONTSIDE`
  86703. */
  86704. static readonly DEFAULTSIDE: number;
  86705. /**
  86706. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  86707. */
  86708. positions: Nullable<FloatArray>;
  86709. /**
  86710. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  86711. */
  86712. normals: Nullable<FloatArray>;
  86713. /**
  86714. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  86715. */
  86716. tangents: Nullable<FloatArray>;
  86717. /**
  86718. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86719. */
  86720. uvs: Nullable<FloatArray>;
  86721. /**
  86722. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86723. */
  86724. uvs2: Nullable<FloatArray>;
  86725. /**
  86726. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86727. */
  86728. uvs3: Nullable<FloatArray>;
  86729. /**
  86730. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86731. */
  86732. uvs4: Nullable<FloatArray>;
  86733. /**
  86734. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86735. */
  86736. uvs5: Nullable<FloatArray>;
  86737. /**
  86738. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86739. */
  86740. uvs6: Nullable<FloatArray>;
  86741. /**
  86742. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  86743. */
  86744. colors: Nullable<FloatArray>;
  86745. /**
  86746. * 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).
  86747. */
  86748. matricesIndices: Nullable<FloatArray>;
  86749. /**
  86750. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  86751. */
  86752. matricesWeights: Nullable<FloatArray>;
  86753. /**
  86754. * An array extending the number of possible indices
  86755. */
  86756. matricesIndicesExtra: Nullable<FloatArray>;
  86757. /**
  86758. * An array extending the number of possible weights when the number of indices is extended
  86759. */
  86760. matricesWeightsExtra: Nullable<FloatArray>;
  86761. /**
  86762. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  86763. */
  86764. indices: Nullable<IndicesArray>;
  86765. /**
  86766. * Uses the passed data array to set the set the values for the specified kind of data
  86767. * @param data a linear array of floating numbers
  86768. * @param kind the type of data that is being set, eg positions, colors etc
  86769. */
  86770. set(data: FloatArray, kind: string): void;
  86771. /**
  86772. * Associates the vertexData to the passed Mesh.
  86773. * Sets it as updatable or not (default `false`)
  86774. * @param mesh the mesh the vertexData is applied to
  86775. * @param updatable when used and having the value true allows new data to update the vertexData
  86776. * @returns the VertexData
  86777. */
  86778. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  86779. /**
  86780. * Associates the vertexData to the passed Geometry.
  86781. * Sets it as updatable or not (default `false`)
  86782. * @param geometry the geometry the vertexData is applied to
  86783. * @param updatable when used and having the value true allows new data to update the vertexData
  86784. * @returns VertexData
  86785. */
  86786. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  86787. /**
  86788. * Updates the associated mesh
  86789. * @param mesh the mesh to be updated
  86790. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  86791. * @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
  86792. * @returns VertexData
  86793. */
  86794. updateMesh(mesh: Mesh): VertexData;
  86795. /**
  86796. * Updates the associated geometry
  86797. * @param geometry the geometry to be updated
  86798. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  86799. * @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
  86800. * @returns VertexData.
  86801. */
  86802. updateGeometry(geometry: Geometry): VertexData;
  86803. private _applyTo;
  86804. private _update;
  86805. /**
  86806. * Transforms each position and each normal of the vertexData according to the passed Matrix
  86807. * @param matrix the transforming matrix
  86808. * @returns the VertexData
  86809. */
  86810. transform(matrix: Matrix): VertexData;
  86811. /**
  86812. * Merges the passed VertexData into the current one
  86813. * @param other the VertexData to be merged into the current one
  86814. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  86815. * @returns the modified VertexData
  86816. */
  86817. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  86818. private _mergeElement;
  86819. private _validate;
  86820. /**
  86821. * Serializes the VertexData
  86822. * @returns a serialized object
  86823. */
  86824. serialize(): any;
  86825. /**
  86826. * Extracts the vertexData from a mesh
  86827. * @param mesh the mesh from which to extract the VertexData
  86828. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  86829. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  86830. * @returns the object VertexData associated to the passed mesh
  86831. */
  86832. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  86833. /**
  86834. * Extracts the vertexData from the geometry
  86835. * @param geometry the geometry from which to extract the VertexData
  86836. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  86837. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  86838. * @returns the object VertexData associated to the passed mesh
  86839. */
  86840. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  86841. private static _ExtractFrom;
  86842. /**
  86843. * Creates the VertexData for a Ribbon
  86844. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  86845. * * pathArray array of paths, each of which an array of successive Vector3
  86846. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  86847. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  86848. * * 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
  86849. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86850. * * 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)
  86851. * * 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)
  86852. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  86853. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  86854. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  86855. * @returns the VertexData of the ribbon
  86856. */
  86857. static CreateRibbon(options: {
  86858. pathArray: Vector3[][];
  86859. closeArray?: boolean;
  86860. closePath?: boolean;
  86861. offset?: number;
  86862. sideOrientation?: number;
  86863. frontUVs?: Vector4;
  86864. backUVs?: Vector4;
  86865. invertUV?: boolean;
  86866. uvs?: Vector2[];
  86867. colors?: Color4[];
  86868. }): VertexData;
  86869. /**
  86870. * Creates the VertexData for a box
  86871. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86872. * * size sets the width, height and depth of the box to the value of size, optional default 1
  86873. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  86874. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  86875. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  86876. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  86877. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  86878. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86879. * * 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)
  86880. * * 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)
  86881. * @returns the VertexData of the box
  86882. */
  86883. static CreateBox(options: {
  86884. size?: number;
  86885. width?: number;
  86886. height?: number;
  86887. depth?: number;
  86888. faceUV?: Vector4[];
  86889. faceColors?: Color4[];
  86890. sideOrientation?: number;
  86891. frontUVs?: Vector4;
  86892. backUVs?: Vector4;
  86893. }): VertexData;
  86894. /**
  86895. * Creates the VertexData for a tiled box
  86896. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86897. * * faceTiles sets the pattern, tile size and number of tiles for a face
  86898. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  86899. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  86900. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86901. * @returns the VertexData of the box
  86902. */
  86903. static CreateTiledBox(options: {
  86904. pattern?: number;
  86905. width?: number;
  86906. height?: number;
  86907. depth?: number;
  86908. tileSize?: number;
  86909. tileWidth?: number;
  86910. tileHeight?: number;
  86911. alignHorizontal?: number;
  86912. alignVertical?: number;
  86913. faceUV?: Vector4[];
  86914. faceColors?: Color4[];
  86915. sideOrientation?: number;
  86916. }): VertexData;
  86917. /**
  86918. * Creates the VertexData for a tiled plane
  86919. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86920. * * pattern a limited pattern arrangement depending on the number
  86921. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  86922. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  86923. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  86924. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86925. * * 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)
  86926. * * 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)
  86927. * @returns the VertexData of the tiled plane
  86928. */
  86929. static CreateTiledPlane(options: {
  86930. pattern?: number;
  86931. tileSize?: number;
  86932. tileWidth?: number;
  86933. tileHeight?: number;
  86934. size?: number;
  86935. width?: number;
  86936. height?: number;
  86937. alignHorizontal?: number;
  86938. alignVertical?: number;
  86939. sideOrientation?: number;
  86940. frontUVs?: Vector4;
  86941. backUVs?: Vector4;
  86942. }): VertexData;
  86943. /**
  86944. * Creates the VertexData for an ellipsoid, defaults to a sphere
  86945. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86946. * * segments sets the number of horizontal strips optional, default 32
  86947. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  86948. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  86949. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  86950. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  86951. * * 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
  86952. * * 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
  86953. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86954. * * 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)
  86955. * * 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)
  86956. * @returns the VertexData of the ellipsoid
  86957. */
  86958. static CreateSphere(options: {
  86959. segments?: number;
  86960. diameter?: number;
  86961. diameterX?: number;
  86962. diameterY?: number;
  86963. diameterZ?: number;
  86964. arc?: number;
  86965. slice?: number;
  86966. sideOrientation?: number;
  86967. frontUVs?: Vector4;
  86968. backUVs?: Vector4;
  86969. }): VertexData;
  86970. /**
  86971. * Creates the VertexData for a cylinder, cone or prism
  86972. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86973. * * height sets the height (y direction) of the cylinder, optional, default 2
  86974. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  86975. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  86976. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  86977. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  86978. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  86979. * * 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
  86980. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  86981. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  86982. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  86983. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  86984. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86985. * * 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)
  86986. * * 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)
  86987. * @returns the VertexData of the cylinder, cone or prism
  86988. */
  86989. static CreateCylinder(options: {
  86990. height?: number;
  86991. diameterTop?: number;
  86992. diameterBottom?: number;
  86993. diameter?: number;
  86994. tessellation?: number;
  86995. subdivisions?: number;
  86996. arc?: number;
  86997. faceColors?: Color4[];
  86998. faceUV?: Vector4[];
  86999. hasRings?: boolean;
  87000. enclose?: boolean;
  87001. sideOrientation?: number;
  87002. frontUVs?: Vector4;
  87003. backUVs?: Vector4;
  87004. }): VertexData;
  87005. /**
  87006. * Creates the VertexData for a torus
  87007. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87008. * * diameter the diameter of the torus, optional default 1
  87009. * * thickness the diameter of the tube forming the torus, optional default 0.5
  87010. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  87011. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87012. * * 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)
  87013. * * 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)
  87014. * @returns the VertexData of the torus
  87015. */
  87016. static CreateTorus(options: {
  87017. diameter?: number;
  87018. thickness?: number;
  87019. tessellation?: number;
  87020. sideOrientation?: number;
  87021. frontUVs?: Vector4;
  87022. backUVs?: Vector4;
  87023. }): VertexData;
  87024. /**
  87025. * Creates the VertexData of the LineSystem
  87026. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  87027. * - lines an array of lines, each line being an array of successive Vector3
  87028. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  87029. * @returns the VertexData of the LineSystem
  87030. */
  87031. static CreateLineSystem(options: {
  87032. lines: Vector3[][];
  87033. colors?: Nullable<Color4[][]>;
  87034. }): VertexData;
  87035. /**
  87036. * Create the VertexData for a DashedLines
  87037. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  87038. * - points an array successive Vector3
  87039. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  87040. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  87041. * - dashNb the intended total number of dashes, optional, default 200
  87042. * @returns the VertexData for the DashedLines
  87043. */
  87044. static CreateDashedLines(options: {
  87045. points: Vector3[];
  87046. dashSize?: number;
  87047. gapSize?: number;
  87048. dashNb?: number;
  87049. }): VertexData;
  87050. /**
  87051. * Creates the VertexData for a Ground
  87052. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  87053. * - width the width (x direction) of the ground, optional, default 1
  87054. * - height the height (z direction) of the ground, optional, default 1
  87055. * - subdivisions the number of subdivisions per side, optional, default 1
  87056. * @returns the VertexData of the Ground
  87057. */
  87058. static CreateGround(options: {
  87059. width?: number;
  87060. height?: number;
  87061. subdivisions?: number;
  87062. subdivisionsX?: number;
  87063. subdivisionsY?: number;
  87064. }): VertexData;
  87065. /**
  87066. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  87067. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  87068. * * xmin the ground minimum X coordinate, optional, default -1
  87069. * * zmin the ground minimum Z coordinate, optional, default -1
  87070. * * xmax the ground maximum X coordinate, optional, default 1
  87071. * * zmax the ground maximum Z coordinate, optional, default 1
  87072. * * 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}
  87073. * * 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}
  87074. * @returns the VertexData of the TiledGround
  87075. */
  87076. static CreateTiledGround(options: {
  87077. xmin: number;
  87078. zmin: number;
  87079. xmax: number;
  87080. zmax: number;
  87081. subdivisions?: {
  87082. w: number;
  87083. h: number;
  87084. };
  87085. precision?: {
  87086. w: number;
  87087. h: number;
  87088. };
  87089. }): VertexData;
  87090. /**
  87091. * Creates the VertexData of the Ground designed from a heightmap
  87092. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  87093. * * width the width (x direction) of the ground
  87094. * * height the height (z direction) of the ground
  87095. * * subdivisions the number of subdivisions per side
  87096. * * minHeight the minimum altitude on the ground, optional, default 0
  87097. * * maxHeight the maximum altitude on the ground, optional default 1
  87098. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  87099. * * buffer the array holding the image color data
  87100. * * bufferWidth the width of image
  87101. * * bufferHeight the height of image
  87102. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  87103. * @returns the VertexData of the Ground designed from a heightmap
  87104. */
  87105. static CreateGroundFromHeightMap(options: {
  87106. width: number;
  87107. height: number;
  87108. subdivisions: number;
  87109. minHeight: number;
  87110. maxHeight: number;
  87111. colorFilter: Color3;
  87112. buffer: Uint8Array;
  87113. bufferWidth: number;
  87114. bufferHeight: number;
  87115. alphaFilter: number;
  87116. }): VertexData;
  87117. /**
  87118. * Creates the VertexData for a Plane
  87119. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  87120. * * size sets the width and height of the plane to the value of size, optional default 1
  87121. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  87122. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  87123. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87124. * * 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)
  87125. * * 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)
  87126. * @returns the VertexData of the box
  87127. */
  87128. static CreatePlane(options: {
  87129. size?: number;
  87130. width?: number;
  87131. height?: number;
  87132. sideOrientation?: number;
  87133. frontUVs?: Vector4;
  87134. backUVs?: Vector4;
  87135. }): VertexData;
  87136. /**
  87137. * Creates the VertexData of the Disc or regular Polygon
  87138. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  87139. * * radius the radius of the disc, optional default 0.5
  87140. * * tessellation the number of polygon sides, optional, default 64
  87141. * * 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
  87142. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87143. * * 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)
  87144. * * 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)
  87145. * @returns the VertexData of the box
  87146. */
  87147. static CreateDisc(options: {
  87148. radius?: number;
  87149. tessellation?: number;
  87150. arc?: number;
  87151. sideOrientation?: number;
  87152. frontUVs?: Vector4;
  87153. backUVs?: Vector4;
  87154. }): VertexData;
  87155. /**
  87156. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  87157. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  87158. * @param polygon a mesh built from polygonTriangulation.build()
  87159. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87160. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87161. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87162. * @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)
  87163. * @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)
  87164. * @returns the VertexData of the Polygon
  87165. */
  87166. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  87167. /**
  87168. * Creates the VertexData of the IcoSphere
  87169. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  87170. * * radius the radius of the IcoSphere, optional default 1
  87171. * * radiusX allows stretching in the x direction, optional, default radius
  87172. * * radiusY allows stretching in the y direction, optional, default radius
  87173. * * radiusZ allows stretching in the z direction, optional, default radius
  87174. * * flat when true creates a flat shaded mesh, optional, default true
  87175. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  87176. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87177. * * 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)
  87178. * * 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)
  87179. * @returns the VertexData of the IcoSphere
  87180. */
  87181. static CreateIcoSphere(options: {
  87182. radius?: number;
  87183. radiusX?: number;
  87184. radiusY?: number;
  87185. radiusZ?: number;
  87186. flat?: boolean;
  87187. subdivisions?: number;
  87188. sideOrientation?: number;
  87189. frontUVs?: Vector4;
  87190. backUVs?: Vector4;
  87191. }): VertexData;
  87192. /**
  87193. * Creates the VertexData for a Polyhedron
  87194. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  87195. * * type provided types are:
  87196. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  87197. * * 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)
  87198. * * size the size of the IcoSphere, optional default 1
  87199. * * sizeX allows stretching in the x direction, optional, default size
  87200. * * sizeY allows stretching in the y direction, optional, default size
  87201. * * sizeZ allows stretching in the z direction, optional, default size
  87202. * * 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
  87203. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87204. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87205. * * flat when true creates a flat shaded mesh, optional, default true
  87206. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  87207. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87208. * * 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)
  87209. * * 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)
  87210. * @returns the VertexData of the Polyhedron
  87211. */
  87212. static CreatePolyhedron(options: {
  87213. type?: number;
  87214. size?: number;
  87215. sizeX?: number;
  87216. sizeY?: number;
  87217. sizeZ?: number;
  87218. custom?: any;
  87219. faceUV?: Vector4[];
  87220. faceColors?: Color4[];
  87221. flat?: boolean;
  87222. sideOrientation?: number;
  87223. frontUVs?: Vector4;
  87224. backUVs?: Vector4;
  87225. }): VertexData;
  87226. /**
  87227. * Creates the VertexData for a TorusKnot
  87228. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  87229. * * radius the radius of the torus knot, optional, default 2
  87230. * * tube the thickness of the tube, optional, default 0.5
  87231. * * radialSegments the number of sides on each tube segments, optional, default 32
  87232. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  87233. * * p the number of windings around the z axis, optional, default 2
  87234. * * q the number of windings around the x axis, optional, default 3
  87235. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87236. * * 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)
  87237. * * 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)
  87238. * @returns the VertexData of the Torus Knot
  87239. */
  87240. static CreateTorusKnot(options: {
  87241. radius?: number;
  87242. tube?: number;
  87243. radialSegments?: number;
  87244. tubularSegments?: number;
  87245. p?: number;
  87246. q?: number;
  87247. sideOrientation?: number;
  87248. frontUVs?: Vector4;
  87249. backUVs?: Vector4;
  87250. }): VertexData;
  87251. /**
  87252. * Compute normals for given positions and indices
  87253. * @param positions an array of vertex positions, [...., x, y, z, ......]
  87254. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  87255. * @param normals an array of vertex normals, [...., x, y, z, ......]
  87256. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  87257. * * facetNormals : optional array of facet normals (vector3)
  87258. * * facetPositions : optional array of facet positions (vector3)
  87259. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  87260. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  87261. * * bInfo : optional bounding info, required for facetPartitioning computation
  87262. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  87263. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  87264. * * useRightHandedSystem: optional boolean to for right handed system computation
  87265. * * depthSort : optional boolean to enable the facet depth sort computation
  87266. * * distanceTo : optional Vector3 to compute the facet depth from this location
  87267. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  87268. */
  87269. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  87270. facetNormals?: any;
  87271. facetPositions?: any;
  87272. facetPartitioning?: any;
  87273. ratio?: number;
  87274. bInfo?: any;
  87275. bbSize?: Vector3;
  87276. subDiv?: any;
  87277. useRightHandedSystem?: boolean;
  87278. depthSort?: boolean;
  87279. distanceTo?: Vector3;
  87280. depthSortedFacets?: any;
  87281. }): void;
  87282. /** @hidden */
  87283. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  87284. /**
  87285. * Applies VertexData created from the imported parameters to the geometry
  87286. * @param parsedVertexData the parsed data from an imported file
  87287. * @param geometry the geometry to apply the VertexData to
  87288. */
  87289. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  87290. }
  87291. }
  87292. declare module BABYLON {
  87293. /**
  87294. * Defines a target to use with MorphTargetManager
  87295. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87296. */
  87297. export class MorphTarget implements IAnimatable {
  87298. /** defines the name of the target */
  87299. name: string;
  87300. /**
  87301. * Gets or sets the list of animations
  87302. */
  87303. animations: Animation[];
  87304. private _scene;
  87305. private _positions;
  87306. private _normals;
  87307. private _tangents;
  87308. private _uvs;
  87309. private _influence;
  87310. /**
  87311. * Observable raised when the influence changes
  87312. */
  87313. onInfluenceChanged: Observable<boolean>;
  87314. /** @hidden */
  87315. _onDataLayoutChanged: Observable<void>;
  87316. /**
  87317. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  87318. */
  87319. influence: number;
  87320. /**
  87321. * Gets or sets the id of the morph Target
  87322. */
  87323. id: string;
  87324. private _animationPropertiesOverride;
  87325. /**
  87326. * Gets or sets the animation properties override
  87327. */
  87328. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  87329. /**
  87330. * Creates a new MorphTarget
  87331. * @param name defines the name of the target
  87332. * @param influence defines the influence to use
  87333. * @param scene defines the scene the morphtarget belongs to
  87334. */
  87335. constructor(
  87336. /** defines the name of the target */
  87337. name: string, influence?: number, scene?: Nullable<Scene>);
  87338. /**
  87339. * Gets a boolean defining if the target contains position data
  87340. */
  87341. readonly hasPositions: boolean;
  87342. /**
  87343. * Gets a boolean defining if the target contains normal data
  87344. */
  87345. readonly hasNormals: boolean;
  87346. /**
  87347. * Gets a boolean defining if the target contains tangent data
  87348. */
  87349. readonly hasTangents: boolean;
  87350. /**
  87351. * Gets a boolean defining if the target contains texture coordinates data
  87352. */
  87353. readonly hasUVs: boolean;
  87354. /**
  87355. * Affects position data to this target
  87356. * @param data defines the position data to use
  87357. */
  87358. setPositions(data: Nullable<FloatArray>): void;
  87359. /**
  87360. * Gets the position data stored in this target
  87361. * @returns a FloatArray containing the position data (or null if not present)
  87362. */
  87363. getPositions(): Nullable<FloatArray>;
  87364. /**
  87365. * Affects normal data to this target
  87366. * @param data defines the normal data to use
  87367. */
  87368. setNormals(data: Nullable<FloatArray>): void;
  87369. /**
  87370. * Gets the normal data stored in this target
  87371. * @returns a FloatArray containing the normal data (or null if not present)
  87372. */
  87373. getNormals(): Nullable<FloatArray>;
  87374. /**
  87375. * Affects tangent data to this target
  87376. * @param data defines the tangent data to use
  87377. */
  87378. setTangents(data: Nullable<FloatArray>): void;
  87379. /**
  87380. * Gets the tangent data stored in this target
  87381. * @returns a FloatArray containing the tangent data (or null if not present)
  87382. */
  87383. getTangents(): Nullable<FloatArray>;
  87384. /**
  87385. * Affects texture coordinates data to this target
  87386. * @param data defines the texture coordinates data to use
  87387. */
  87388. setUVs(data: Nullable<FloatArray>): void;
  87389. /**
  87390. * Gets the texture coordinates data stored in this target
  87391. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  87392. */
  87393. getUVs(): Nullable<FloatArray>;
  87394. /**
  87395. * Serializes the current target into a Serialization object
  87396. * @returns the serialized object
  87397. */
  87398. serialize(): any;
  87399. /**
  87400. * Returns the string "MorphTarget"
  87401. * @returns "MorphTarget"
  87402. */
  87403. getClassName(): string;
  87404. /**
  87405. * Creates a new target from serialized data
  87406. * @param serializationObject defines the serialized data to use
  87407. * @returns a new MorphTarget
  87408. */
  87409. static Parse(serializationObject: any): MorphTarget;
  87410. /**
  87411. * Creates a MorphTarget from mesh data
  87412. * @param mesh defines the source mesh
  87413. * @param name defines the name to use for the new target
  87414. * @param influence defines the influence to attach to the target
  87415. * @returns a new MorphTarget
  87416. */
  87417. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  87418. }
  87419. }
  87420. declare module BABYLON {
  87421. /**
  87422. * This class is used to deform meshes using morphing between different targets
  87423. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87424. */
  87425. export class MorphTargetManager {
  87426. private _targets;
  87427. private _targetInfluenceChangedObservers;
  87428. private _targetDataLayoutChangedObservers;
  87429. private _activeTargets;
  87430. private _scene;
  87431. private _influences;
  87432. private _supportsNormals;
  87433. private _supportsTangents;
  87434. private _supportsUVs;
  87435. private _vertexCount;
  87436. private _uniqueId;
  87437. private _tempInfluences;
  87438. /**
  87439. * Gets or sets a boolean indicating if normals must be morphed
  87440. */
  87441. enableNormalMorphing: boolean;
  87442. /**
  87443. * Gets or sets a boolean indicating if tangents must be morphed
  87444. */
  87445. enableTangentMorphing: boolean;
  87446. /**
  87447. * Gets or sets a boolean indicating if UV must be morphed
  87448. */
  87449. enableUVMorphing: boolean;
  87450. /**
  87451. * Creates a new MorphTargetManager
  87452. * @param scene defines the current scene
  87453. */
  87454. constructor(scene?: Nullable<Scene>);
  87455. /**
  87456. * Gets the unique ID of this manager
  87457. */
  87458. readonly uniqueId: number;
  87459. /**
  87460. * Gets the number of vertices handled by this manager
  87461. */
  87462. readonly vertexCount: number;
  87463. /**
  87464. * Gets a boolean indicating if this manager supports morphing of normals
  87465. */
  87466. readonly supportsNormals: boolean;
  87467. /**
  87468. * Gets a boolean indicating if this manager supports morphing of tangents
  87469. */
  87470. readonly supportsTangents: boolean;
  87471. /**
  87472. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  87473. */
  87474. readonly supportsUVs: boolean;
  87475. /**
  87476. * Gets the number of targets stored in this manager
  87477. */
  87478. readonly numTargets: number;
  87479. /**
  87480. * Gets the number of influencers (ie. the number of targets with influences > 0)
  87481. */
  87482. readonly numInfluencers: number;
  87483. /**
  87484. * Gets the list of influences (one per target)
  87485. */
  87486. readonly influences: Float32Array;
  87487. /**
  87488. * Gets the active target at specified index. An active target is a target with an influence > 0
  87489. * @param index defines the index to check
  87490. * @returns the requested target
  87491. */
  87492. getActiveTarget(index: number): MorphTarget;
  87493. /**
  87494. * Gets the target at specified index
  87495. * @param index defines the index to check
  87496. * @returns the requested target
  87497. */
  87498. getTarget(index: number): MorphTarget;
  87499. /**
  87500. * Add a new target to this manager
  87501. * @param target defines the target to add
  87502. */
  87503. addTarget(target: MorphTarget): void;
  87504. /**
  87505. * Removes a target from the manager
  87506. * @param target defines the target to remove
  87507. */
  87508. removeTarget(target: MorphTarget): void;
  87509. /**
  87510. * Serializes the current manager into a Serialization object
  87511. * @returns the serialized object
  87512. */
  87513. serialize(): any;
  87514. private _syncActiveTargets;
  87515. /**
  87516. * Syncrhonize the targets with all the meshes using this morph target manager
  87517. */
  87518. synchronize(): void;
  87519. /**
  87520. * Creates a new MorphTargetManager from serialized data
  87521. * @param serializationObject defines the serialized data
  87522. * @param scene defines the hosting scene
  87523. * @returns the new MorphTargetManager
  87524. */
  87525. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  87526. }
  87527. }
  87528. declare module BABYLON {
  87529. /**
  87530. * Class used to represent a specific level of detail of a mesh
  87531. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  87532. */
  87533. export class MeshLODLevel {
  87534. /** Defines the distance where this level should star being displayed */
  87535. distance: number;
  87536. /** Defines the mesh to use to render this level */
  87537. mesh: Nullable<Mesh>;
  87538. /**
  87539. * Creates a new LOD level
  87540. * @param distance defines the distance where this level should star being displayed
  87541. * @param mesh defines the mesh to use to render this level
  87542. */
  87543. constructor(
  87544. /** Defines the distance where this level should star being displayed */
  87545. distance: number,
  87546. /** Defines the mesh to use to render this level */
  87547. mesh: Nullable<Mesh>);
  87548. }
  87549. }
  87550. declare module BABYLON {
  87551. /**
  87552. * Mesh representing the gorund
  87553. */
  87554. export class GroundMesh extends Mesh {
  87555. /** If octree should be generated */
  87556. generateOctree: boolean;
  87557. private _heightQuads;
  87558. /** @hidden */
  87559. _subdivisionsX: number;
  87560. /** @hidden */
  87561. _subdivisionsY: number;
  87562. /** @hidden */
  87563. _width: number;
  87564. /** @hidden */
  87565. _height: number;
  87566. /** @hidden */
  87567. _minX: number;
  87568. /** @hidden */
  87569. _maxX: number;
  87570. /** @hidden */
  87571. _minZ: number;
  87572. /** @hidden */
  87573. _maxZ: number;
  87574. constructor(name: string, scene: Scene);
  87575. /**
  87576. * "GroundMesh"
  87577. * @returns "GroundMesh"
  87578. */
  87579. getClassName(): string;
  87580. /**
  87581. * The minimum of x and y subdivisions
  87582. */
  87583. readonly subdivisions: number;
  87584. /**
  87585. * X subdivisions
  87586. */
  87587. readonly subdivisionsX: number;
  87588. /**
  87589. * Y subdivisions
  87590. */
  87591. readonly subdivisionsY: number;
  87592. /**
  87593. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  87594. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  87595. * @param chunksCount the number of subdivisions for x and y
  87596. * @param octreeBlocksSize (Default: 32)
  87597. */
  87598. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  87599. /**
  87600. * Returns a height (y) value in the Worl system :
  87601. * the ground altitude at the coordinates (x, z) expressed in the World system.
  87602. * @param x x coordinate
  87603. * @param z z coordinate
  87604. * @returns the ground y position if (x, z) are outside the ground surface.
  87605. */
  87606. getHeightAtCoordinates(x: number, z: number): number;
  87607. /**
  87608. * Returns a normalized vector (Vector3) orthogonal to the ground
  87609. * at the ground coordinates (x, z) expressed in the World system.
  87610. * @param x x coordinate
  87611. * @param z z coordinate
  87612. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  87613. */
  87614. getNormalAtCoordinates(x: number, z: number): Vector3;
  87615. /**
  87616. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  87617. * at the ground coordinates (x, z) expressed in the World system.
  87618. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  87619. * @param x x coordinate
  87620. * @param z z coordinate
  87621. * @param ref vector to store the result
  87622. * @returns the GroundMesh.
  87623. */
  87624. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  87625. /**
  87626. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  87627. * if the ground has been updated.
  87628. * This can be used in the render loop.
  87629. * @returns the GroundMesh.
  87630. */
  87631. updateCoordinateHeights(): GroundMesh;
  87632. private _getFacetAt;
  87633. private _initHeightQuads;
  87634. private _computeHeightQuads;
  87635. /**
  87636. * Serializes this ground mesh
  87637. * @param serializationObject object to write serialization to
  87638. */
  87639. serialize(serializationObject: any): void;
  87640. /**
  87641. * Parses a serialized ground mesh
  87642. * @param parsedMesh the serialized mesh
  87643. * @param scene the scene to create the ground mesh in
  87644. * @returns the created ground mesh
  87645. */
  87646. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  87647. }
  87648. }
  87649. declare module BABYLON {
  87650. /**
  87651. * Interface for Physics-Joint data
  87652. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87653. */
  87654. export interface PhysicsJointData {
  87655. /**
  87656. * The main pivot of the joint
  87657. */
  87658. mainPivot?: Vector3;
  87659. /**
  87660. * The connected pivot of the joint
  87661. */
  87662. connectedPivot?: Vector3;
  87663. /**
  87664. * The main axis of the joint
  87665. */
  87666. mainAxis?: Vector3;
  87667. /**
  87668. * The connected axis of the joint
  87669. */
  87670. connectedAxis?: Vector3;
  87671. /**
  87672. * The collision of the joint
  87673. */
  87674. collision?: boolean;
  87675. /**
  87676. * Native Oimo/Cannon/Energy data
  87677. */
  87678. nativeParams?: any;
  87679. }
  87680. /**
  87681. * This is a holder class for the physics joint created by the physics plugin
  87682. * It holds a set of functions to control the underlying joint
  87683. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87684. */
  87685. export class PhysicsJoint {
  87686. /**
  87687. * The type of the physics joint
  87688. */
  87689. type: number;
  87690. /**
  87691. * The data for the physics joint
  87692. */
  87693. jointData: PhysicsJointData;
  87694. private _physicsJoint;
  87695. protected _physicsPlugin: IPhysicsEnginePlugin;
  87696. /**
  87697. * Initializes the physics joint
  87698. * @param type The type of the physics joint
  87699. * @param jointData The data for the physics joint
  87700. */
  87701. constructor(
  87702. /**
  87703. * The type of the physics joint
  87704. */
  87705. type: number,
  87706. /**
  87707. * The data for the physics joint
  87708. */
  87709. jointData: PhysicsJointData);
  87710. /**
  87711. * Gets the physics joint
  87712. */
  87713. /**
  87714. * Sets the physics joint
  87715. */
  87716. physicsJoint: any;
  87717. /**
  87718. * Sets the physics plugin
  87719. */
  87720. physicsPlugin: IPhysicsEnginePlugin;
  87721. /**
  87722. * Execute a function that is physics-plugin specific.
  87723. * @param {Function} func the function that will be executed.
  87724. * It accepts two parameters: the physics world and the physics joint
  87725. */
  87726. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  87727. /**
  87728. * Distance-Joint type
  87729. */
  87730. static DistanceJoint: number;
  87731. /**
  87732. * Hinge-Joint type
  87733. */
  87734. static HingeJoint: number;
  87735. /**
  87736. * Ball-and-Socket joint type
  87737. */
  87738. static BallAndSocketJoint: number;
  87739. /**
  87740. * Wheel-Joint type
  87741. */
  87742. static WheelJoint: number;
  87743. /**
  87744. * Slider-Joint type
  87745. */
  87746. static SliderJoint: number;
  87747. /**
  87748. * Prismatic-Joint type
  87749. */
  87750. static PrismaticJoint: number;
  87751. /**
  87752. * Universal-Joint type
  87753. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  87754. */
  87755. static UniversalJoint: number;
  87756. /**
  87757. * Hinge-Joint 2 type
  87758. */
  87759. static Hinge2Joint: number;
  87760. /**
  87761. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  87762. */
  87763. static PointToPointJoint: number;
  87764. /**
  87765. * Spring-Joint type
  87766. */
  87767. static SpringJoint: number;
  87768. /**
  87769. * Lock-Joint type
  87770. */
  87771. static LockJoint: number;
  87772. }
  87773. /**
  87774. * A class representing a physics distance joint
  87775. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87776. */
  87777. export class DistanceJoint extends PhysicsJoint {
  87778. /**
  87779. *
  87780. * @param jointData The data for the Distance-Joint
  87781. */
  87782. constructor(jointData: DistanceJointData);
  87783. /**
  87784. * Update the predefined distance.
  87785. * @param maxDistance The maximum preferred distance
  87786. * @param minDistance The minimum preferred distance
  87787. */
  87788. updateDistance(maxDistance: number, minDistance?: number): void;
  87789. }
  87790. /**
  87791. * Represents a Motor-Enabled Joint
  87792. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87793. */
  87794. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  87795. /**
  87796. * Initializes the Motor-Enabled Joint
  87797. * @param type The type of the joint
  87798. * @param jointData The physica joint data for the joint
  87799. */
  87800. constructor(type: number, jointData: PhysicsJointData);
  87801. /**
  87802. * Set the motor values.
  87803. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87804. * @param force the force to apply
  87805. * @param maxForce max force for this motor.
  87806. */
  87807. setMotor(force?: number, maxForce?: number): void;
  87808. /**
  87809. * Set the motor's limits.
  87810. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87811. * @param upperLimit The upper limit of the motor
  87812. * @param lowerLimit The lower limit of the motor
  87813. */
  87814. setLimit(upperLimit: number, lowerLimit?: number): void;
  87815. }
  87816. /**
  87817. * This class represents a single physics Hinge-Joint
  87818. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87819. */
  87820. export class HingeJoint extends MotorEnabledJoint {
  87821. /**
  87822. * Initializes the Hinge-Joint
  87823. * @param jointData The joint data for the Hinge-Joint
  87824. */
  87825. constructor(jointData: PhysicsJointData);
  87826. /**
  87827. * Set the motor values.
  87828. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87829. * @param {number} force the force to apply
  87830. * @param {number} maxForce max force for this motor.
  87831. */
  87832. setMotor(force?: number, maxForce?: number): void;
  87833. /**
  87834. * Set the motor's limits.
  87835. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87836. * @param upperLimit The upper limit of the motor
  87837. * @param lowerLimit The lower limit of the motor
  87838. */
  87839. setLimit(upperLimit: number, lowerLimit?: number): void;
  87840. }
  87841. /**
  87842. * This class represents a dual hinge physics joint (same as wheel joint)
  87843. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87844. */
  87845. export class Hinge2Joint extends MotorEnabledJoint {
  87846. /**
  87847. * Initializes the Hinge2-Joint
  87848. * @param jointData The joint data for the Hinge2-Joint
  87849. */
  87850. constructor(jointData: PhysicsJointData);
  87851. /**
  87852. * Set the motor values.
  87853. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87854. * @param {number} targetSpeed the speed the motor is to reach
  87855. * @param {number} maxForce max force for this motor.
  87856. * @param {motorIndex} the motor's index, 0 or 1.
  87857. */
  87858. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  87859. /**
  87860. * Set the motor limits.
  87861. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87862. * @param {number} upperLimit the upper limit
  87863. * @param {number} lowerLimit lower limit
  87864. * @param {motorIndex} the motor's index, 0 or 1.
  87865. */
  87866. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87867. }
  87868. /**
  87869. * Interface for a motor enabled joint
  87870. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87871. */
  87872. export interface IMotorEnabledJoint {
  87873. /**
  87874. * Physics joint
  87875. */
  87876. physicsJoint: any;
  87877. /**
  87878. * Sets the motor of the motor-enabled joint
  87879. * @param force The force of the motor
  87880. * @param maxForce The maximum force of the motor
  87881. * @param motorIndex The index of the motor
  87882. */
  87883. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  87884. /**
  87885. * Sets the limit of the motor
  87886. * @param upperLimit The upper limit of the motor
  87887. * @param lowerLimit The lower limit of the motor
  87888. * @param motorIndex The index of the motor
  87889. */
  87890. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87891. }
  87892. /**
  87893. * Joint data for a Distance-Joint
  87894. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87895. */
  87896. export interface DistanceJointData extends PhysicsJointData {
  87897. /**
  87898. * Max distance the 2 joint objects can be apart
  87899. */
  87900. maxDistance: number;
  87901. }
  87902. /**
  87903. * Joint data from a spring joint
  87904. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87905. */
  87906. export interface SpringJointData extends PhysicsJointData {
  87907. /**
  87908. * Length of the spring
  87909. */
  87910. length: number;
  87911. /**
  87912. * Stiffness of the spring
  87913. */
  87914. stiffness: number;
  87915. /**
  87916. * Damping of the spring
  87917. */
  87918. damping: number;
  87919. /** this callback will be called when applying the force to the impostors. */
  87920. forceApplicationCallback: () => void;
  87921. }
  87922. }
  87923. declare module BABYLON {
  87924. /**
  87925. * Holds the data for the raycast result
  87926. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87927. */
  87928. export class PhysicsRaycastResult {
  87929. private _hasHit;
  87930. private _hitDistance;
  87931. private _hitNormalWorld;
  87932. private _hitPointWorld;
  87933. private _rayFromWorld;
  87934. private _rayToWorld;
  87935. /**
  87936. * Gets if there was a hit
  87937. */
  87938. readonly hasHit: boolean;
  87939. /**
  87940. * Gets the distance from the hit
  87941. */
  87942. readonly hitDistance: number;
  87943. /**
  87944. * Gets the hit normal/direction in the world
  87945. */
  87946. readonly hitNormalWorld: Vector3;
  87947. /**
  87948. * Gets the hit point in the world
  87949. */
  87950. readonly hitPointWorld: Vector3;
  87951. /**
  87952. * Gets the ray "start point" of the ray in the world
  87953. */
  87954. readonly rayFromWorld: Vector3;
  87955. /**
  87956. * Gets the ray "end point" of the ray in the world
  87957. */
  87958. readonly rayToWorld: Vector3;
  87959. /**
  87960. * Sets the hit data (normal & point in world space)
  87961. * @param hitNormalWorld defines the normal in world space
  87962. * @param hitPointWorld defines the point in world space
  87963. */
  87964. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  87965. /**
  87966. * Sets the distance from the start point to the hit point
  87967. * @param distance
  87968. */
  87969. setHitDistance(distance: number): void;
  87970. /**
  87971. * Calculates the distance manually
  87972. */
  87973. calculateHitDistance(): void;
  87974. /**
  87975. * Resets all the values to default
  87976. * @param from The from point on world space
  87977. * @param to The to point on world space
  87978. */
  87979. reset(from?: Vector3, to?: Vector3): void;
  87980. }
  87981. /**
  87982. * Interface for the size containing width and height
  87983. */
  87984. interface IXYZ {
  87985. /**
  87986. * X
  87987. */
  87988. x: number;
  87989. /**
  87990. * Y
  87991. */
  87992. y: number;
  87993. /**
  87994. * Z
  87995. */
  87996. z: number;
  87997. }
  87998. }
  87999. declare module BABYLON {
  88000. /**
  88001. * Interface used to describe a physics joint
  88002. */
  88003. export interface PhysicsImpostorJoint {
  88004. /** Defines the main impostor to which the joint is linked */
  88005. mainImpostor: PhysicsImpostor;
  88006. /** Defines the impostor that is connected to the main impostor using this joint */
  88007. connectedImpostor: PhysicsImpostor;
  88008. /** Defines the joint itself */
  88009. joint: PhysicsJoint;
  88010. }
  88011. /** @hidden */
  88012. export interface IPhysicsEnginePlugin {
  88013. world: any;
  88014. name: string;
  88015. setGravity(gravity: Vector3): void;
  88016. setTimeStep(timeStep: number): void;
  88017. getTimeStep(): number;
  88018. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  88019. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  88020. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  88021. generatePhysicsBody(impostor: PhysicsImpostor): void;
  88022. removePhysicsBody(impostor: PhysicsImpostor): void;
  88023. generateJoint(joint: PhysicsImpostorJoint): void;
  88024. removeJoint(joint: PhysicsImpostorJoint): void;
  88025. isSupported(): boolean;
  88026. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  88027. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  88028. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  88029. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  88030. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  88031. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  88032. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  88033. getBodyMass(impostor: PhysicsImpostor): number;
  88034. getBodyFriction(impostor: PhysicsImpostor): number;
  88035. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  88036. getBodyRestitution(impostor: PhysicsImpostor): number;
  88037. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  88038. getBodyPressure?(impostor: PhysicsImpostor): number;
  88039. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  88040. getBodyStiffness?(impostor: PhysicsImpostor): number;
  88041. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  88042. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  88043. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  88044. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  88045. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  88046. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  88047. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  88048. sleepBody(impostor: PhysicsImpostor): void;
  88049. wakeUpBody(impostor: PhysicsImpostor): void;
  88050. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  88051. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  88052. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  88053. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  88054. getRadius(impostor: PhysicsImpostor): number;
  88055. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  88056. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  88057. dispose(): void;
  88058. }
  88059. /**
  88060. * Interface used to define a physics engine
  88061. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  88062. */
  88063. export interface IPhysicsEngine {
  88064. /**
  88065. * Gets the gravity vector used by the simulation
  88066. */
  88067. gravity: Vector3;
  88068. /**
  88069. * Sets the gravity vector used by the simulation
  88070. * @param gravity defines the gravity vector to use
  88071. */
  88072. setGravity(gravity: Vector3): void;
  88073. /**
  88074. * Set the time step of the physics engine.
  88075. * Default is 1/60.
  88076. * To slow it down, enter 1/600 for example.
  88077. * To speed it up, 1/30
  88078. * @param newTimeStep the new timestep to apply to this world.
  88079. */
  88080. setTimeStep(newTimeStep: number): void;
  88081. /**
  88082. * Get the time step of the physics engine.
  88083. * @returns the current time step
  88084. */
  88085. getTimeStep(): number;
  88086. /**
  88087. * Release all resources
  88088. */
  88089. dispose(): void;
  88090. /**
  88091. * Gets the name of the current physics plugin
  88092. * @returns the name of the plugin
  88093. */
  88094. getPhysicsPluginName(): string;
  88095. /**
  88096. * Adding a new impostor for the impostor tracking.
  88097. * This will be done by the impostor itself.
  88098. * @param impostor the impostor to add
  88099. */
  88100. addImpostor(impostor: PhysicsImpostor): void;
  88101. /**
  88102. * Remove an impostor from the engine.
  88103. * This impostor and its mesh will not longer be updated by the physics engine.
  88104. * @param impostor the impostor to remove
  88105. */
  88106. removeImpostor(impostor: PhysicsImpostor): void;
  88107. /**
  88108. * Add a joint to the physics engine
  88109. * @param mainImpostor defines the main impostor to which the joint is added.
  88110. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  88111. * @param joint defines the joint that will connect both impostors.
  88112. */
  88113. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  88114. /**
  88115. * Removes a joint from the simulation
  88116. * @param mainImpostor defines the impostor used with the joint
  88117. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  88118. * @param joint defines the joint to remove
  88119. */
  88120. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  88121. /**
  88122. * Gets the current plugin used to run the simulation
  88123. * @returns current plugin
  88124. */
  88125. getPhysicsPlugin(): IPhysicsEnginePlugin;
  88126. /**
  88127. * Gets the list of physic impostors
  88128. * @returns an array of PhysicsImpostor
  88129. */
  88130. getImpostors(): Array<PhysicsImpostor>;
  88131. /**
  88132. * Gets the impostor for a physics enabled object
  88133. * @param object defines the object impersonated by the impostor
  88134. * @returns the PhysicsImpostor or null if not found
  88135. */
  88136. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  88137. /**
  88138. * Gets the impostor for a physics body object
  88139. * @param body defines physics body used by the impostor
  88140. * @returns the PhysicsImpostor or null if not found
  88141. */
  88142. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  88143. /**
  88144. * Does a raycast in the physics world
  88145. * @param from when should the ray start?
  88146. * @param to when should the ray end?
  88147. * @returns PhysicsRaycastResult
  88148. */
  88149. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  88150. /**
  88151. * Called by the scene. No need to call it.
  88152. * @param delta defines the timespam between frames
  88153. */
  88154. _step(delta: number): void;
  88155. }
  88156. }
  88157. declare module BABYLON {
  88158. /**
  88159. * The interface for the physics imposter parameters
  88160. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88161. */
  88162. export interface PhysicsImpostorParameters {
  88163. /**
  88164. * The mass of the physics imposter
  88165. */
  88166. mass: number;
  88167. /**
  88168. * The friction of the physics imposter
  88169. */
  88170. friction?: number;
  88171. /**
  88172. * The coefficient of restitution of the physics imposter
  88173. */
  88174. restitution?: number;
  88175. /**
  88176. * The native options of the physics imposter
  88177. */
  88178. nativeOptions?: any;
  88179. /**
  88180. * Specifies if the parent should be ignored
  88181. */
  88182. ignoreParent?: boolean;
  88183. /**
  88184. * Specifies if bi-directional transformations should be disabled
  88185. */
  88186. disableBidirectionalTransformation?: boolean;
  88187. /**
  88188. * The pressure inside the physics imposter, soft object only
  88189. */
  88190. pressure?: number;
  88191. /**
  88192. * The stiffness the physics imposter, soft object only
  88193. */
  88194. stiffness?: number;
  88195. /**
  88196. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  88197. */
  88198. velocityIterations?: number;
  88199. /**
  88200. * The number of iterations used in maintaining consistent vertex positions, soft object only
  88201. */
  88202. positionIterations?: number;
  88203. /**
  88204. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  88205. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  88206. * Add to fix multiple points
  88207. */
  88208. fixedPoints?: number;
  88209. /**
  88210. * The collision margin around a soft object
  88211. */
  88212. margin?: number;
  88213. /**
  88214. * The collision margin around a soft object
  88215. */
  88216. damping?: number;
  88217. /**
  88218. * The path for a rope based on an extrusion
  88219. */
  88220. path?: any;
  88221. /**
  88222. * The shape of an extrusion used for a rope based on an extrusion
  88223. */
  88224. shape?: any;
  88225. }
  88226. /**
  88227. * Interface for a physics-enabled object
  88228. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88229. */
  88230. export interface IPhysicsEnabledObject {
  88231. /**
  88232. * The position of the physics-enabled object
  88233. */
  88234. position: Vector3;
  88235. /**
  88236. * The rotation of the physics-enabled object
  88237. */
  88238. rotationQuaternion: Nullable<Quaternion>;
  88239. /**
  88240. * The scale of the physics-enabled object
  88241. */
  88242. scaling: Vector3;
  88243. /**
  88244. * The rotation of the physics-enabled object
  88245. */
  88246. rotation?: Vector3;
  88247. /**
  88248. * The parent of the physics-enabled object
  88249. */
  88250. parent?: any;
  88251. /**
  88252. * The bounding info of the physics-enabled object
  88253. * @returns The bounding info of the physics-enabled object
  88254. */
  88255. getBoundingInfo(): BoundingInfo;
  88256. /**
  88257. * Computes the world matrix
  88258. * @param force Specifies if the world matrix should be computed by force
  88259. * @returns A world matrix
  88260. */
  88261. computeWorldMatrix(force: boolean): Matrix;
  88262. /**
  88263. * Gets the world matrix
  88264. * @returns A world matrix
  88265. */
  88266. getWorldMatrix?(): Matrix;
  88267. /**
  88268. * Gets the child meshes
  88269. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  88270. * @returns An array of abstract meshes
  88271. */
  88272. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  88273. /**
  88274. * Gets the vertex data
  88275. * @param kind The type of vertex data
  88276. * @returns A nullable array of numbers, or a float32 array
  88277. */
  88278. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  88279. /**
  88280. * Gets the indices from the mesh
  88281. * @returns A nullable array of index arrays
  88282. */
  88283. getIndices?(): Nullable<IndicesArray>;
  88284. /**
  88285. * Gets the scene from the mesh
  88286. * @returns the indices array or null
  88287. */
  88288. getScene?(): Scene;
  88289. /**
  88290. * Gets the absolute position from the mesh
  88291. * @returns the absolute position
  88292. */
  88293. getAbsolutePosition(): Vector3;
  88294. /**
  88295. * Gets the absolute pivot point from the mesh
  88296. * @returns the absolute pivot point
  88297. */
  88298. getAbsolutePivotPoint(): Vector3;
  88299. /**
  88300. * Rotates the mesh
  88301. * @param axis The axis of rotation
  88302. * @param amount The amount of rotation
  88303. * @param space The space of the rotation
  88304. * @returns The rotation transform node
  88305. */
  88306. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  88307. /**
  88308. * Translates the mesh
  88309. * @param axis The axis of translation
  88310. * @param distance The distance of translation
  88311. * @param space The space of the translation
  88312. * @returns The transform node
  88313. */
  88314. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  88315. /**
  88316. * Sets the absolute position of the mesh
  88317. * @param absolutePosition The absolute position of the mesh
  88318. * @returns The transform node
  88319. */
  88320. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  88321. /**
  88322. * Gets the class name of the mesh
  88323. * @returns The class name
  88324. */
  88325. getClassName(): string;
  88326. }
  88327. /**
  88328. * Represents a physics imposter
  88329. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88330. */
  88331. export class PhysicsImpostor {
  88332. /**
  88333. * The physics-enabled object used as the physics imposter
  88334. */
  88335. object: IPhysicsEnabledObject;
  88336. /**
  88337. * The type of the physics imposter
  88338. */
  88339. type: number;
  88340. private _options;
  88341. private _scene?;
  88342. /**
  88343. * The default object size of the imposter
  88344. */
  88345. static DEFAULT_OBJECT_SIZE: Vector3;
  88346. /**
  88347. * The identity quaternion of the imposter
  88348. */
  88349. static IDENTITY_QUATERNION: Quaternion;
  88350. /** @hidden */
  88351. _pluginData: any;
  88352. private _physicsEngine;
  88353. private _physicsBody;
  88354. private _bodyUpdateRequired;
  88355. private _onBeforePhysicsStepCallbacks;
  88356. private _onAfterPhysicsStepCallbacks;
  88357. /** @hidden */
  88358. _onPhysicsCollideCallbacks: Array<{
  88359. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  88360. otherImpostors: Array<PhysicsImpostor>;
  88361. }>;
  88362. private _deltaPosition;
  88363. private _deltaRotation;
  88364. private _deltaRotationConjugated;
  88365. /** @hidden */
  88366. _isFromLine: boolean;
  88367. private _parent;
  88368. private _isDisposed;
  88369. private static _tmpVecs;
  88370. private static _tmpQuat;
  88371. /**
  88372. * Specifies if the physics imposter is disposed
  88373. */
  88374. readonly isDisposed: boolean;
  88375. /**
  88376. * Gets the mass of the physics imposter
  88377. */
  88378. mass: number;
  88379. /**
  88380. * Gets the coefficient of friction
  88381. */
  88382. /**
  88383. * Sets the coefficient of friction
  88384. */
  88385. friction: number;
  88386. /**
  88387. * Gets the coefficient of restitution
  88388. */
  88389. /**
  88390. * Sets the coefficient of restitution
  88391. */
  88392. restitution: number;
  88393. /**
  88394. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  88395. */
  88396. /**
  88397. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  88398. */
  88399. pressure: number;
  88400. /**
  88401. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  88402. */
  88403. /**
  88404. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  88405. */
  88406. stiffness: number;
  88407. /**
  88408. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  88409. */
  88410. /**
  88411. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  88412. */
  88413. velocityIterations: number;
  88414. /**
  88415. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  88416. */
  88417. /**
  88418. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  88419. */
  88420. positionIterations: number;
  88421. /**
  88422. * The unique id of the physics imposter
  88423. * set by the physics engine when adding this impostor to the array
  88424. */
  88425. uniqueId: number;
  88426. /**
  88427. * @hidden
  88428. */
  88429. soft: boolean;
  88430. /**
  88431. * @hidden
  88432. */
  88433. segments: number;
  88434. private _joints;
  88435. /**
  88436. * Initializes the physics imposter
  88437. * @param object The physics-enabled object used as the physics imposter
  88438. * @param type The type of the physics imposter
  88439. * @param _options The options for the physics imposter
  88440. * @param _scene The Babylon scene
  88441. */
  88442. constructor(
  88443. /**
  88444. * The physics-enabled object used as the physics imposter
  88445. */
  88446. object: IPhysicsEnabledObject,
  88447. /**
  88448. * The type of the physics imposter
  88449. */
  88450. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  88451. /**
  88452. * This function will completly initialize this impostor.
  88453. * It will create a new body - but only if this mesh has no parent.
  88454. * If it has, this impostor will not be used other than to define the impostor
  88455. * of the child mesh.
  88456. * @hidden
  88457. */
  88458. _init(): void;
  88459. private _getPhysicsParent;
  88460. /**
  88461. * Should a new body be generated.
  88462. * @returns boolean specifying if body initialization is required
  88463. */
  88464. isBodyInitRequired(): boolean;
  88465. /**
  88466. * Sets the updated scaling
  88467. * @param updated Specifies if the scaling is updated
  88468. */
  88469. setScalingUpdated(): void;
  88470. /**
  88471. * Force a regeneration of this or the parent's impostor's body.
  88472. * Use under cautious - This will remove all joints already implemented.
  88473. */
  88474. forceUpdate(): void;
  88475. /**
  88476. * Gets the body that holds this impostor. Either its own, or its parent.
  88477. */
  88478. /**
  88479. * Set the physics body. Used mainly by the physics engine/plugin
  88480. */
  88481. physicsBody: any;
  88482. /**
  88483. * Get the parent of the physics imposter
  88484. * @returns Physics imposter or null
  88485. */
  88486. /**
  88487. * Sets the parent of the physics imposter
  88488. */
  88489. parent: Nullable<PhysicsImpostor>;
  88490. /**
  88491. * Resets the update flags
  88492. */
  88493. resetUpdateFlags(): void;
  88494. /**
  88495. * Gets the object extend size
  88496. * @returns the object extend size
  88497. */
  88498. getObjectExtendSize(): Vector3;
  88499. /**
  88500. * Gets the object center
  88501. * @returns The object center
  88502. */
  88503. getObjectCenter(): Vector3;
  88504. /**
  88505. * Get a specific parametes from the options parameter
  88506. * @param paramName The object parameter name
  88507. * @returns The object parameter
  88508. */
  88509. getParam(paramName: string): any;
  88510. /**
  88511. * Sets a specific parameter in the options given to the physics plugin
  88512. * @param paramName The parameter name
  88513. * @param value The value of the parameter
  88514. */
  88515. setParam(paramName: string, value: number): void;
  88516. /**
  88517. * Specifically change the body's mass option. Won't recreate the physics body object
  88518. * @param mass The mass of the physics imposter
  88519. */
  88520. setMass(mass: number): void;
  88521. /**
  88522. * Gets the linear velocity
  88523. * @returns linear velocity or null
  88524. */
  88525. getLinearVelocity(): Nullable<Vector3>;
  88526. /**
  88527. * Sets the linear velocity
  88528. * @param velocity linear velocity or null
  88529. */
  88530. setLinearVelocity(velocity: Nullable<Vector3>): void;
  88531. /**
  88532. * Gets the angular velocity
  88533. * @returns angular velocity or null
  88534. */
  88535. getAngularVelocity(): Nullable<Vector3>;
  88536. /**
  88537. * Sets the angular velocity
  88538. * @param velocity The velocity or null
  88539. */
  88540. setAngularVelocity(velocity: Nullable<Vector3>): void;
  88541. /**
  88542. * Execute a function with the physics plugin native code
  88543. * Provide a function the will have two variables - the world object and the physics body object
  88544. * @param func The function to execute with the physics plugin native code
  88545. */
  88546. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  88547. /**
  88548. * Register a function that will be executed before the physics world is stepping forward
  88549. * @param func The function to execute before the physics world is stepped forward
  88550. */
  88551. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88552. /**
  88553. * Unregister a function that will be executed before the physics world is stepping forward
  88554. * @param func The function to execute before the physics world is stepped forward
  88555. */
  88556. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88557. /**
  88558. * Register a function that will be executed after the physics step
  88559. * @param func The function to execute after physics step
  88560. */
  88561. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88562. /**
  88563. * Unregisters a function that will be executed after the physics step
  88564. * @param func The function to execute after physics step
  88565. */
  88566. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88567. /**
  88568. * register a function that will be executed when this impostor collides against a different body
  88569. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  88570. * @param func Callback that is executed on collision
  88571. */
  88572. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  88573. /**
  88574. * Unregisters the physics imposter on contact
  88575. * @param collideAgainst The physics object to collide against
  88576. * @param func Callback to execute on collision
  88577. */
  88578. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  88579. private _tmpQuat;
  88580. private _tmpQuat2;
  88581. /**
  88582. * Get the parent rotation
  88583. * @returns The parent rotation
  88584. */
  88585. getParentsRotation(): Quaternion;
  88586. /**
  88587. * this function is executed by the physics engine.
  88588. */
  88589. beforeStep: () => void;
  88590. /**
  88591. * this function is executed by the physics engine
  88592. */
  88593. afterStep: () => void;
  88594. /**
  88595. * Legacy collision detection event support
  88596. */
  88597. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  88598. /**
  88599. * event and body object due to cannon's event-based architecture.
  88600. */
  88601. onCollide: (e: {
  88602. body: any;
  88603. }) => void;
  88604. /**
  88605. * Apply a force
  88606. * @param force The force to apply
  88607. * @param contactPoint The contact point for the force
  88608. * @returns The physics imposter
  88609. */
  88610. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  88611. /**
  88612. * Apply an impulse
  88613. * @param force The impulse force
  88614. * @param contactPoint The contact point for the impulse force
  88615. * @returns The physics imposter
  88616. */
  88617. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  88618. /**
  88619. * A help function to create a joint
  88620. * @param otherImpostor A physics imposter used to create a joint
  88621. * @param jointType The type of joint
  88622. * @param jointData The data for the joint
  88623. * @returns The physics imposter
  88624. */
  88625. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  88626. /**
  88627. * Add a joint to this impostor with a different impostor
  88628. * @param otherImpostor A physics imposter used to add a joint
  88629. * @param joint The joint to add
  88630. * @returns The physics imposter
  88631. */
  88632. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  88633. /**
  88634. * Add an anchor to a cloth impostor
  88635. * @param otherImpostor rigid impostor to anchor to
  88636. * @param width ratio across width from 0 to 1
  88637. * @param height ratio up height from 0 to 1
  88638. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  88639. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  88640. * @returns impostor the soft imposter
  88641. */
  88642. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  88643. /**
  88644. * Add a hook to a rope impostor
  88645. * @param otherImpostor rigid impostor to anchor to
  88646. * @param length ratio across rope from 0 to 1
  88647. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  88648. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  88649. * @returns impostor the rope imposter
  88650. */
  88651. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  88652. /**
  88653. * Will keep this body still, in a sleep mode.
  88654. * @returns the physics imposter
  88655. */
  88656. sleep(): PhysicsImpostor;
  88657. /**
  88658. * Wake the body up.
  88659. * @returns The physics imposter
  88660. */
  88661. wakeUp(): PhysicsImpostor;
  88662. /**
  88663. * Clones the physics imposter
  88664. * @param newObject The physics imposter clones to this physics-enabled object
  88665. * @returns A nullable physics imposter
  88666. */
  88667. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  88668. /**
  88669. * Disposes the physics imposter
  88670. */
  88671. dispose(): void;
  88672. /**
  88673. * Sets the delta position
  88674. * @param position The delta position amount
  88675. */
  88676. setDeltaPosition(position: Vector3): void;
  88677. /**
  88678. * Sets the delta rotation
  88679. * @param rotation The delta rotation amount
  88680. */
  88681. setDeltaRotation(rotation: Quaternion): void;
  88682. /**
  88683. * Gets the box size of the physics imposter and stores the result in the input parameter
  88684. * @param result Stores the box size
  88685. * @returns The physics imposter
  88686. */
  88687. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  88688. /**
  88689. * Gets the radius of the physics imposter
  88690. * @returns Radius of the physics imposter
  88691. */
  88692. getRadius(): number;
  88693. /**
  88694. * Sync a bone with this impostor
  88695. * @param bone The bone to sync to the impostor.
  88696. * @param boneMesh The mesh that the bone is influencing.
  88697. * @param jointPivot The pivot of the joint / bone in local space.
  88698. * @param distToJoint Optional distance from the impostor to the joint.
  88699. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  88700. */
  88701. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  88702. /**
  88703. * Sync impostor to a bone
  88704. * @param bone The bone that the impostor will be synced to.
  88705. * @param boneMesh The mesh that the bone is influencing.
  88706. * @param jointPivot The pivot of the joint / bone in local space.
  88707. * @param distToJoint Optional distance from the impostor to the joint.
  88708. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  88709. * @param boneAxis Optional vector3 axis the bone is aligned with
  88710. */
  88711. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  88712. /**
  88713. * No-Imposter type
  88714. */
  88715. static NoImpostor: number;
  88716. /**
  88717. * Sphere-Imposter type
  88718. */
  88719. static SphereImpostor: number;
  88720. /**
  88721. * Box-Imposter type
  88722. */
  88723. static BoxImpostor: number;
  88724. /**
  88725. * Plane-Imposter type
  88726. */
  88727. static PlaneImpostor: number;
  88728. /**
  88729. * Mesh-imposter type
  88730. */
  88731. static MeshImpostor: number;
  88732. /**
  88733. * Capsule-Impostor type (Ammo.js plugin only)
  88734. */
  88735. static CapsuleImpostor: number;
  88736. /**
  88737. * Cylinder-Imposter type
  88738. */
  88739. static CylinderImpostor: number;
  88740. /**
  88741. * Particle-Imposter type
  88742. */
  88743. static ParticleImpostor: number;
  88744. /**
  88745. * Heightmap-Imposter type
  88746. */
  88747. static HeightmapImpostor: number;
  88748. /**
  88749. * ConvexHull-Impostor type (Ammo.js plugin only)
  88750. */
  88751. static ConvexHullImpostor: number;
  88752. /**
  88753. * Rope-Imposter type
  88754. */
  88755. static RopeImpostor: number;
  88756. /**
  88757. * Cloth-Imposter type
  88758. */
  88759. static ClothImpostor: number;
  88760. /**
  88761. * Softbody-Imposter type
  88762. */
  88763. static SoftbodyImpostor: number;
  88764. }
  88765. }
  88766. declare module BABYLON {
  88767. /**
  88768. * @hidden
  88769. **/
  88770. export class _CreationDataStorage {
  88771. closePath?: boolean;
  88772. closeArray?: boolean;
  88773. idx: number[];
  88774. dashSize: number;
  88775. gapSize: number;
  88776. path3D: Path3D;
  88777. pathArray: Vector3[][];
  88778. arc: number;
  88779. radius: number;
  88780. cap: number;
  88781. tessellation: number;
  88782. }
  88783. /**
  88784. * @hidden
  88785. **/
  88786. class _InstanceDataStorage {
  88787. visibleInstances: any;
  88788. batchCache: _InstancesBatch;
  88789. instancesBufferSize: number;
  88790. instancesBuffer: Nullable<Buffer>;
  88791. instancesData: Float32Array;
  88792. overridenInstanceCount: number;
  88793. isFrozen: boolean;
  88794. previousBatch: Nullable<_InstancesBatch>;
  88795. hardwareInstancedRendering: boolean;
  88796. sideOrientation: number;
  88797. }
  88798. /**
  88799. * @hidden
  88800. **/
  88801. export class _InstancesBatch {
  88802. mustReturn: boolean;
  88803. visibleInstances: Nullable<InstancedMesh[]>[];
  88804. renderSelf: boolean[];
  88805. hardwareInstancedRendering: boolean[];
  88806. }
  88807. /**
  88808. * Class used to represent renderable models
  88809. */
  88810. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  88811. /**
  88812. * Mesh side orientation : usually the external or front surface
  88813. */
  88814. static readonly FRONTSIDE: number;
  88815. /**
  88816. * Mesh side orientation : usually the internal or back surface
  88817. */
  88818. static readonly BACKSIDE: number;
  88819. /**
  88820. * Mesh side orientation : both internal and external or front and back surfaces
  88821. */
  88822. static readonly DOUBLESIDE: number;
  88823. /**
  88824. * Mesh side orientation : by default, `FRONTSIDE`
  88825. */
  88826. static readonly DEFAULTSIDE: number;
  88827. /**
  88828. * Mesh cap setting : no cap
  88829. */
  88830. static readonly NO_CAP: number;
  88831. /**
  88832. * Mesh cap setting : one cap at the beginning of the mesh
  88833. */
  88834. static readonly CAP_START: number;
  88835. /**
  88836. * Mesh cap setting : one cap at the end of the mesh
  88837. */
  88838. static readonly CAP_END: number;
  88839. /**
  88840. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  88841. */
  88842. static readonly CAP_ALL: number;
  88843. /**
  88844. * Mesh pattern setting : no flip or rotate
  88845. */
  88846. static readonly NO_FLIP: number;
  88847. /**
  88848. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  88849. */
  88850. static readonly FLIP_TILE: number;
  88851. /**
  88852. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  88853. */
  88854. static readonly ROTATE_TILE: number;
  88855. /**
  88856. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  88857. */
  88858. static readonly FLIP_ROW: number;
  88859. /**
  88860. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  88861. */
  88862. static readonly ROTATE_ROW: number;
  88863. /**
  88864. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  88865. */
  88866. static readonly FLIP_N_ROTATE_TILE: number;
  88867. /**
  88868. * Mesh pattern setting : rotate pattern and rotate
  88869. */
  88870. static readonly FLIP_N_ROTATE_ROW: number;
  88871. /**
  88872. * Mesh tile positioning : part tiles same on left/right or top/bottom
  88873. */
  88874. static readonly CENTER: number;
  88875. /**
  88876. * Mesh tile positioning : part tiles on left
  88877. */
  88878. static readonly LEFT: number;
  88879. /**
  88880. * Mesh tile positioning : part tiles on right
  88881. */
  88882. static readonly RIGHT: number;
  88883. /**
  88884. * Mesh tile positioning : part tiles on top
  88885. */
  88886. static readonly TOP: number;
  88887. /**
  88888. * Mesh tile positioning : part tiles on bottom
  88889. */
  88890. static readonly BOTTOM: number;
  88891. /**
  88892. * Gets the default side orientation.
  88893. * @param orientation the orientation to value to attempt to get
  88894. * @returns the default orientation
  88895. * @hidden
  88896. */
  88897. static _GetDefaultSideOrientation(orientation?: number): number;
  88898. private _internalMeshDataInfo;
  88899. /**
  88900. * An event triggered before rendering the mesh
  88901. */
  88902. readonly onBeforeRenderObservable: Observable<Mesh>;
  88903. /**
  88904. * An event triggered before binding the mesh
  88905. */
  88906. readonly onBeforeBindObservable: Observable<Mesh>;
  88907. /**
  88908. * An event triggered after rendering the mesh
  88909. */
  88910. readonly onAfterRenderObservable: Observable<Mesh>;
  88911. /**
  88912. * An event triggered before drawing the mesh
  88913. */
  88914. readonly onBeforeDrawObservable: Observable<Mesh>;
  88915. private _onBeforeDrawObserver;
  88916. /**
  88917. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  88918. */
  88919. onBeforeDraw: () => void;
  88920. readonly hasInstances: boolean;
  88921. /**
  88922. * Gets the delay loading state of the mesh (when delay loading is turned on)
  88923. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  88924. */
  88925. delayLoadState: number;
  88926. /**
  88927. * Gets the list of instances created from this mesh
  88928. * it is not supposed to be modified manually.
  88929. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  88930. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  88931. */
  88932. instances: InstancedMesh[];
  88933. /**
  88934. * Gets the file containing delay loading data for this mesh
  88935. */
  88936. delayLoadingFile: string;
  88937. /** @hidden */
  88938. _binaryInfo: any;
  88939. /**
  88940. * User defined function used to change how LOD level selection is done
  88941. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  88942. */
  88943. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  88944. /**
  88945. * Gets or sets the morph target manager
  88946. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  88947. */
  88948. morphTargetManager: Nullable<MorphTargetManager>;
  88949. /** @hidden */
  88950. _creationDataStorage: Nullable<_CreationDataStorage>;
  88951. /** @hidden */
  88952. _geometry: Nullable<Geometry>;
  88953. /** @hidden */
  88954. _delayInfo: Array<string>;
  88955. /** @hidden */
  88956. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  88957. /** @hidden */
  88958. _instanceDataStorage: _InstanceDataStorage;
  88959. private _effectiveMaterial;
  88960. /** @hidden */
  88961. _shouldGenerateFlatShading: boolean;
  88962. /** @hidden */
  88963. _originalBuilderSideOrientation: number;
  88964. /**
  88965. * Use this property to change the original side orientation defined at construction time
  88966. */
  88967. overrideMaterialSideOrientation: Nullable<number>;
  88968. /**
  88969. * Gets the source mesh (the one used to clone this one from)
  88970. */
  88971. readonly source: Nullable<Mesh>;
  88972. /**
  88973. * Gets or sets a boolean indicating that this mesh does not use index buffer
  88974. */
  88975. isUnIndexed: boolean;
  88976. /**
  88977. * @constructor
  88978. * @param name The value used by scene.getMeshByName() to do a lookup.
  88979. * @param scene The scene to add this mesh to.
  88980. * @param parent The parent of this mesh, if it has one
  88981. * @param source An optional Mesh from which geometry is shared, cloned.
  88982. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  88983. * When false, achieved by calling a clone(), also passing False.
  88984. * This will make creation of children, recursive.
  88985. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  88986. */
  88987. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  88988. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  88989. /**
  88990. * Gets the class name
  88991. * @returns the string "Mesh".
  88992. */
  88993. getClassName(): string;
  88994. /** @hidden */
  88995. readonly _isMesh: boolean;
  88996. /**
  88997. * Returns a description of this mesh
  88998. * @param fullDetails define if full details about this mesh must be used
  88999. * @returns a descriptive string representing this mesh
  89000. */
  89001. toString(fullDetails?: boolean): string;
  89002. /** @hidden */
  89003. _unBindEffect(): void;
  89004. /**
  89005. * Gets a boolean indicating if this mesh has LOD
  89006. */
  89007. readonly hasLODLevels: boolean;
  89008. /**
  89009. * Gets the list of MeshLODLevel associated with the current mesh
  89010. * @returns an array of MeshLODLevel
  89011. */
  89012. getLODLevels(): MeshLODLevel[];
  89013. private _sortLODLevels;
  89014. /**
  89015. * Add a mesh as LOD level triggered at the given distance.
  89016. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89017. * @param distance The distance from the center of the object to show this level
  89018. * @param mesh The mesh to be added as LOD level (can be null)
  89019. * @return This mesh (for chaining)
  89020. */
  89021. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  89022. /**
  89023. * Returns the LOD level mesh at the passed distance or null if not found.
  89024. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89025. * @param distance The distance from the center of the object to show this level
  89026. * @returns a Mesh or `null`
  89027. */
  89028. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  89029. /**
  89030. * Remove a mesh from the LOD array
  89031. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89032. * @param mesh defines the mesh to be removed
  89033. * @return This mesh (for chaining)
  89034. */
  89035. removeLODLevel(mesh: Mesh): Mesh;
  89036. /**
  89037. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  89038. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89039. * @param camera defines the camera to use to compute distance
  89040. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  89041. * @return This mesh (for chaining)
  89042. */
  89043. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  89044. /**
  89045. * Gets the mesh internal Geometry object
  89046. */
  89047. readonly geometry: Nullable<Geometry>;
  89048. /**
  89049. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  89050. * @returns the total number of vertices
  89051. */
  89052. getTotalVertices(): number;
  89053. /**
  89054. * Returns the content of an associated vertex buffer
  89055. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89056. * - VertexBuffer.PositionKind
  89057. * - VertexBuffer.UVKind
  89058. * - VertexBuffer.UV2Kind
  89059. * - VertexBuffer.UV3Kind
  89060. * - VertexBuffer.UV4Kind
  89061. * - VertexBuffer.UV5Kind
  89062. * - VertexBuffer.UV6Kind
  89063. * - VertexBuffer.ColorKind
  89064. * - VertexBuffer.MatricesIndicesKind
  89065. * - VertexBuffer.MatricesIndicesExtraKind
  89066. * - VertexBuffer.MatricesWeightsKind
  89067. * - VertexBuffer.MatricesWeightsExtraKind
  89068. * @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
  89069. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  89070. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  89071. */
  89072. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89073. /**
  89074. * Returns the mesh VertexBuffer object from the requested `kind`
  89075. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89076. * - VertexBuffer.PositionKind
  89077. * - VertexBuffer.NormalKind
  89078. * - VertexBuffer.UVKind
  89079. * - VertexBuffer.UV2Kind
  89080. * - VertexBuffer.UV3Kind
  89081. * - VertexBuffer.UV4Kind
  89082. * - VertexBuffer.UV5Kind
  89083. * - VertexBuffer.UV6Kind
  89084. * - VertexBuffer.ColorKind
  89085. * - VertexBuffer.MatricesIndicesKind
  89086. * - VertexBuffer.MatricesIndicesExtraKind
  89087. * - VertexBuffer.MatricesWeightsKind
  89088. * - VertexBuffer.MatricesWeightsExtraKind
  89089. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  89090. */
  89091. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  89092. /**
  89093. * Tests if a specific vertex buffer is associated with this mesh
  89094. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  89095. * - VertexBuffer.PositionKind
  89096. * - VertexBuffer.NormalKind
  89097. * - VertexBuffer.UVKind
  89098. * - VertexBuffer.UV2Kind
  89099. * - VertexBuffer.UV3Kind
  89100. * - VertexBuffer.UV4Kind
  89101. * - VertexBuffer.UV5Kind
  89102. * - VertexBuffer.UV6Kind
  89103. * - VertexBuffer.ColorKind
  89104. * - VertexBuffer.MatricesIndicesKind
  89105. * - VertexBuffer.MatricesIndicesExtraKind
  89106. * - VertexBuffer.MatricesWeightsKind
  89107. * - VertexBuffer.MatricesWeightsExtraKind
  89108. * @returns a boolean
  89109. */
  89110. isVerticesDataPresent(kind: string): boolean;
  89111. /**
  89112. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  89113. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  89114. * - VertexBuffer.PositionKind
  89115. * - VertexBuffer.UVKind
  89116. * - VertexBuffer.UV2Kind
  89117. * - VertexBuffer.UV3Kind
  89118. * - VertexBuffer.UV4Kind
  89119. * - VertexBuffer.UV5Kind
  89120. * - VertexBuffer.UV6Kind
  89121. * - VertexBuffer.ColorKind
  89122. * - VertexBuffer.MatricesIndicesKind
  89123. * - VertexBuffer.MatricesIndicesExtraKind
  89124. * - VertexBuffer.MatricesWeightsKind
  89125. * - VertexBuffer.MatricesWeightsExtraKind
  89126. * @returns a boolean
  89127. */
  89128. isVertexBufferUpdatable(kind: string): boolean;
  89129. /**
  89130. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  89131. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89132. * - VertexBuffer.PositionKind
  89133. * - VertexBuffer.NormalKind
  89134. * - VertexBuffer.UVKind
  89135. * - VertexBuffer.UV2Kind
  89136. * - VertexBuffer.UV3Kind
  89137. * - VertexBuffer.UV4Kind
  89138. * - VertexBuffer.UV5Kind
  89139. * - VertexBuffer.UV6Kind
  89140. * - VertexBuffer.ColorKind
  89141. * - VertexBuffer.MatricesIndicesKind
  89142. * - VertexBuffer.MatricesIndicesExtraKind
  89143. * - VertexBuffer.MatricesWeightsKind
  89144. * - VertexBuffer.MatricesWeightsExtraKind
  89145. * @returns an array of strings
  89146. */
  89147. getVerticesDataKinds(): string[];
  89148. /**
  89149. * Returns a positive integer : the total number of indices in this mesh geometry.
  89150. * @returns the numner of indices or zero if the mesh has no geometry.
  89151. */
  89152. getTotalIndices(): number;
  89153. /**
  89154. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  89155. * @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.
  89156. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89157. * @returns the indices array or an empty array if the mesh has no geometry
  89158. */
  89159. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89160. readonly isBlocked: boolean;
  89161. /**
  89162. * Determine if the current mesh is ready to be rendered
  89163. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  89164. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  89165. * @returns true if all associated assets are ready (material, textures, shaders)
  89166. */
  89167. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  89168. /**
  89169. * 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.
  89170. */
  89171. readonly areNormalsFrozen: boolean;
  89172. /**
  89173. * 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.
  89174. * @returns the current mesh
  89175. */
  89176. freezeNormals(): Mesh;
  89177. /**
  89178. * 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
  89179. * @returns the current mesh
  89180. */
  89181. unfreezeNormals(): Mesh;
  89182. /**
  89183. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  89184. */
  89185. overridenInstanceCount: number;
  89186. /** @hidden */
  89187. _preActivate(): Mesh;
  89188. /** @hidden */
  89189. _preActivateForIntermediateRendering(renderId: number): Mesh;
  89190. /** @hidden */
  89191. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  89192. /**
  89193. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  89194. * This means the mesh underlying bounding box and sphere are recomputed.
  89195. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  89196. * @returns the current mesh
  89197. */
  89198. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  89199. /** @hidden */
  89200. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  89201. /**
  89202. * This function will subdivide the mesh into multiple submeshes
  89203. * @param count defines the expected number of submeshes
  89204. */
  89205. subdivide(count: number): void;
  89206. /**
  89207. * Copy a FloatArray into a specific associated vertex buffer
  89208. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89209. * - VertexBuffer.PositionKind
  89210. * - VertexBuffer.UVKind
  89211. * - VertexBuffer.UV2Kind
  89212. * - VertexBuffer.UV3Kind
  89213. * - VertexBuffer.UV4Kind
  89214. * - VertexBuffer.UV5Kind
  89215. * - VertexBuffer.UV6Kind
  89216. * - VertexBuffer.ColorKind
  89217. * - VertexBuffer.MatricesIndicesKind
  89218. * - VertexBuffer.MatricesIndicesExtraKind
  89219. * - VertexBuffer.MatricesWeightsKind
  89220. * - VertexBuffer.MatricesWeightsExtraKind
  89221. * @param data defines the data source
  89222. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  89223. * @param stride defines the data stride size (can be null)
  89224. * @returns the current mesh
  89225. */
  89226. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  89227. /**
  89228. * Flags an associated vertex buffer as updatable
  89229. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  89230. * - VertexBuffer.PositionKind
  89231. * - VertexBuffer.UVKind
  89232. * - VertexBuffer.UV2Kind
  89233. * - VertexBuffer.UV3Kind
  89234. * - VertexBuffer.UV4Kind
  89235. * - VertexBuffer.UV5Kind
  89236. * - VertexBuffer.UV6Kind
  89237. * - VertexBuffer.ColorKind
  89238. * - VertexBuffer.MatricesIndicesKind
  89239. * - VertexBuffer.MatricesIndicesExtraKind
  89240. * - VertexBuffer.MatricesWeightsKind
  89241. * - VertexBuffer.MatricesWeightsExtraKind
  89242. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  89243. */
  89244. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  89245. /**
  89246. * Sets the mesh global Vertex Buffer
  89247. * @param buffer defines the buffer to use
  89248. * @returns the current mesh
  89249. */
  89250. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  89251. /**
  89252. * Update a specific associated vertex buffer
  89253. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89254. * - VertexBuffer.PositionKind
  89255. * - VertexBuffer.UVKind
  89256. * - VertexBuffer.UV2Kind
  89257. * - VertexBuffer.UV3Kind
  89258. * - VertexBuffer.UV4Kind
  89259. * - VertexBuffer.UV5Kind
  89260. * - VertexBuffer.UV6Kind
  89261. * - VertexBuffer.ColorKind
  89262. * - VertexBuffer.MatricesIndicesKind
  89263. * - VertexBuffer.MatricesIndicesExtraKind
  89264. * - VertexBuffer.MatricesWeightsKind
  89265. * - VertexBuffer.MatricesWeightsExtraKind
  89266. * @param data defines the data source
  89267. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  89268. * @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)
  89269. * @returns the current mesh
  89270. */
  89271. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  89272. /**
  89273. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  89274. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  89275. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  89276. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  89277. * @returns the current mesh
  89278. */
  89279. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  89280. /**
  89281. * Creates a un-shared specific occurence of the geometry for the mesh.
  89282. * @returns the current mesh
  89283. */
  89284. makeGeometryUnique(): Mesh;
  89285. /**
  89286. * Set the index buffer of this mesh
  89287. * @param indices defines the source data
  89288. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  89289. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  89290. * @returns the current mesh
  89291. */
  89292. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  89293. /**
  89294. * Update the current index buffer
  89295. * @param indices defines the source data
  89296. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  89297. * @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)
  89298. * @returns the current mesh
  89299. */
  89300. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  89301. /**
  89302. * Invert the geometry to move from a right handed system to a left handed one.
  89303. * @returns the current mesh
  89304. */
  89305. toLeftHanded(): Mesh;
  89306. /** @hidden */
  89307. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  89308. /** @hidden */
  89309. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  89310. /**
  89311. * Registers for this mesh a javascript function called just before the rendering process
  89312. * @param func defines the function to call before rendering this mesh
  89313. * @returns the current mesh
  89314. */
  89315. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  89316. /**
  89317. * Disposes a previously registered javascript function called before the rendering
  89318. * @param func defines the function to remove
  89319. * @returns the current mesh
  89320. */
  89321. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  89322. /**
  89323. * Registers for this mesh a javascript function called just after the rendering is complete
  89324. * @param func defines the function to call after rendering this mesh
  89325. * @returns the current mesh
  89326. */
  89327. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  89328. /**
  89329. * Disposes a previously registered javascript function called after the rendering.
  89330. * @param func defines the function to remove
  89331. * @returns the current mesh
  89332. */
  89333. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  89334. /** @hidden */
  89335. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  89336. /** @hidden */
  89337. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  89338. /** @hidden */
  89339. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  89340. /** @hidden */
  89341. _rebuild(): void;
  89342. /** @hidden */
  89343. _freeze(): void;
  89344. /** @hidden */
  89345. _unFreeze(): void;
  89346. /**
  89347. * 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
  89348. * @param subMesh defines the subMesh to render
  89349. * @param enableAlphaMode defines if alpha mode can be changed
  89350. * @returns the current mesh
  89351. */
  89352. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  89353. private _onBeforeDraw;
  89354. /**
  89355. * Renormalize the mesh and patch it up if there are no weights
  89356. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  89357. * However in the case of zero weights then we set just a single influence to 1.
  89358. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  89359. */
  89360. cleanMatrixWeights(): void;
  89361. private normalizeSkinFourWeights;
  89362. private normalizeSkinWeightsAndExtra;
  89363. /**
  89364. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  89365. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  89366. * the user know there was an issue with importing the mesh
  89367. * @returns a validation object with skinned, valid and report string
  89368. */
  89369. validateSkinning(): {
  89370. skinned: boolean;
  89371. valid: boolean;
  89372. report: string;
  89373. };
  89374. /** @hidden */
  89375. _checkDelayState(): Mesh;
  89376. private _queueLoad;
  89377. /**
  89378. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  89379. * A mesh is in the frustum if its bounding box intersects the frustum
  89380. * @param frustumPlanes defines the frustum to test
  89381. * @returns true if the mesh is in the frustum planes
  89382. */
  89383. isInFrustum(frustumPlanes: Plane[]): boolean;
  89384. /**
  89385. * Sets the mesh material by the material or multiMaterial `id` property
  89386. * @param id is a string identifying the material or the multiMaterial
  89387. * @returns the current mesh
  89388. */
  89389. setMaterialByID(id: string): Mesh;
  89390. /**
  89391. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  89392. * @returns an array of IAnimatable
  89393. */
  89394. getAnimatables(): IAnimatable[];
  89395. /**
  89396. * Modifies the mesh geometry according to the passed transformation matrix.
  89397. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  89398. * The mesh normals are modified using the same transformation.
  89399. * Note that, under the hood, this method sets a new VertexBuffer each call.
  89400. * @param transform defines the transform matrix to use
  89401. * @see http://doc.babylonjs.com/resources/baking_transformations
  89402. * @returns the current mesh
  89403. */
  89404. bakeTransformIntoVertices(transform: Matrix): Mesh;
  89405. /**
  89406. * Modifies the mesh geometry according to its own current World Matrix.
  89407. * The mesh World Matrix is then reset.
  89408. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  89409. * Note that, under the hood, this method sets a new VertexBuffer each call.
  89410. * @see http://doc.babylonjs.com/resources/baking_transformations
  89411. * @returns the current mesh
  89412. */
  89413. bakeCurrentTransformIntoVertices(): Mesh;
  89414. /** @hidden */
  89415. readonly _positions: Nullable<Vector3[]>;
  89416. /** @hidden */
  89417. _resetPointsArrayCache(): Mesh;
  89418. /** @hidden */
  89419. _generatePointsArray(): boolean;
  89420. /**
  89421. * Returns a new Mesh object generated from the current mesh properties.
  89422. * This method must not get confused with createInstance()
  89423. * @param name is a string, the name given to the new mesh
  89424. * @param newParent can be any Node object (default `null`)
  89425. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  89426. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  89427. * @returns a new mesh
  89428. */
  89429. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  89430. /**
  89431. * Releases resources associated with this mesh.
  89432. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89433. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89434. */
  89435. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89436. /**
  89437. * Modifies the mesh geometry according to a displacement map.
  89438. * 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.
  89439. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  89440. * @param url is a string, the URL from the image file is to be downloaded.
  89441. * @param minHeight is the lower limit of the displacement.
  89442. * @param maxHeight is the upper limit of the displacement.
  89443. * @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.
  89444. * @param uvOffset is an optional vector2 used to offset UV.
  89445. * @param uvScale is an optional vector2 used to scale UV.
  89446. * @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.
  89447. * @returns the Mesh.
  89448. */
  89449. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  89450. /**
  89451. * Modifies the mesh geometry according to a displacementMap buffer.
  89452. * 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.
  89453. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  89454. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  89455. * @param heightMapWidth is the width of the buffer image.
  89456. * @param heightMapHeight is the height of the buffer image.
  89457. * @param minHeight is the lower limit of the displacement.
  89458. * @param maxHeight is the upper limit of the displacement.
  89459. * @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.
  89460. * @param uvOffset is an optional vector2 used to offset UV.
  89461. * @param uvScale is an optional vector2 used to scale UV.
  89462. * @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.
  89463. * @returns the Mesh.
  89464. */
  89465. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  89466. /**
  89467. * Modify the mesh to get a flat shading rendering.
  89468. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  89469. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  89470. * @returns current mesh
  89471. */
  89472. convertToFlatShadedMesh(): Mesh;
  89473. /**
  89474. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  89475. * In other words, more vertices, no more indices and a single bigger VBO.
  89476. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  89477. * @returns current mesh
  89478. */
  89479. convertToUnIndexedMesh(): Mesh;
  89480. /**
  89481. * Inverses facet orientations.
  89482. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89483. * @param flipNormals will also inverts the normals
  89484. * @returns current mesh
  89485. */
  89486. flipFaces(flipNormals?: boolean): Mesh;
  89487. /**
  89488. * Increase the number of facets and hence vertices in a mesh
  89489. * Vertex normals are interpolated from existing vertex normals
  89490. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89491. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  89492. */
  89493. increaseVertices(numberPerEdge: number): void;
  89494. /**
  89495. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  89496. * This will undo any application of covertToFlatShadedMesh
  89497. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89498. */
  89499. forceSharedVertices(): void;
  89500. /** @hidden */
  89501. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  89502. /** @hidden */
  89503. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  89504. /**
  89505. * Creates a new InstancedMesh object from the mesh model.
  89506. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  89507. * @param name defines the name of the new instance
  89508. * @returns a new InstancedMesh
  89509. */
  89510. createInstance(name: string): InstancedMesh;
  89511. /**
  89512. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  89513. * After this call, all the mesh instances have the same submeshes than the current mesh.
  89514. * @returns the current mesh
  89515. */
  89516. synchronizeInstances(): Mesh;
  89517. /**
  89518. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  89519. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  89520. * This should be used together with the simplification to avoid disappearing triangles.
  89521. * @param successCallback an optional success callback to be called after the optimization finished.
  89522. * @returns the current mesh
  89523. */
  89524. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  89525. /**
  89526. * Serialize current mesh
  89527. * @param serializationObject defines the object which will receive the serialization data
  89528. */
  89529. serialize(serializationObject: any): void;
  89530. /** @hidden */
  89531. _syncGeometryWithMorphTargetManager(): void;
  89532. /** @hidden */
  89533. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  89534. /**
  89535. * Returns a new Mesh object parsed from the source provided.
  89536. * @param parsedMesh is the source
  89537. * @param scene defines the hosting scene
  89538. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  89539. * @returns a new Mesh
  89540. */
  89541. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  89542. /**
  89543. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  89544. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89545. * @param name defines the name of the mesh to create
  89546. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  89547. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  89548. * @param closePath creates a seam between the first and the last points of each path of the path array
  89549. * @param offset is taken in account only if the `pathArray` is containing a single path
  89550. * @param scene defines the hosting scene
  89551. * @param updatable defines if the mesh must be flagged as updatable
  89552. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89553. * @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)
  89554. * @returns a new Mesh
  89555. */
  89556. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89557. /**
  89558. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  89559. * @param name defines the name of the mesh to create
  89560. * @param radius sets the radius size (float) of the polygon (default 0.5)
  89561. * @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
  89562. * @param scene defines the hosting scene
  89563. * @param updatable defines if the mesh must be flagged as updatable
  89564. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89565. * @returns a new Mesh
  89566. */
  89567. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  89568. /**
  89569. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  89570. * @param name defines the name of the mesh to create
  89571. * @param size sets the size (float) of each box side (default 1)
  89572. * @param scene defines the hosting scene
  89573. * @param updatable defines if the mesh must be flagged as updatable
  89574. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89575. * @returns a new Mesh
  89576. */
  89577. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  89578. /**
  89579. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  89580. * @param name defines the name of the mesh to create
  89581. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  89582. * @param diameter sets the diameter size (float) of the sphere (default 1)
  89583. * @param scene defines the hosting scene
  89584. * @param updatable defines if the mesh must be flagged as updatable
  89585. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89586. * @returns a new Mesh
  89587. */
  89588. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89589. /**
  89590. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  89591. * @param name defines the name of the mesh to create
  89592. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  89593. * @param diameter sets the diameter size (float) of the sphere (default 1)
  89594. * @param scene defines the hosting scene
  89595. * @returns a new Mesh
  89596. */
  89597. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  89598. /**
  89599. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  89600. * @param name defines the name of the mesh to create
  89601. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  89602. * @param diameterTop set the top cap diameter (floats, default 1)
  89603. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  89604. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  89605. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  89606. * @param scene defines the hosting scene
  89607. * @param updatable defines if the mesh must be flagged as updatable
  89608. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89609. * @returns a new Mesh
  89610. */
  89611. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  89612. /**
  89613. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  89614. * @param name defines the name of the mesh to create
  89615. * @param diameter sets the diameter size (float) of the torus (default 1)
  89616. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  89617. * @param tessellation sets the number of torus sides (postive integer, default 16)
  89618. * @param scene defines the hosting scene
  89619. * @param updatable defines if the mesh must be flagged as updatable
  89620. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89621. * @returns a new Mesh
  89622. */
  89623. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89624. /**
  89625. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  89626. * @param name defines the name of the mesh to create
  89627. * @param radius sets the global radius size (float) of the torus knot (default 2)
  89628. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  89629. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  89630. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  89631. * @param p the number of windings on X axis (positive integers, default 2)
  89632. * @param q the number of windings on Y axis (positive integers, default 3)
  89633. * @param scene defines the hosting scene
  89634. * @param updatable defines if the mesh must be flagged as updatable
  89635. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89636. * @returns a new Mesh
  89637. */
  89638. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89639. /**
  89640. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  89641. * @param name defines the name of the mesh to create
  89642. * @param points is an array successive Vector3
  89643. * @param scene defines the hosting scene
  89644. * @param updatable defines if the mesh must be flagged as updatable
  89645. * @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).
  89646. * @returns a new Mesh
  89647. */
  89648. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  89649. /**
  89650. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  89651. * @param name defines the name of the mesh to create
  89652. * @param points is an array successive Vector3
  89653. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  89654. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  89655. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  89656. * @param scene defines the hosting scene
  89657. * @param updatable defines if the mesh must be flagged as updatable
  89658. * @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)
  89659. * @returns a new Mesh
  89660. */
  89661. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  89662. /**
  89663. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  89664. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  89665. * 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.
  89666. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89667. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  89668. * Remember you can only change the shape positions, not their number when updating a polygon.
  89669. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  89670. * @param name defines the name of the mesh to create
  89671. * @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
  89672. * @param scene defines the hosting scene
  89673. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  89674. * @param updatable defines if the mesh must be flagged as updatable
  89675. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89676. * @param earcutInjection can be used to inject your own earcut reference
  89677. * @returns a new Mesh
  89678. */
  89679. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  89680. /**
  89681. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  89682. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  89683. * @param name defines the name of the mesh to create
  89684. * @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
  89685. * @param depth defines the height of extrusion
  89686. * @param scene defines the hosting scene
  89687. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  89688. * @param updatable defines if the mesh must be flagged as updatable
  89689. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89690. * @param earcutInjection can be used to inject your own earcut reference
  89691. * @returns a new Mesh
  89692. */
  89693. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  89694. /**
  89695. * Creates an extruded shape mesh.
  89696. * 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
  89697. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89698. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  89699. * @param name defines the name of the mesh to create
  89700. * @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
  89701. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  89702. * @param scale is the value to scale the shape
  89703. * @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
  89704. * @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
  89705. * @param scene defines the hosting scene
  89706. * @param updatable defines if the mesh must be flagged as updatable
  89707. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89708. * @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)
  89709. * @returns a new Mesh
  89710. */
  89711. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89712. /**
  89713. * Creates an custom extruded shape mesh.
  89714. * The custom extrusion is a parametric shape.
  89715. * It has no predefined shape. Its final shape will depend on the input parameters.
  89716. * Please consider using the same method from the MeshBuilder class instead
  89717. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  89718. * @param name defines the name of the mesh to create
  89719. * @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
  89720. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  89721. * @param scaleFunction is a custom Javascript function called on each path point
  89722. * @param rotationFunction is a custom Javascript function called on each path point
  89723. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  89724. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  89725. * @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
  89726. * @param scene defines the hosting scene
  89727. * @param updatable defines if the mesh must be flagged as updatable
  89728. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89729. * @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)
  89730. * @returns a new Mesh
  89731. */
  89732. 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;
  89733. /**
  89734. * Creates lathe mesh.
  89735. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  89736. * Please consider using the same method from the MeshBuilder class instead
  89737. * @param name defines the name of the mesh to create
  89738. * @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
  89739. * @param radius is the radius value of the lathe
  89740. * @param tessellation is the side number of the lathe.
  89741. * @param scene defines the hosting scene
  89742. * @param updatable defines if the mesh must be flagged as updatable
  89743. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89744. * @returns a new Mesh
  89745. */
  89746. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89747. /**
  89748. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  89749. * @param name defines the name of the mesh to create
  89750. * @param size sets the size (float) of both sides of the plane at once (default 1)
  89751. * @param scene defines the hosting scene
  89752. * @param updatable defines if the mesh must be flagged as updatable
  89753. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89754. * @returns a new Mesh
  89755. */
  89756. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89757. /**
  89758. * Creates a ground mesh.
  89759. * Please consider using the same method from the MeshBuilder class instead
  89760. * @param name defines the name of the mesh to create
  89761. * @param width set the width of the ground
  89762. * @param height set the height of the ground
  89763. * @param subdivisions sets the number of subdivisions per side
  89764. * @param scene defines the hosting scene
  89765. * @param updatable defines if the mesh must be flagged as updatable
  89766. * @returns a new Mesh
  89767. */
  89768. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  89769. /**
  89770. * Creates a tiled ground mesh.
  89771. * Please consider using the same method from the MeshBuilder class instead
  89772. * @param name defines the name of the mesh to create
  89773. * @param xmin set the ground minimum X coordinate
  89774. * @param zmin set the ground minimum Y coordinate
  89775. * @param xmax set the ground maximum X coordinate
  89776. * @param zmax set the ground maximum Z coordinate
  89777. * @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
  89778. * @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
  89779. * @param scene defines the hosting scene
  89780. * @param updatable defines if the mesh must be flagged as updatable
  89781. * @returns a new Mesh
  89782. */
  89783. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  89784. w: number;
  89785. h: number;
  89786. }, precision: {
  89787. w: number;
  89788. h: number;
  89789. }, scene: Scene, updatable?: boolean): Mesh;
  89790. /**
  89791. * Creates a ground mesh from a height map.
  89792. * Please consider using the same method from the MeshBuilder class instead
  89793. * @see http://doc.babylonjs.com/babylon101/height_map
  89794. * @param name defines the name of the mesh to create
  89795. * @param url sets the URL of the height map image resource
  89796. * @param width set the ground width size
  89797. * @param height set the ground height size
  89798. * @param subdivisions sets the number of subdivision per side
  89799. * @param minHeight is the minimum altitude on the ground
  89800. * @param maxHeight is the maximum altitude on the ground
  89801. * @param scene defines the hosting scene
  89802. * @param updatable defines if the mesh must be flagged as updatable
  89803. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  89804. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  89805. * @returns a new Mesh
  89806. */
  89807. 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;
  89808. /**
  89809. * Creates a tube mesh.
  89810. * The tube is a parametric shape.
  89811. * It has no predefined shape. Its final shape will depend on the input parameters.
  89812. * Please consider using the same method from the MeshBuilder class instead
  89813. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89814. * @param name defines the name of the mesh to create
  89815. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  89816. * @param radius sets the tube radius size
  89817. * @param tessellation is the number of sides on the tubular surface
  89818. * @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
  89819. * @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
  89820. * @param scene defines the hosting scene
  89821. * @param updatable defines if the mesh must be flagged as updatable
  89822. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89823. * @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)
  89824. * @returns a new Mesh
  89825. */
  89826. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  89827. (i: number, distance: number): number;
  89828. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89829. /**
  89830. * Creates a polyhedron mesh.
  89831. * Please consider using the same method from the MeshBuilder class instead.
  89832. * * 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
  89833. * * The parameter `size` (positive float, default 1) sets the polygon size
  89834. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  89835. * * 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`
  89836. * * 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
  89837. * * 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)`)
  89838. * * 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
  89839. * * 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
  89840. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89841. * * If you create a double-sided mesh, you can choose what parts of 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
  89842. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89843. * @param name defines the name of the mesh to create
  89844. * @param options defines the options used to create the mesh
  89845. * @param scene defines the hosting scene
  89846. * @returns a new Mesh
  89847. */
  89848. static CreatePolyhedron(name: string, options: {
  89849. type?: number;
  89850. size?: number;
  89851. sizeX?: number;
  89852. sizeY?: number;
  89853. sizeZ?: number;
  89854. custom?: any;
  89855. faceUV?: Vector4[];
  89856. faceColors?: Color4[];
  89857. updatable?: boolean;
  89858. sideOrientation?: number;
  89859. }, scene: Scene): Mesh;
  89860. /**
  89861. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  89862. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  89863. * * 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`)
  89864. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  89865. * * 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
  89866. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89867. * * If you create a double-sided mesh, you can choose what parts of 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
  89868. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89869. * @param name defines the name of the mesh
  89870. * @param options defines the options used to create the mesh
  89871. * @param scene defines the hosting scene
  89872. * @returns a new Mesh
  89873. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  89874. */
  89875. static CreateIcoSphere(name: string, options: {
  89876. radius?: number;
  89877. flat?: boolean;
  89878. subdivisions?: number;
  89879. sideOrientation?: number;
  89880. updatable?: boolean;
  89881. }, scene: Scene): Mesh;
  89882. /**
  89883. * Creates a decal mesh.
  89884. * Please consider using the same method from the MeshBuilder class instead.
  89885. * A decal is a mesh usually applied as a model onto the surface of another mesh
  89886. * @param name defines the name of the mesh
  89887. * @param sourceMesh defines the mesh receiving the decal
  89888. * @param position sets the position of the decal in world coordinates
  89889. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  89890. * @param size sets the decal scaling
  89891. * @param angle sets the angle to rotate the decal
  89892. * @returns a new Mesh
  89893. */
  89894. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  89895. /**
  89896. * Prepare internal position array for software CPU skinning
  89897. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  89898. */
  89899. setPositionsForCPUSkinning(): Float32Array;
  89900. /**
  89901. * Prepare internal normal array for software CPU skinning
  89902. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  89903. */
  89904. setNormalsForCPUSkinning(): Float32Array;
  89905. /**
  89906. * Updates the vertex buffer by applying transformation from the bones
  89907. * @param skeleton defines the skeleton to apply to current mesh
  89908. * @returns the current mesh
  89909. */
  89910. applySkeleton(skeleton: Skeleton): Mesh;
  89911. /**
  89912. * 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
  89913. * @param meshes defines the list of meshes to scan
  89914. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  89915. */
  89916. static MinMax(meshes: AbstractMesh[]): {
  89917. min: Vector3;
  89918. max: Vector3;
  89919. };
  89920. /**
  89921. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  89922. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  89923. * @returns a vector3
  89924. */
  89925. static Center(meshesOrMinMaxVector: {
  89926. min: Vector3;
  89927. max: Vector3;
  89928. } | AbstractMesh[]): Vector3;
  89929. /**
  89930. * Merge the array of meshes into a single mesh for performance reasons.
  89931. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  89932. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  89933. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  89934. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  89935. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  89936. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  89937. * @returns a new mesh
  89938. */
  89939. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  89940. /** @hidden */
  89941. addInstance(instance: InstancedMesh): void;
  89942. /** @hidden */
  89943. removeInstance(instance: InstancedMesh): void;
  89944. }
  89945. }
  89946. declare module BABYLON {
  89947. /**
  89948. * This is the base class of all the camera used in the application.
  89949. * @see http://doc.babylonjs.com/features/cameras
  89950. */
  89951. export class Camera extends Node {
  89952. /** @hidden */
  89953. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  89954. /**
  89955. * This is the default projection mode used by the cameras.
  89956. * It helps recreating a feeling of perspective and better appreciate depth.
  89957. * This is the best way to simulate real life cameras.
  89958. */
  89959. static readonly PERSPECTIVE_CAMERA: number;
  89960. /**
  89961. * This helps creating camera with an orthographic mode.
  89962. * 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.
  89963. */
  89964. static readonly ORTHOGRAPHIC_CAMERA: number;
  89965. /**
  89966. * This is the default FOV mode for perspective cameras.
  89967. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  89968. */
  89969. static readonly FOVMODE_VERTICAL_FIXED: number;
  89970. /**
  89971. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  89972. */
  89973. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  89974. /**
  89975. * This specifies ther is no need for a camera rig.
  89976. * Basically only one eye is rendered corresponding to the camera.
  89977. */
  89978. static readonly RIG_MODE_NONE: number;
  89979. /**
  89980. * Simulates a camera Rig with one blue eye and one red eye.
  89981. * This can be use with 3d blue and red glasses.
  89982. */
  89983. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  89984. /**
  89985. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  89986. */
  89987. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  89988. /**
  89989. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  89990. */
  89991. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  89992. /**
  89993. * Defines that both eyes of the camera will be rendered over under each other.
  89994. */
  89995. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  89996. /**
  89997. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  89998. */
  89999. static readonly RIG_MODE_VR: number;
  90000. /**
  90001. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  90002. */
  90003. static readonly RIG_MODE_WEBVR: number;
  90004. /**
  90005. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  90006. */
  90007. static readonly RIG_MODE_CUSTOM: number;
  90008. /**
  90009. * Defines if by default attaching controls should prevent the default javascript event to continue.
  90010. */
  90011. static ForceAttachControlToAlwaysPreventDefault: boolean;
  90012. /**
  90013. * Define the input manager associated with the camera.
  90014. */
  90015. inputs: CameraInputsManager<Camera>;
  90016. /** @hidden */
  90017. _position: Vector3;
  90018. /**
  90019. * Define the current local position of the camera in the scene
  90020. */
  90021. position: Vector3;
  90022. /**
  90023. * The vector the camera should consider as up.
  90024. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  90025. */
  90026. upVector: Vector3;
  90027. /**
  90028. * Define the current limit on the left side for an orthographic camera
  90029. * In scene unit
  90030. */
  90031. orthoLeft: Nullable<number>;
  90032. /**
  90033. * Define the current limit on the right side for an orthographic camera
  90034. * In scene unit
  90035. */
  90036. orthoRight: Nullable<number>;
  90037. /**
  90038. * Define the current limit on the bottom side for an orthographic camera
  90039. * In scene unit
  90040. */
  90041. orthoBottom: Nullable<number>;
  90042. /**
  90043. * Define the current limit on the top side for an orthographic camera
  90044. * In scene unit
  90045. */
  90046. orthoTop: Nullable<number>;
  90047. /**
  90048. * Field Of View is set in Radians. (default is 0.8)
  90049. */
  90050. fov: number;
  90051. /**
  90052. * Define the minimum distance the camera can see from.
  90053. * This is important to note that the depth buffer are not infinite and the closer it starts
  90054. * the more your scene might encounter depth fighting issue.
  90055. */
  90056. minZ: number;
  90057. /**
  90058. * Define the maximum distance the camera can see to.
  90059. * This is important to note that the depth buffer are not infinite and the further it end
  90060. * the more your scene might encounter depth fighting issue.
  90061. */
  90062. maxZ: number;
  90063. /**
  90064. * Define the default inertia of the camera.
  90065. * This helps giving a smooth feeling to the camera movement.
  90066. */
  90067. inertia: number;
  90068. /**
  90069. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  90070. */
  90071. mode: number;
  90072. /**
  90073. * Define wether the camera is intermediate.
  90074. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  90075. */
  90076. isIntermediate: boolean;
  90077. /**
  90078. * Define the viewport of the camera.
  90079. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  90080. */
  90081. viewport: Viewport;
  90082. /**
  90083. * Restricts the camera to viewing objects with the same layerMask.
  90084. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  90085. */
  90086. layerMask: number;
  90087. /**
  90088. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  90089. */
  90090. fovMode: number;
  90091. /**
  90092. * Rig mode of the camera.
  90093. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  90094. * This is normally controlled byt the camera themselves as internal use.
  90095. */
  90096. cameraRigMode: number;
  90097. /**
  90098. * Defines the distance between both "eyes" in case of a RIG
  90099. */
  90100. interaxialDistance: number;
  90101. /**
  90102. * Defines if stereoscopic rendering is done side by side or over under.
  90103. */
  90104. isStereoscopicSideBySide: boolean;
  90105. /**
  90106. * 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
  90107. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  90108. * else in the scene. (Eg. security camera)
  90109. *
  90110. * 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)
  90111. */
  90112. customRenderTargets: RenderTargetTexture[];
  90113. /**
  90114. * When set, the camera will render to this render target instead of the default canvas
  90115. *
  90116. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  90117. */
  90118. outputRenderTarget: Nullable<RenderTargetTexture>;
  90119. /**
  90120. * Observable triggered when the camera view matrix has changed.
  90121. */
  90122. onViewMatrixChangedObservable: Observable<Camera>;
  90123. /**
  90124. * Observable triggered when the camera Projection matrix has changed.
  90125. */
  90126. onProjectionMatrixChangedObservable: Observable<Camera>;
  90127. /**
  90128. * Observable triggered when the inputs have been processed.
  90129. */
  90130. onAfterCheckInputsObservable: Observable<Camera>;
  90131. /**
  90132. * Observable triggered when reset has been called and applied to the camera.
  90133. */
  90134. onRestoreStateObservable: Observable<Camera>;
  90135. /** @hidden */
  90136. _cameraRigParams: any;
  90137. /** @hidden */
  90138. _rigCameras: Camera[];
  90139. /** @hidden */
  90140. _rigPostProcess: Nullable<PostProcess>;
  90141. protected _webvrViewMatrix: Matrix;
  90142. /** @hidden */
  90143. _skipRendering: boolean;
  90144. /** @hidden */
  90145. _projectionMatrix: Matrix;
  90146. /** @hidden */
  90147. _postProcesses: Nullable<PostProcess>[];
  90148. /** @hidden */
  90149. _activeMeshes: SmartArray<AbstractMesh>;
  90150. protected _globalPosition: Vector3;
  90151. /** @hidden */
  90152. _computedViewMatrix: Matrix;
  90153. private _doNotComputeProjectionMatrix;
  90154. private _transformMatrix;
  90155. private _frustumPlanes;
  90156. private _refreshFrustumPlanes;
  90157. private _storedFov;
  90158. private _stateStored;
  90159. /**
  90160. * Instantiates a new camera object.
  90161. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  90162. * @see http://doc.babylonjs.com/features/cameras
  90163. * @param name Defines the name of the camera in the scene
  90164. * @param position Defines the position of the camera
  90165. * @param scene Defines the scene the camera belongs too
  90166. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  90167. */
  90168. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  90169. /**
  90170. * Store current camera state (fov, position, etc..)
  90171. * @returns the camera
  90172. */
  90173. storeState(): Camera;
  90174. /**
  90175. * Restores the camera state values if it has been stored. You must call storeState() first
  90176. */
  90177. protected _restoreStateValues(): boolean;
  90178. /**
  90179. * Restored camera state. You must call storeState() first.
  90180. * @returns true if restored and false otherwise
  90181. */
  90182. restoreState(): boolean;
  90183. /**
  90184. * Gets the class name of the camera.
  90185. * @returns the class name
  90186. */
  90187. getClassName(): string;
  90188. /** @hidden */
  90189. readonly _isCamera: boolean;
  90190. /**
  90191. * Gets a string representation of the camera useful for debug purpose.
  90192. * @param fullDetails Defines that a more verboe level of logging is required
  90193. * @returns the string representation
  90194. */
  90195. toString(fullDetails?: boolean): string;
  90196. /**
  90197. * Gets the current world space position of the camera.
  90198. */
  90199. readonly globalPosition: Vector3;
  90200. /**
  90201. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  90202. * @returns the active meshe list
  90203. */
  90204. getActiveMeshes(): SmartArray<AbstractMesh>;
  90205. /**
  90206. * Check wether a mesh is part of the current active mesh list of the camera
  90207. * @param mesh Defines the mesh to check
  90208. * @returns true if active, false otherwise
  90209. */
  90210. isActiveMesh(mesh: Mesh): boolean;
  90211. /**
  90212. * Is this camera ready to be used/rendered
  90213. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  90214. * @return true if the camera is ready
  90215. */
  90216. isReady(completeCheck?: boolean): boolean;
  90217. /** @hidden */
  90218. _initCache(): void;
  90219. /** @hidden */
  90220. _updateCache(ignoreParentClass?: boolean): void;
  90221. /** @hidden */
  90222. _isSynchronized(): boolean;
  90223. /** @hidden */
  90224. _isSynchronizedViewMatrix(): boolean;
  90225. /** @hidden */
  90226. _isSynchronizedProjectionMatrix(): boolean;
  90227. /**
  90228. * Attach the input controls to a specific dom element to get the input from.
  90229. * @param element Defines the element the controls should be listened from
  90230. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  90231. */
  90232. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  90233. /**
  90234. * Detach the current controls from the specified dom element.
  90235. * @param element Defines the element to stop listening the inputs from
  90236. */
  90237. detachControl(element: HTMLElement): void;
  90238. /**
  90239. * Update the camera state according to the different inputs gathered during the frame.
  90240. */
  90241. update(): void;
  90242. /** @hidden */
  90243. _checkInputs(): void;
  90244. /** @hidden */
  90245. readonly rigCameras: Camera[];
  90246. /**
  90247. * Gets the post process used by the rig cameras
  90248. */
  90249. readonly rigPostProcess: Nullable<PostProcess>;
  90250. /**
  90251. * Internal, gets the first post proces.
  90252. * @returns the first post process to be run on this camera.
  90253. */
  90254. _getFirstPostProcess(): Nullable<PostProcess>;
  90255. private _cascadePostProcessesToRigCams;
  90256. /**
  90257. * Attach a post process to the camera.
  90258. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  90259. * @param postProcess The post process to attach to the camera
  90260. * @param insertAt The position of the post process in case several of them are in use in the scene
  90261. * @returns the position the post process has been inserted at
  90262. */
  90263. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  90264. /**
  90265. * Detach a post process to the camera.
  90266. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  90267. * @param postProcess The post process to detach from the camera
  90268. */
  90269. detachPostProcess(postProcess: PostProcess): void;
  90270. /**
  90271. * Gets the current world matrix of the camera
  90272. */
  90273. getWorldMatrix(): Matrix;
  90274. /** @hidden */
  90275. _getViewMatrix(): Matrix;
  90276. /**
  90277. * Gets the current view matrix of the camera.
  90278. * @param force forces the camera to recompute the matrix without looking at the cached state
  90279. * @returns the view matrix
  90280. */
  90281. getViewMatrix(force?: boolean): Matrix;
  90282. /**
  90283. * Freeze the projection matrix.
  90284. * It will prevent the cache check of the camera projection compute and can speed up perf
  90285. * if no parameter of the camera are meant to change
  90286. * @param projection Defines manually a projection if necessary
  90287. */
  90288. freezeProjectionMatrix(projection?: Matrix): void;
  90289. /**
  90290. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  90291. */
  90292. unfreezeProjectionMatrix(): void;
  90293. /**
  90294. * Gets the current projection matrix of the camera.
  90295. * @param force forces the camera to recompute the matrix without looking at the cached state
  90296. * @returns the projection matrix
  90297. */
  90298. getProjectionMatrix(force?: boolean): Matrix;
  90299. /**
  90300. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  90301. * @returns a Matrix
  90302. */
  90303. getTransformationMatrix(): Matrix;
  90304. private _updateFrustumPlanes;
  90305. /**
  90306. * Checks if a cullable object (mesh...) is in the camera frustum
  90307. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  90308. * @param target The object to check
  90309. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  90310. * @returns true if the object is in frustum otherwise false
  90311. */
  90312. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  90313. /**
  90314. * Checks if a cullable object (mesh...) is in the camera frustum
  90315. * Unlike isInFrustum this cheks the full bounding box
  90316. * @param target The object to check
  90317. * @returns true if the object is in frustum otherwise false
  90318. */
  90319. isCompletelyInFrustum(target: ICullable): boolean;
  90320. /**
  90321. * Gets a ray in the forward direction from the camera.
  90322. * @param length Defines the length of the ray to create
  90323. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  90324. * @param origin Defines the start point of the ray which defaults to the camera position
  90325. * @returns the forward ray
  90326. */
  90327. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  90328. /**
  90329. * Releases resources associated with this node.
  90330. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90331. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90332. */
  90333. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90334. /** @hidden */
  90335. _isLeftCamera: boolean;
  90336. /**
  90337. * Gets the left camera of a rig setup in case of Rigged Camera
  90338. */
  90339. readonly isLeftCamera: boolean;
  90340. /** @hidden */
  90341. _isRightCamera: boolean;
  90342. /**
  90343. * Gets the right camera of a rig setup in case of Rigged Camera
  90344. */
  90345. readonly isRightCamera: boolean;
  90346. /**
  90347. * Gets the left camera of a rig setup in case of Rigged Camera
  90348. */
  90349. readonly leftCamera: Nullable<FreeCamera>;
  90350. /**
  90351. * Gets the right camera of a rig setup in case of Rigged Camera
  90352. */
  90353. readonly rightCamera: Nullable<FreeCamera>;
  90354. /**
  90355. * Gets the left camera target of a rig setup in case of Rigged Camera
  90356. * @returns the target position
  90357. */
  90358. getLeftTarget(): Nullable<Vector3>;
  90359. /**
  90360. * Gets the right camera target of a rig setup in case of Rigged Camera
  90361. * @returns the target position
  90362. */
  90363. getRightTarget(): Nullable<Vector3>;
  90364. /**
  90365. * @hidden
  90366. */
  90367. setCameraRigMode(mode: number, rigParams: any): void;
  90368. /** @hidden */
  90369. static _setStereoscopicRigMode(camera: Camera): void;
  90370. /** @hidden */
  90371. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  90372. /** @hidden */
  90373. static _setVRRigMode(camera: Camera, rigParams: any): void;
  90374. /** @hidden */
  90375. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  90376. /** @hidden */
  90377. _getVRProjectionMatrix(): Matrix;
  90378. protected _updateCameraRotationMatrix(): void;
  90379. protected _updateWebVRCameraRotationMatrix(): void;
  90380. /**
  90381. * This function MUST be overwritten by the different WebVR cameras available.
  90382. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  90383. * @hidden
  90384. */
  90385. _getWebVRProjectionMatrix(): Matrix;
  90386. /**
  90387. * This function MUST be overwritten by the different WebVR cameras available.
  90388. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  90389. * @hidden
  90390. */
  90391. _getWebVRViewMatrix(): Matrix;
  90392. /** @hidden */
  90393. setCameraRigParameter(name: string, value: any): void;
  90394. /**
  90395. * needs to be overridden by children so sub has required properties to be copied
  90396. * @hidden
  90397. */
  90398. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  90399. /**
  90400. * May need to be overridden by children
  90401. * @hidden
  90402. */
  90403. _updateRigCameras(): void;
  90404. /** @hidden */
  90405. _setupInputs(): void;
  90406. /**
  90407. * Serialiaze the camera setup to a json represention
  90408. * @returns the JSON representation
  90409. */
  90410. serialize(): any;
  90411. /**
  90412. * Clones the current camera.
  90413. * @param name The cloned camera name
  90414. * @returns the cloned camera
  90415. */
  90416. clone(name: string): Camera;
  90417. /**
  90418. * Gets the direction of the camera relative to a given local axis.
  90419. * @param localAxis Defines the reference axis to provide a relative direction.
  90420. * @return the direction
  90421. */
  90422. getDirection(localAxis: Vector3): Vector3;
  90423. /**
  90424. * Gets the direction of the camera relative to a given local axis into a passed vector.
  90425. * @param localAxis Defines the reference axis to provide a relative direction.
  90426. * @param result Defines the vector to store the result in
  90427. */
  90428. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  90429. /**
  90430. * Gets a camera constructor for a given camera type
  90431. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  90432. * @param name The name of the camera the result will be able to instantiate
  90433. * @param scene The scene the result will construct the camera in
  90434. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  90435. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  90436. * @returns a factory method to construc the camera
  90437. */
  90438. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  90439. /**
  90440. * Compute the world matrix of the camera.
  90441. * @returns the camera workd matrix
  90442. */
  90443. computeWorldMatrix(): Matrix;
  90444. /**
  90445. * Parse a JSON and creates the camera from the parsed information
  90446. * @param parsedCamera The JSON to parse
  90447. * @param scene The scene to instantiate the camera in
  90448. * @returns the newly constructed camera
  90449. */
  90450. static Parse(parsedCamera: any, scene: Scene): Camera;
  90451. }
  90452. }
  90453. declare module BABYLON {
  90454. /**
  90455. * Class containing static functions to help procedurally build meshes
  90456. */
  90457. export class DiscBuilder {
  90458. /**
  90459. * Creates a plane polygonal mesh. By default, this is a disc
  90460. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  90461. * * 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
  90462. * * 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
  90463. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  90464. * * If you create a double-sided mesh, you can choose what parts of 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
  90465. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  90466. * @param name defines the name of the mesh
  90467. * @param options defines the options used to create the mesh
  90468. * @param scene defines the hosting scene
  90469. * @returns the plane polygonal mesh
  90470. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  90471. */
  90472. static CreateDisc(name: string, options: {
  90473. radius?: number;
  90474. tessellation?: number;
  90475. arc?: number;
  90476. updatable?: boolean;
  90477. sideOrientation?: number;
  90478. frontUVs?: Vector4;
  90479. backUVs?: Vector4;
  90480. }, scene?: Nullable<Scene>): Mesh;
  90481. }
  90482. }
  90483. declare module BABYLON {
  90484. /**
  90485. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  90486. *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.
  90487. * The SPS is also a particle system. It provides some methods to manage the particles.
  90488. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  90489. *
  90490. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  90491. */
  90492. export class SolidParticleSystem implements IDisposable {
  90493. /**
  90494. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  90495. * Example : var p = SPS.particles[i];
  90496. */
  90497. particles: SolidParticle[];
  90498. /**
  90499. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  90500. */
  90501. nbParticles: number;
  90502. /**
  90503. * If the particles must ever face the camera (default false). Useful for planar particles.
  90504. */
  90505. billboard: boolean;
  90506. /**
  90507. * Recompute normals when adding a shape
  90508. */
  90509. recomputeNormals: boolean;
  90510. /**
  90511. * This a counter ofr your own usage. It's not set by any SPS functions.
  90512. */
  90513. counter: number;
  90514. /**
  90515. * The SPS name. This name is also given to the underlying mesh.
  90516. */
  90517. name: string;
  90518. /**
  90519. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  90520. */
  90521. mesh: Mesh;
  90522. /**
  90523. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  90524. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  90525. */
  90526. vars: any;
  90527. /**
  90528. * This array is populated when the SPS is set as 'pickable'.
  90529. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  90530. * Each element of this array is an object `{idx: int, faceId: int}`.
  90531. * `idx` is the picked particle index in the `SPS.particles` array
  90532. * `faceId` is the picked face index counted within this particle.
  90533. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  90534. */
  90535. pickedParticles: {
  90536. idx: number;
  90537. faceId: number;
  90538. }[];
  90539. /**
  90540. * This array is populated when `enableDepthSort` is set to true.
  90541. * Each element of this array is an instance of the class DepthSortedParticle.
  90542. */
  90543. depthSortedParticles: DepthSortedParticle[];
  90544. /**
  90545. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  90546. * @hidden
  90547. */
  90548. _bSphereOnly: boolean;
  90549. /**
  90550. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  90551. * @hidden
  90552. */
  90553. _bSphereRadiusFactor: number;
  90554. private _scene;
  90555. private _positions;
  90556. private _indices;
  90557. private _normals;
  90558. private _colors;
  90559. private _uvs;
  90560. private _indices32;
  90561. private _positions32;
  90562. private _normals32;
  90563. private _fixedNormal32;
  90564. private _colors32;
  90565. private _uvs32;
  90566. private _index;
  90567. private _updatable;
  90568. private _pickable;
  90569. private _isVisibilityBoxLocked;
  90570. private _alwaysVisible;
  90571. private _depthSort;
  90572. private _shapeCounter;
  90573. private _copy;
  90574. private _color;
  90575. private _computeParticleColor;
  90576. private _computeParticleTexture;
  90577. private _computeParticleRotation;
  90578. private _computeParticleVertex;
  90579. private _computeBoundingBox;
  90580. private _depthSortParticles;
  90581. private _camera;
  90582. private _mustUnrotateFixedNormals;
  90583. private _particlesIntersect;
  90584. private _needs32Bits;
  90585. /**
  90586. * Creates a SPS (Solid Particle System) object.
  90587. * @param name (String) is the SPS name, this will be the underlying mesh name.
  90588. * @param scene (Scene) is the scene in which the SPS is added.
  90589. * @param options defines the options of the sps e.g.
  90590. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  90591. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  90592. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  90593. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  90594. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  90595. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  90596. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  90597. */
  90598. constructor(name: string, scene: Scene, options?: {
  90599. updatable?: boolean;
  90600. isPickable?: boolean;
  90601. enableDepthSort?: boolean;
  90602. particleIntersection?: boolean;
  90603. boundingSphereOnly?: boolean;
  90604. bSphereRadiusFactor?: number;
  90605. });
  90606. /**
  90607. * Builds the SPS underlying mesh. Returns a standard Mesh.
  90608. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  90609. * @returns the created mesh
  90610. */
  90611. buildMesh(): Mesh;
  90612. /**
  90613. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  90614. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  90615. * Thus the particles generated from `digest()` have their property `position` set yet.
  90616. * @param mesh ( Mesh ) is the mesh to be digested
  90617. * @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
  90618. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  90619. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  90620. * @returns the current SPS
  90621. */
  90622. digest(mesh: Mesh, options?: {
  90623. facetNb?: number;
  90624. number?: number;
  90625. delta?: number;
  90626. }): SolidParticleSystem;
  90627. private _unrotateFixedNormals;
  90628. private _resetCopy;
  90629. private _meshBuilder;
  90630. private _posToShape;
  90631. private _uvsToShapeUV;
  90632. private _addParticle;
  90633. /**
  90634. * Adds some particles to the SPS from the model shape. Returns the shape id.
  90635. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  90636. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  90637. * @param nb (positive integer) the number of particles to be created from this model
  90638. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  90639. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  90640. * @returns the number of shapes in the system
  90641. */
  90642. addShape(mesh: Mesh, nb: number, options?: {
  90643. positionFunction?: any;
  90644. vertexFunction?: any;
  90645. }): number;
  90646. private _rebuildParticle;
  90647. /**
  90648. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  90649. * @returns the SPS.
  90650. */
  90651. rebuildMesh(): SolidParticleSystem;
  90652. /**
  90653. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  90654. * This method calls `updateParticle()` for each particle of the SPS.
  90655. * For an animated SPS, it is usually called within the render loop.
  90656. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  90657. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  90658. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  90659. * @returns the SPS.
  90660. */
  90661. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  90662. /**
  90663. * Disposes the SPS.
  90664. */
  90665. dispose(): void;
  90666. /**
  90667. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  90668. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90669. * @returns the SPS.
  90670. */
  90671. refreshVisibleSize(): SolidParticleSystem;
  90672. /**
  90673. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  90674. * @param size the size (float) of the visibility box
  90675. * note : this doesn't lock the SPS mesh bounding box.
  90676. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90677. */
  90678. setVisibilityBox(size: number): void;
  90679. /**
  90680. * Gets whether the SPS as always visible or not
  90681. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90682. */
  90683. /**
  90684. * Sets the SPS as always visible or not
  90685. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90686. */
  90687. isAlwaysVisible: boolean;
  90688. /**
  90689. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  90690. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90691. */
  90692. /**
  90693. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  90694. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90695. */
  90696. isVisibilityBoxLocked: boolean;
  90697. /**
  90698. * Tells to `setParticles()` to compute the particle rotations or not.
  90699. * Default value : true. The SPS is faster when it's set to false.
  90700. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  90701. */
  90702. /**
  90703. * Gets if `setParticles()` computes the particle rotations or not.
  90704. * Default value : true. The SPS is faster when it's set to false.
  90705. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  90706. */
  90707. computeParticleRotation: boolean;
  90708. /**
  90709. * Tells to `setParticles()` to compute the particle colors or not.
  90710. * Default value : true. The SPS is faster when it's set to false.
  90711. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  90712. */
  90713. /**
  90714. * Gets if `setParticles()` computes the particle colors or not.
  90715. * Default value : true. The SPS is faster when it's set to false.
  90716. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  90717. */
  90718. computeParticleColor: boolean;
  90719. /**
  90720. * Gets if `setParticles()` computes the particle textures or not.
  90721. * Default value : true. The SPS is faster when it's set to false.
  90722. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  90723. */
  90724. computeParticleTexture: boolean;
  90725. /**
  90726. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  90727. * Default value : false. The SPS is faster when it's set to false.
  90728. * Note : the particle custom vertex positions aren't stored values.
  90729. */
  90730. /**
  90731. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  90732. * Default value : false. The SPS is faster when it's set to false.
  90733. * Note : the particle custom vertex positions aren't stored values.
  90734. */
  90735. computeParticleVertex: boolean;
  90736. /**
  90737. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  90738. */
  90739. /**
  90740. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  90741. */
  90742. computeBoundingBox: boolean;
  90743. /**
  90744. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  90745. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  90746. * Default : `true`
  90747. */
  90748. /**
  90749. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  90750. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  90751. * Default : `true`
  90752. */
  90753. depthSortParticles: boolean;
  90754. /**
  90755. * This function does nothing. It may be overwritten to set all the particle first values.
  90756. * The SPS doesn't call this function, you may have to call it by your own.
  90757. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90758. */
  90759. initParticles(): void;
  90760. /**
  90761. * This function does nothing. It may be overwritten to recycle a particle.
  90762. * The SPS doesn't call this function, you may have to call it by your own.
  90763. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90764. * @param particle The particle to recycle
  90765. * @returns the recycled particle
  90766. */
  90767. recycleParticle(particle: SolidParticle): SolidParticle;
  90768. /**
  90769. * Updates a particle : this function should be overwritten by the user.
  90770. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  90771. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90772. * @example : just set a particle position or velocity and recycle conditions
  90773. * @param particle The particle to update
  90774. * @returns the updated particle
  90775. */
  90776. updateParticle(particle: SolidParticle): SolidParticle;
  90777. /**
  90778. * Updates a vertex of a particle : it can be overwritten by the user.
  90779. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  90780. * @param particle the current particle
  90781. * @param vertex the current index of the current particle
  90782. * @param pt the index of the current vertex in the particle shape
  90783. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  90784. * @example : just set a vertex particle position
  90785. * @returns the updated vertex
  90786. */
  90787. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  90788. /**
  90789. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  90790. * This does nothing and may be overwritten by the user.
  90791. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90792. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90793. * @param update the boolean update value actually passed to setParticles()
  90794. */
  90795. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  90796. /**
  90797. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  90798. * This will be passed three parameters.
  90799. * This does nothing and may be overwritten by the user.
  90800. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90801. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90802. * @param update the boolean update value actually passed to setParticles()
  90803. */
  90804. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  90805. }
  90806. }
  90807. declare module BABYLON {
  90808. /**
  90809. * Represents one particle of a solid particle system.
  90810. */
  90811. export class SolidParticle {
  90812. /**
  90813. * particle global index
  90814. */
  90815. idx: number;
  90816. /**
  90817. * The color of the particle
  90818. */
  90819. color: Nullable<Color4>;
  90820. /**
  90821. * The world space position of the particle.
  90822. */
  90823. position: Vector3;
  90824. /**
  90825. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  90826. */
  90827. rotation: Vector3;
  90828. /**
  90829. * The world space rotation quaternion of the particle.
  90830. */
  90831. rotationQuaternion: Nullable<Quaternion>;
  90832. /**
  90833. * The scaling of the particle.
  90834. */
  90835. scaling: Vector3;
  90836. /**
  90837. * The uvs of the particle.
  90838. */
  90839. uvs: Vector4;
  90840. /**
  90841. * The current speed of the particle.
  90842. */
  90843. velocity: Vector3;
  90844. /**
  90845. * The pivot point in the particle local space.
  90846. */
  90847. pivot: Vector3;
  90848. /**
  90849. * Must the particle be translated from its pivot point in its local space ?
  90850. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  90851. * Default : false
  90852. */
  90853. translateFromPivot: boolean;
  90854. /**
  90855. * Is the particle active or not ?
  90856. */
  90857. alive: boolean;
  90858. /**
  90859. * Is the particle visible or not ?
  90860. */
  90861. isVisible: boolean;
  90862. /**
  90863. * Index of this particle in the global "positions" array (Internal use)
  90864. * @hidden
  90865. */
  90866. _pos: number;
  90867. /**
  90868. * @hidden Index of this particle in the global "indices" array (Internal use)
  90869. */
  90870. _ind: number;
  90871. /**
  90872. * @hidden ModelShape of this particle (Internal use)
  90873. */
  90874. _model: ModelShape;
  90875. /**
  90876. * ModelShape id of this particle
  90877. */
  90878. shapeId: number;
  90879. /**
  90880. * Index of the particle in its shape id
  90881. */
  90882. idxInShape: number;
  90883. /**
  90884. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  90885. */
  90886. _modelBoundingInfo: BoundingInfo;
  90887. /**
  90888. * @hidden Particle BoundingInfo object (Internal use)
  90889. */
  90890. _boundingInfo: BoundingInfo;
  90891. /**
  90892. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  90893. */
  90894. _sps: SolidParticleSystem;
  90895. /**
  90896. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  90897. */
  90898. _stillInvisible: boolean;
  90899. /**
  90900. * @hidden Last computed particle rotation matrix
  90901. */
  90902. _rotationMatrix: number[];
  90903. /**
  90904. * Parent particle Id, if any.
  90905. * Default null.
  90906. */
  90907. parentId: Nullable<number>;
  90908. /**
  90909. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  90910. * The possible values are :
  90911. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  90912. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  90913. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  90914. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  90915. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  90916. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  90917. * */
  90918. cullingStrategy: number;
  90919. /**
  90920. * @hidden Internal global position in the SPS.
  90921. */
  90922. _globalPosition: Vector3;
  90923. /**
  90924. * Creates a Solid Particle object.
  90925. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  90926. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  90927. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  90928. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  90929. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  90930. * @param shapeId (integer) is the model shape identifier in the SPS.
  90931. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  90932. * @param sps defines the sps it is associated to
  90933. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  90934. */
  90935. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  90936. /**
  90937. * Legacy support, changed scale to scaling
  90938. */
  90939. /**
  90940. * Legacy support, changed scale to scaling
  90941. */
  90942. scale: Vector3;
  90943. /**
  90944. * Legacy support, changed quaternion to rotationQuaternion
  90945. */
  90946. /**
  90947. * Legacy support, changed quaternion to rotationQuaternion
  90948. */
  90949. quaternion: Nullable<Quaternion>;
  90950. /**
  90951. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  90952. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  90953. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  90954. * @returns true if it intersects
  90955. */
  90956. intersectsMesh(target: Mesh | SolidParticle): boolean;
  90957. /**
  90958. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  90959. * A particle is in the frustum if its bounding box intersects the frustum
  90960. * @param frustumPlanes defines the frustum to test
  90961. * @returns true if the particle is in the frustum planes
  90962. */
  90963. isInFrustum(frustumPlanes: Plane[]): boolean;
  90964. /**
  90965. * get the rotation matrix of the particle
  90966. * @hidden
  90967. */
  90968. getRotationMatrix(m: Matrix): void;
  90969. }
  90970. /**
  90971. * Represents the shape of the model used by one particle of a solid particle system.
  90972. * SPS internal tool, don't use it manually.
  90973. */
  90974. export class ModelShape {
  90975. /**
  90976. * The shape id
  90977. * @hidden
  90978. */
  90979. shapeID: number;
  90980. /**
  90981. * flat array of model positions (internal use)
  90982. * @hidden
  90983. */
  90984. _shape: Vector3[];
  90985. /**
  90986. * flat array of model UVs (internal use)
  90987. * @hidden
  90988. */
  90989. _shapeUV: number[];
  90990. /**
  90991. * length of the shape in the model indices array (internal use)
  90992. * @hidden
  90993. */
  90994. _indicesLength: number;
  90995. /**
  90996. * Custom position function (internal use)
  90997. * @hidden
  90998. */
  90999. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  91000. /**
  91001. * Custom vertex function (internal use)
  91002. * @hidden
  91003. */
  91004. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  91005. /**
  91006. * 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.
  91007. * SPS internal tool, don't use it manually.
  91008. * @hidden
  91009. */
  91010. 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>);
  91011. }
  91012. /**
  91013. * Represents a Depth Sorted Particle in the solid particle system.
  91014. */
  91015. export class DepthSortedParticle {
  91016. /**
  91017. * Index of the particle in the "indices" array
  91018. */
  91019. ind: number;
  91020. /**
  91021. * Length of the particle shape in the "indices" array
  91022. */
  91023. indicesLength: number;
  91024. /**
  91025. * Squared distance from the particle to the camera
  91026. */
  91027. sqDistance: number;
  91028. }
  91029. }
  91030. declare module BABYLON {
  91031. /**
  91032. * @hidden
  91033. */
  91034. export class _MeshCollisionData {
  91035. _checkCollisions: boolean;
  91036. _collisionMask: number;
  91037. _collisionGroup: number;
  91038. _collider: Nullable<Collider>;
  91039. _oldPositionForCollisions: Vector3;
  91040. _diffPositionForCollisions: Vector3;
  91041. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  91042. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  91043. }
  91044. }
  91045. declare module BABYLON {
  91046. /** @hidden */
  91047. class _FacetDataStorage {
  91048. facetPositions: Vector3[];
  91049. facetNormals: Vector3[];
  91050. facetPartitioning: number[][];
  91051. facetNb: number;
  91052. partitioningSubdivisions: number;
  91053. partitioningBBoxRatio: number;
  91054. facetDataEnabled: boolean;
  91055. facetParameters: any;
  91056. bbSize: Vector3;
  91057. subDiv: {
  91058. max: number;
  91059. X: number;
  91060. Y: number;
  91061. Z: number;
  91062. };
  91063. facetDepthSort: boolean;
  91064. facetDepthSortEnabled: boolean;
  91065. depthSortedIndices: IndicesArray;
  91066. depthSortedFacets: {
  91067. ind: number;
  91068. sqDistance: number;
  91069. }[];
  91070. facetDepthSortFunction: (f1: {
  91071. ind: number;
  91072. sqDistance: number;
  91073. }, f2: {
  91074. ind: number;
  91075. sqDistance: number;
  91076. }) => number;
  91077. facetDepthSortFrom: Vector3;
  91078. facetDepthSortOrigin: Vector3;
  91079. invertedMatrix: Matrix;
  91080. }
  91081. /**
  91082. * @hidden
  91083. **/
  91084. class _InternalAbstractMeshDataInfo {
  91085. _hasVertexAlpha: boolean;
  91086. _useVertexColors: boolean;
  91087. _numBoneInfluencers: number;
  91088. _applyFog: boolean;
  91089. _receiveShadows: boolean;
  91090. _facetData: _FacetDataStorage;
  91091. _visibility: number;
  91092. _skeleton: Nullable<Skeleton>;
  91093. _layerMask: number;
  91094. _computeBonesUsingShaders: boolean;
  91095. _isActive: boolean;
  91096. _onlyForInstances: boolean;
  91097. _isActiveIntermediate: boolean;
  91098. _onlyForInstancesIntermediate: boolean;
  91099. }
  91100. /**
  91101. * Class used to store all common mesh properties
  91102. */
  91103. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  91104. /** No occlusion */
  91105. static OCCLUSION_TYPE_NONE: number;
  91106. /** Occlusion set to optimisitic */
  91107. static OCCLUSION_TYPE_OPTIMISTIC: number;
  91108. /** Occlusion set to strict */
  91109. static OCCLUSION_TYPE_STRICT: number;
  91110. /** Use an accurante occlusion algorithm */
  91111. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  91112. /** Use a conservative occlusion algorithm */
  91113. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  91114. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  91115. * Test order :
  91116. * Is the bounding sphere outside the frustum ?
  91117. * If not, are the bounding box vertices outside the frustum ?
  91118. * It not, then the cullable object is in the frustum.
  91119. */
  91120. static readonly CULLINGSTRATEGY_STANDARD: number;
  91121. /** Culling strategy : Bounding Sphere Only.
  91122. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  91123. * It's also less accurate than the standard because some not visible objects can still be selected.
  91124. * Test : is the bounding sphere outside the frustum ?
  91125. * If not, then the cullable object is in the frustum.
  91126. */
  91127. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  91128. /** Culling strategy : Optimistic Inclusion.
  91129. * This in an inclusion test first, then the standard exclusion test.
  91130. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  91131. * 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.
  91132. * Anyway, it's as accurate as the standard strategy.
  91133. * Test :
  91134. * Is the cullable object bounding sphere center in the frustum ?
  91135. * If not, apply the default culling strategy.
  91136. */
  91137. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  91138. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  91139. * This in an inclusion test first, then the bounding sphere only exclusion test.
  91140. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  91141. * 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.
  91142. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  91143. * Test :
  91144. * Is the cullable object bounding sphere center in the frustum ?
  91145. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  91146. */
  91147. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  91148. /**
  91149. * No billboard
  91150. */
  91151. static readonly BILLBOARDMODE_NONE: number;
  91152. /** Billboard on X axis */
  91153. static readonly BILLBOARDMODE_X: number;
  91154. /** Billboard on Y axis */
  91155. static readonly BILLBOARDMODE_Y: number;
  91156. /** Billboard on Z axis */
  91157. static readonly BILLBOARDMODE_Z: number;
  91158. /** Billboard on all axes */
  91159. static readonly BILLBOARDMODE_ALL: number;
  91160. /** Billboard on using position instead of orientation */
  91161. static readonly BILLBOARDMODE_USE_POSITION: number;
  91162. /** @hidden */
  91163. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  91164. /**
  91165. * The culling strategy to use to check whether the mesh must be rendered or not.
  91166. * This value can be changed at any time and will be used on the next render mesh selection.
  91167. * The possible values are :
  91168. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  91169. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  91170. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  91171. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  91172. * Please read each static variable documentation to get details about the culling process.
  91173. * */
  91174. cullingStrategy: number;
  91175. /**
  91176. * Gets the number of facets in the mesh
  91177. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  91178. */
  91179. readonly facetNb: number;
  91180. /**
  91181. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  91182. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  91183. */
  91184. partitioningSubdivisions: number;
  91185. /**
  91186. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  91187. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  91188. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  91189. */
  91190. partitioningBBoxRatio: number;
  91191. /**
  91192. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  91193. * Works only for updatable meshes.
  91194. * Doesn't work with multi-materials
  91195. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  91196. */
  91197. mustDepthSortFacets: boolean;
  91198. /**
  91199. * The location (Vector3) where the facet depth sort must be computed from.
  91200. * By default, the active camera position.
  91201. * Used only when facet depth sort is enabled
  91202. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  91203. */
  91204. facetDepthSortFrom: Vector3;
  91205. /**
  91206. * gets a boolean indicating if facetData is enabled
  91207. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  91208. */
  91209. readonly isFacetDataEnabled: boolean;
  91210. /** @hidden */
  91211. _updateNonUniformScalingState(value: boolean): boolean;
  91212. /**
  91213. * An event triggered when this mesh collides with another one
  91214. */
  91215. onCollideObservable: Observable<AbstractMesh>;
  91216. /** Set a function to call when this mesh collides with another one */
  91217. onCollide: () => void;
  91218. /**
  91219. * An event triggered when the collision's position changes
  91220. */
  91221. onCollisionPositionChangeObservable: Observable<Vector3>;
  91222. /** Set a function to call when the collision's position changes */
  91223. onCollisionPositionChange: () => void;
  91224. /**
  91225. * An event triggered when material is changed
  91226. */
  91227. onMaterialChangedObservable: Observable<AbstractMesh>;
  91228. /**
  91229. * Gets or sets the orientation for POV movement & rotation
  91230. */
  91231. definedFacingForward: boolean;
  91232. /** @hidden */
  91233. _occlusionQuery: Nullable<WebGLQuery>;
  91234. /** @hidden */
  91235. _renderingGroup: Nullable<RenderingGroup>;
  91236. /**
  91237. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  91238. */
  91239. /**
  91240. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  91241. */
  91242. visibility: number;
  91243. /** Gets or sets the alpha index used to sort transparent meshes
  91244. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  91245. */
  91246. alphaIndex: number;
  91247. /**
  91248. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  91249. */
  91250. isVisible: boolean;
  91251. /**
  91252. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  91253. */
  91254. isPickable: boolean;
  91255. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  91256. showSubMeshesBoundingBox: boolean;
  91257. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  91258. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  91259. */
  91260. isBlocker: boolean;
  91261. /**
  91262. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  91263. */
  91264. enablePointerMoveEvents: boolean;
  91265. /**
  91266. * Specifies the rendering group id for this mesh (0 by default)
  91267. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  91268. */
  91269. renderingGroupId: number;
  91270. private _material;
  91271. /** Gets or sets current material */
  91272. material: Nullable<Material>;
  91273. /**
  91274. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  91275. * @see http://doc.babylonjs.com/babylon101/shadows
  91276. */
  91277. receiveShadows: boolean;
  91278. /** Defines color to use when rendering outline */
  91279. outlineColor: Color3;
  91280. /** Define width to use when rendering outline */
  91281. outlineWidth: number;
  91282. /** Defines color to use when rendering overlay */
  91283. overlayColor: Color3;
  91284. /** Defines alpha to use when rendering overlay */
  91285. overlayAlpha: number;
  91286. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  91287. hasVertexAlpha: boolean;
  91288. /** 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) */
  91289. useVertexColors: boolean;
  91290. /**
  91291. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  91292. */
  91293. computeBonesUsingShaders: boolean;
  91294. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  91295. numBoneInfluencers: number;
  91296. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  91297. applyFog: boolean;
  91298. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  91299. useOctreeForRenderingSelection: boolean;
  91300. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  91301. useOctreeForPicking: boolean;
  91302. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  91303. useOctreeForCollisions: boolean;
  91304. /**
  91305. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  91306. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  91307. */
  91308. layerMask: number;
  91309. /**
  91310. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  91311. */
  91312. alwaysSelectAsActiveMesh: boolean;
  91313. /**
  91314. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  91315. */
  91316. doNotSyncBoundingInfo: boolean;
  91317. /**
  91318. * Gets or sets the current action manager
  91319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  91320. */
  91321. actionManager: Nullable<AbstractActionManager>;
  91322. private _meshCollisionData;
  91323. /**
  91324. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  91325. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91326. */
  91327. ellipsoid: Vector3;
  91328. /**
  91329. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  91330. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91331. */
  91332. ellipsoidOffset: Vector3;
  91333. /**
  91334. * Gets or sets a collision mask used to mask collisions (default is -1).
  91335. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  91336. */
  91337. collisionMask: number;
  91338. /**
  91339. * Gets or sets the current collision group mask (-1 by default).
  91340. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  91341. */
  91342. collisionGroup: number;
  91343. /**
  91344. * Defines edge width used when edgesRenderer is enabled
  91345. * @see https://www.babylonjs-playground.com/#10OJSG#13
  91346. */
  91347. edgesWidth: number;
  91348. /**
  91349. * Defines edge color used when edgesRenderer is enabled
  91350. * @see https://www.babylonjs-playground.com/#10OJSG#13
  91351. */
  91352. edgesColor: Color4;
  91353. /** @hidden */
  91354. _edgesRenderer: Nullable<IEdgesRenderer>;
  91355. /** @hidden */
  91356. _masterMesh: Nullable<AbstractMesh>;
  91357. /** @hidden */
  91358. _boundingInfo: Nullable<BoundingInfo>;
  91359. /** @hidden */
  91360. _renderId: number;
  91361. /**
  91362. * Gets or sets the list of subMeshes
  91363. * @see http://doc.babylonjs.com/how_to/multi_materials
  91364. */
  91365. subMeshes: SubMesh[];
  91366. /** @hidden */
  91367. _intersectionsInProgress: AbstractMesh[];
  91368. /** @hidden */
  91369. _unIndexed: boolean;
  91370. /** @hidden */
  91371. _lightSources: Light[];
  91372. /** Gets the list of lights affecting that mesh */
  91373. readonly lightSources: Light[];
  91374. /** @hidden */
  91375. readonly _positions: Nullable<Vector3[]>;
  91376. /** @hidden */
  91377. _waitingData: {
  91378. lods: Nullable<any>;
  91379. actions: Nullable<any>;
  91380. freezeWorldMatrix: Nullable<boolean>;
  91381. };
  91382. /** @hidden */
  91383. _bonesTransformMatrices: Nullable<Float32Array>;
  91384. /** @hidden */
  91385. _transformMatrixTexture: Nullable<RawTexture>;
  91386. /**
  91387. * Gets or sets a skeleton to apply skining transformations
  91388. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  91389. */
  91390. skeleton: Nullable<Skeleton>;
  91391. /**
  91392. * An event triggered when the mesh is rebuilt.
  91393. */
  91394. onRebuildObservable: Observable<AbstractMesh>;
  91395. /**
  91396. * Creates a new AbstractMesh
  91397. * @param name defines the name of the mesh
  91398. * @param scene defines the hosting scene
  91399. */
  91400. constructor(name: string, scene?: Nullable<Scene>);
  91401. /**
  91402. * Returns the string "AbstractMesh"
  91403. * @returns "AbstractMesh"
  91404. */
  91405. getClassName(): string;
  91406. /**
  91407. * Gets a string representation of the current mesh
  91408. * @param fullDetails defines a boolean indicating if full details must be included
  91409. * @returns a string representation of the current mesh
  91410. */
  91411. toString(fullDetails?: boolean): string;
  91412. /**
  91413. * @hidden
  91414. */
  91415. protected _getEffectiveParent(): Nullable<Node>;
  91416. /** @hidden */
  91417. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  91418. /** @hidden */
  91419. _rebuild(): void;
  91420. /** @hidden */
  91421. _resyncLightSources(): void;
  91422. /** @hidden */
  91423. _resyncLighSource(light: Light): void;
  91424. /** @hidden */
  91425. _unBindEffect(): void;
  91426. /** @hidden */
  91427. _removeLightSource(light: Light, dispose: boolean): void;
  91428. private _markSubMeshesAsDirty;
  91429. /** @hidden */
  91430. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  91431. /** @hidden */
  91432. _markSubMeshesAsAttributesDirty(): void;
  91433. /** @hidden */
  91434. _markSubMeshesAsMiscDirty(): void;
  91435. /**
  91436. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  91437. */
  91438. scaling: Vector3;
  91439. /**
  91440. * Returns true if the mesh is blocked. Implemented by child classes
  91441. */
  91442. readonly isBlocked: boolean;
  91443. /**
  91444. * Returns the mesh itself by default. Implemented by child classes
  91445. * @param camera defines the camera to use to pick the right LOD level
  91446. * @returns the currentAbstractMesh
  91447. */
  91448. getLOD(camera: Camera): Nullable<AbstractMesh>;
  91449. /**
  91450. * Returns 0 by default. Implemented by child classes
  91451. * @returns an integer
  91452. */
  91453. getTotalVertices(): number;
  91454. /**
  91455. * Returns a positive integer : the total number of indices in this mesh geometry.
  91456. * @returns the numner of indices or zero if the mesh has no geometry.
  91457. */
  91458. getTotalIndices(): number;
  91459. /**
  91460. * Returns null by default. Implemented by child classes
  91461. * @returns null
  91462. */
  91463. getIndices(): Nullable<IndicesArray>;
  91464. /**
  91465. * Returns the array of the requested vertex data kind. Implemented by child classes
  91466. * @param kind defines the vertex data kind to use
  91467. * @returns null
  91468. */
  91469. getVerticesData(kind: string): Nullable<FloatArray>;
  91470. /**
  91471. * Sets the vertex data of the mesh geometry for the requested `kind`.
  91472. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  91473. * Note that a new underlying VertexBuffer object is created each call.
  91474. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  91475. * @param kind defines vertex data kind:
  91476. * * VertexBuffer.PositionKind
  91477. * * VertexBuffer.UVKind
  91478. * * VertexBuffer.UV2Kind
  91479. * * VertexBuffer.UV3Kind
  91480. * * VertexBuffer.UV4Kind
  91481. * * VertexBuffer.UV5Kind
  91482. * * VertexBuffer.UV6Kind
  91483. * * VertexBuffer.ColorKind
  91484. * * VertexBuffer.MatricesIndicesKind
  91485. * * VertexBuffer.MatricesIndicesExtraKind
  91486. * * VertexBuffer.MatricesWeightsKind
  91487. * * VertexBuffer.MatricesWeightsExtraKind
  91488. * @param data defines the data source
  91489. * @param updatable defines if the data must be flagged as updatable (or static)
  91490. * @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
  91491. * @returns the current mesh
  91492. */
  91493. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  91494. /**
  91495. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  91496. * If the mesh has no geometry, it is simply returned as it is.
  91497. * @param kind defines vertex data kind:
  91498. * * VertexBuffer.PositionKind
  91499. * * VertexBuffer.UVKind
  91500. * * VertexBuffer.UV2Kind
  91501. * * VertexBuffer.UV3Kind
  91502. * * VertexBuffer.UV4Kind
  91503. * * VertexBuffer.UV5Kind
  91504. * * VertexBuffer.UV6Kind
  91505. * * VertexBuffer.ColorKind
  91506. * * VertexBuffer.MatricesIndicesKind
  91507. * * VertexBuffer.MatricesIndicesExtraKind
  91508. * * VertexBuffer.MatricesWeightsKind
  91509. * * VertexBuffer.MatricesWeightsExtraKind
  91510. * @param data defines the data source
  91511. * @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
  91512. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  91513. * @returns the current mesh
  91514. */
  91515. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  91516. /**
  91517. * Sets the mesh indices,
  91518. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  91519. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  91520. * @param totalVertices Defines the total number of vertices
  91521. * @returns the current mesh
  91522. */
  91523. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  91524. /**
  91525. * Gets a boolean indicating if specific vertex data is present
  91526. * @param kind defines the vertex data kind to use
  91527. * @returns true is data kind is present
  91528. */
  91529. isVerticesDataPresent(kind: string): boolean;
  91530. /**
  91531. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  91532. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  91533. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  91534. * @returns a BoundingInfo
  91535. */
  91536. getBoundingInfo(): BoundingInfo;
  91537. /**
  91538. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  91539. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  91540. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  91541. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  91542. * @returns the current mesh
  91543. */
  91544. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  91545. /**
  91546. * Overwrite the current bounding info
  91547. * @param boundingInfo defines the new bounding info
  91548. * @returns the current mesh
  91549. */
  91550. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  91551. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  91552. readonly useBones: boolean;
  91553. /** @hidden */
  91554. _preActivate(): void;
  91555. /** @hidden */
  91556. _preActivateForIntermediateRendering(renderId: number): void;
  91557. /** @hidden */
  91558. _activate(renderId: number, intermediateRendering: boolean): boolean;
  91559. /** @hidden */
  91560. _postActivate(): void;
  91561. /** @hidden */
  91562. _freeze(): void;
  91563. /** @hidden */
  91564. _unFreeze(): void;
  91565. /**
  91566. * Gets the current world matrix
  91567. * @returns a Matrix
  91568. */
  91569. getWorldMatrix(): Matrix;
  91570. /** @hidden */
  91571. _getWorldMatrixDeterminant(): number;
  91572. /**
  91573. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  91574. */
  91575. readonly isAnInstance: boolean;
  91576. /**
  91577. * Gets a boolean indicating if this mesh has instances
  91578. */
  91579. readonly hasInstances: boolean;
  91580. /**
  91581. * Perform relative position change from the point of view of behind the front of the mesh.
  91582. * This is performed taking into account the meshes current rotation, so you do not have to care.
  91583. * Supports definition of mesh facing forward or backward
  91584. * @param amountRight defines the distance on the right axis
  91585. * @param amountUp defines the distance on the up axis
  91586. * @param amountForward defines the distance on the forward axis
  91587. * @returns the current mesh
  91588. */
  91589. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  91590. /**
  91591. * Calculate relative position change from the point of view of behind the front of the mesh.
  91592. * This is performed taking into account the meshes current rotation, so you do not have to care.
  91593. * Supports definition of mesh facing forward or backward
  91594. * @param amountRight defines the distance on the right axis
  91595. * @param amountUp defines the distance on the up axis
  91596. * @param amountForward defines the distance on the forward axis
  91597. * @returns the new displacement vector
  91598. */
  91599. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  91600. /**
  91601. * Perform relative rotation change from the point of view of behind the front of the mesh.
  91602. * Supports definition of mesh facing forward or backward
  91603. * @param flipBack defines the flip
  91604. * @param twirlClockwise defines the twirl
  91605. * @param tiltRight defines the tilt
  91606. * @returns the current mesh
  91607. */
  91608. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  91609. /**
  91610. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  91611. * Supports definition of mesh facing forward or backward.
  91612. * @param flipBack defines the flip
  91613. * @param twirlClockwise defines the twirl
  91614. * @param tiltRight defines the tilt
  91615. * @returns the new rotation vector
  91616. */
  91617. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  91618. /**
  91619. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  91620. * This means the mesh underlying bounding box and sphere are recomputed.
  91621. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  91622. * @returns the current mesh
  91623. */
  91624. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  91625. /** @hidden */
  91626. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  91627. /** @hidden */
  91628. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  91629. /** @hidden */
  91630. _updateBoundingInfo(): AbstractMesh;
  91631. /** @hidden */
  91632. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  91633. /** @hidden */
  91634. protected _afterComputeWorldMatrix(): void;
  91635. /** @hidden */
  91636. readonly _effectiveMesh: AbstractMesh;
  91637. /**
  91638. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  91639. * A mesh is in the frustum if its bounding box intersects the frustum
  91640. * @param frustumPlanes defines the frustum to test
  91641. * @returns true if the mesh is in the frustum planes
  91642. */
  91643. isInFrustum(frustumPlanes: Plane[]): boolean;
  91644. /**
  91645. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  91646. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  91647. * @param frustumPlanes defines the frustum to test
  91648. * @returns true if the mesh is completely in the frustum planes
  91649. */
  91650. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  91651. /**
  91652. * True if the mesh intersects another mesh or a SolidParticle object
  91653. * @param mesh defines a target mesh or SolidParticle to test
  91654. * @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)
  91655. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  91656. * @returns true if there is an intersection
  91657. */
  91658. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  91659. /**
  91660. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  91661. * @param point defines the point to test
  91662. * @returns true if there is an intersection
  91663. */
  91664. intersectsPoint(point: Vector3): boolean;
  91665. /**
  91666. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  91667. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91668. */
  91669. checkCollisions: boolean;
  91670. /**
  91671. * Gets Collider object used to compute collisions (not physics)
  91672. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91673. */
  91674. readonly collider: Nullable<Collider>;
  91675. /**
  91676. * Move the mesh using collision engine
  91677. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91678. * @param displacement defines the requested displacement vector
  91679. * @returns the current mesh
  91680. */
  91681. moveWithCollisions(displacement: Vector3): AbstractMesh;
  91682. private _onCollisionPositionChange;
  91683. /** @hidden */
  91684. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  91685. /** @hidden */
  91686. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  91687. /** @hidden */
  91688. _checkCollision(collider: Collider): AbstractMesh;
  91689. /** @hidden */
  91690. _generatePointsArray(): boolean;
  91691. /**
  91692. * Checks if the passed Ray intersects with the mesh
  91693. * @param ray defines the ray to use
  91694. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  91695. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  91696. * @returns the picking info
  91697. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  91698. */
  91699. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  91700. /**
  91701. * Clones the current mesh
  91702. * @param name defines the mesh name
  91703. * @param newParent defines the new mesh parent
  91704. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  91705. * @returns the new mesh
  91706. */
  91707. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  91708. /**
  91709. * Disposes all the submeshes of the current meshnp
  91710. * @returns the current mesh
  91711. */
  91712. releaseSubMeshes(): AbstractMesh;
  91713. /**
  91714. * Releases resources associated with this abstract mesh.
  91715. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91716. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91717. */
  91718. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91719. /**
  91720. * Adds the passed mesh as a child to the current mesh
  91721. * @param mesh defines the child mesh
  91722. * @returns the current mesh
  91723. */
  91724. addChild(mesh: AbstractMesh): AbstractMesh;
  91725. /**
  91726. * Removes the passed mesh from the current mesh children list
  91727. * @param mesh defines the child mesh
  91728. * @returns the current mesh
  91729. */
  91730. removeChild(mesh: AbstractMesh): AbstractMesh;
  91731. /** @hidden */
  91732. private _initFacetData;
  91733. /**
  91734. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  91735. * This method can be called within the render loop.
  91736. * 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
  91737. * @returns the current mesh
  91738. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91739. */
  91740. updateFacetData(): AbstractMesh;
  91741. /**
  91742. * Returns the facetLocalNormals array.
  91743. * The normals are expressed in the mesh local spac
  91744. * @returns an array of Vector3
  91745. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91746. */
  91747. getFacetLocalNormals(): Vector3[];
  91748. /**
  91749. * Returns the facetLocalPositions array.
  91750. * The facet positions are expressed in the mesh local space
  91751. * @returns an array of Vector3
  91752. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91753. */
  91754. getFacetLocalPositions(): Vector3[];
  91755. /**
  91756. * Returns the facetLocalPartioning array
  91757. * @returns an array of array of numbers
  91758. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91759. */
  91760. getFacetLocalPartitioning(): number[][];
  91761. /**
  91762. * Returns the i-th facet position in the world system.
  91763. * This method allocates a new Vector3 per call
  91764. * @param i defines the facet index
  91765. * @returns a new Vector3
  91766. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91767. */
  91768. getFacetPosition(i: number): Vector3;
  91769. /**
  91770. * Sets the reference Vector3 with the i-th facet position in the world system
  91771. * @param i defines the facet index
  91772. * @param ref defines the target vector
  91773. * @returns the current mesh
  91774. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91775. */
  91776. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  91777. /**
  91778. * Returns the i-th facet normal in the world system.
  91779. * This method allocates a new Vector3 per call
  91780. * @param i defines the facet index
  91781. * @returns a new Vector3
  91782. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91783. */
  91784. getFacetNormal(i: number): Vector3;
  91785. /**
  91786. * Sets the reference Vector3 with the i-th facet normal in the world system
  91787. * @param i defines the facet index
  91788. * @param ref defines the target vector
  91789. * @returns the current mesh
  91790. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91791. */
  91792. getFacetNormalToRef(i: number, ref: Vector3): this;
  91793. /**
  91794. * 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)
  91795. * @param x defines x coordinate
  91796. * @param y defines y coordinate
  91797. * @param z defines z coordinate
  91798. * @returns the array of facet indexes
  91799. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91800. */
  91801. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  91802. /**
  91803. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  91804. * @param projected sets as the (x,y,z) world projection on the facet
  91805. * @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
  91806. * @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
  91807. * @param x defines x coordinate
  91808. * @param y defines y coordinate
  91809. * @param z defines z coordinate
  91810. * @returns the face index if found (or null instead)
  91811. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91812. */
  91813. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  91814. /**
  91815. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  91816. * @param projected sets as the (x,y,z) local projection on the facet
  91817. * @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
  91818. * @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
  91819. * @param x defines x coordinate
  91820. * @param y defines y coordinate
  91821. * @param z defines z coordinate
  91822. * @returns the face index if found (or null instead)
  91823. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91824. */
  91825. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  91826. /**
  91827. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  91828. * @returns the parameters
  91829. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91830. */
  91831. getFacetDataParameters(): any;
  91832. /**
  91833. * Disables the feature FacetData and frees the related memory
  91834. * @returns the current mesh
  91835. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91836. */
  91837. disableFacetData(): AbstractMesh;
  91838. /**
  91839. * Updates the AbstractMesh indices array
  91840. * @param indices defines the data source
  91841. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  91842. * @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)
  91843. * @returns the current mesh
  91844. */
  91845. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  91846. /**
  91847. * Creates new normals data for the mesh
  91848. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  91849. * @returns the current mesh
  91850. */
  91851. createNormals(updatable: boolean): AbstractMesh;
  91852. /**
  91853. * Align the mesh with a normal
  91854. * @param normal defines the normal to use
  91855. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  91856. * @returns the current mesh
  91857. */
  91858. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  91859. /** @hidden */
  91860. _checkOcclusionQuery(): boolean;
  91861. /**
  91862. * Disables the mesh edge rendering mode
  91863. * @returns the currentAbstractMesh
  91864. */
  91865. disableEdgesRendering(): AbstractMesh;
  91866. /**
  91867. * Enables the edge rendering mode on the mesh.
  91868. * This mode makes the mesh edges visible
  91869. * @param epsilon defines the maximal distance between two angles to detect a face
  91870. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  91871. * @returns the currentAbstractMesh
  91872. * @see https://www.babylonjs-playground.com/#19O9TU#0
  91873. */
  91874. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  91875. }
  91876. }
  91877. declare module BABYLON {
  91878. /**
  91879. * Interface used to define ActionEvent
  91880. */
  91881. export interface IActionEvent {
  91882. /** The mesh or sprite that triggered the action */
  91883. source: any;
  91884. /** The X mouse cursor position at the time of the event */
  91885. pointerX: number;
  91886. /** The Y mouse cursor position at the time of the event */
  91887. pointerY: number;
  91888. /** The mesh that is currently pointed at (can be null) */
  91889. meshUnderPointer: Nullable<AbstractMesh>;
  91890. /** the original (browser) event that triggered the ActionEvent */
  91891. sourceEvent?: any;
  91892. /** additional data for the event */
  91893. additionalData?: any;
  91894. }
  91895. /**
  91896. * ActionEvent is the event being sent when an action is triggered.
  91897. */
  91898. export class ActionEvent implements IActionEvent {
  91899. /** The mesh or sprite that triggered the action */
  91900. source: any;
  91901. /** The X mouse cursor position at the time of the event */
  91902. pointerX: number;
  91903. /** The Y mouse cursor position at the time of the event */
  91904. pointerY: number;
  91905. /** The mesh that is currently pointed at (can be null) */
  91906. meshUnderPointer: Nullable<AbstractMesh>;
  91907. /** the original (browser) event that triggered the ActionEvent */
  91908. sourceEvent?: any;
  91909. /** additional data for the event */
  91910. additionalData?: any;
  91911. /**
  91912. * Creates a new ActionEvent
  91913. * @param source The mesh or sprite that triggered the action
  91914. * @param pointerX The X mouse cursor position at the time of the event
  91915. * @param pointerY The Y mouse cursor position at the time of the event
  91916. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  91917. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  91918. * @param additionalData additional data for the event
  91919. */
  91920. constructor(
  91921. /** The mesh or sprite that triggered the action */
  91922. source: any,
  91923. /** The X mouse cursor position at the time of the event */
  91924. pointerX: number,
  91925. /** The Y mouse cursor position at the time of the event */
  91926. pointerY: number,
  91927. /** The mesh that is currently pointed at (can be null) */
  91928. meshUnderPointer: Nullable<AbstractMesh>,
  91929. /** the original (browser) event that triggered the ActionEvent */
  91930. sourceEvent?: any,
  91931. /** additional data for the event */
  91932. additionalData?: any);
  91933. /**
  91934. * Helper function to auto-create an ActionEvent from a source mesh.
  91935. * @param source The source mesh that triggered the event
  91936. * @param evt The original (browser) event
  91937. * @param additionalData additional data for the event
  91938. * @returns the new ActionEvent
  91939. */
  91940. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  91941. /**
  91942. * Helper function to auto-create an ActionEvent from a source sprite
  91943. * @param source The source sprite that triggered the event
  91944. * @param scene Scene associated with the sprite
  91945. * @param evt The original (browser) event
  91946. * @param additionalData additional data for the event
  91947. * @returns the new ActionEvent
  91948. */
  91949. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  91950. /**
  91951. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  91952. * @param scene the scene where the event occurred
  91953. * @param evt The original (browser) event
  91954. * @returns the new ActionEvent
  91955. */
  91956. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  91957. /**
  91958. * Helper function to auto-create an ActionEvent from a primitive
  91959. * @param prim defines the target primitive
  91960. * @param pointerPos defines the pointer position
  91961. * @param evt The original (browser) event
  91962. * @param additionalData additional data for the event
  91963. * @returns the new ActionEvent
  91964. */
  91965. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  91966. }
  91967. }
  91968. declare module BABYLON {
  91969. /**
  91970. * Abstract class used to decouple action Manager from scene and meshes.
  91971. * Do not instantiate.
  91972. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  91973. */
  91974. export abstract class AbstractActionManager implements IDisposable {
  91975. /** Gets the list of active triggers */
  91976. static Triggers: {
  91977. [key: string]: number;
  91978. };
  91979. /** Gets the cursor to use when hovering items */
  91980. hoverCursor: string;
  91981. /** Gets the list of actions */
  91982. actions: IAction[];
  91983. /**
  91984. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  91985. */
  91986. isRecursive: boolean;
  91987. /**
  91988. * Releases all associated resources
  91989. */
  91990. abstract dispose(): void;
  91991. /**
  91992. * Does this action manager has pointer triggers
  91993. */
  91994. abstract readonly hasPointerTriggers: boolean;
  91995. /**
  91996. * Does this action manager has pick triggers
  91997. */
  91998. abstract readonly hasPickTriggers: boolean;
  91999. /**
  92000. * Process a specific trigger
  92001. * @param trigger defines the trigger to process
  92002. * @param evt defines the event details to be processed
  92003. */
  92004. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  92005. /**
  92006. * Does this action manager handles actions of any of the given triggers
  92007. * @param triggers defines the triggers to be tested
  92008. * @return a boolean indicating whether one (or more) of the triggers is handled
  92009. */
  92010. abstract hasSpecificTriggers(triggers: number[]): boolean;
  92011. /**
  92012. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  92013. * speed.
  92014. * @param triggerA defines the trigger to be tested
  92015. * @param triggerB defines the trigger to be tested
  92016. * @return a boolean indicating whether one (or more) of the triggers is handled
  92017. */
  92018. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  92019. /**
  92020. * Does this action manager handles actions of a given trigger
  92021. * @param trigger defines the trigger to be tested
  92022. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  92023. * @return whether the trigger is handled
  92024. */
  92025. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  92026. /**
  92027. * Serialize this manager to a JSON object
  92028. * @param name defines the property name to store this manager
  92029. * @returns a JSON representation of this manager
  92030. */
  92031. abstract serialize(name: string): any;
  92032. /**
  92033. * Registers an action to this action manager
  92034. * @param action defines the action to be registered
  92035. * @return the action amended (prepared) after registration
  92036. */
  92037. abstract registerAction(action: IAction): Nullable<IAction>;
  92038. /**
  92039. * Unregisters an action to this action manager
  92040. * @param action defines the action to be unregistered
  92041. * @return a boolean indicating whether the action has been unregistered
  92042. */
  92043. abstract unregisterAction(action: IAction): Boolean;
  92044. /**
  92045. * Does exist one action manager with at least one trigger
  92046. **/
  92047. static readonly HasTriggers: boolean;
  92048. /**
  92049. * Does exist one action manager with at least one pick trigger
  92050. **/
  92051. static readonly HasPickTriggers: boolean;
  92052. /**
  92053. * Does exist one action manager that handles actions of a given trigger
  92054. * @param trigger defines the trigger to be tested
  92055. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  92056. **/
  92057. static HasSpecificTrigger(trigger: number): boolean;
  92058. }
  92059. }
  92060. declare module BABYLON {
  92061. /**
  92062. * Defines how a node can be built from a string name.
  92063. */
  92064. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  92065. /**
  92066. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  92067. */
  92068. export class Node implements IBehaviorAware<Node> {
  92069. /** @hidden */
  92070. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  92071. private static _NodeConstructors;
  92072. /**
  92073. * Add a new node constructor
  92074. * @param type defines the type name of the node to construct
  92075. * @param constructorFunc defines the constructor function
  92076. */
  92077. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  92078. /**
  92079. * Returns a node constructor based on type name
  92080. * @param type defines the type name
  92081. * @param name defines the new node name
  92082. * @param scene defines the hosting scene
  92083. * @param options defines optional options to transmit to constructors
  92084. * @returns the new constructor or null
  92085. */
  92086. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  92087. /**
  92088. * Gets or sets the name of the node
  92089. */
  92090. name: string;
  92091. /**
  92092. * Gets or sets the id of the node
  92093. */
  92094. id: string;
  92095. /**
  92096. * Gets or sets the unique id of the node
  92097. */
  92098. uniqueId: number;
  92099. /**
  92100. * Gets or sets a string used to store user defined state for the node
  92101. */
  92102. state: string;
  92103. /**
  92104. * Gets or sets an object used to store user defined information for the node
  92105. */
  92106. metadata: any;
  92107. /**
  92108. * For internal use only. Please do not use.
  92109. */
  92110. reservedDataStore: any;
  92111. /**
  92112. * List of inspectable custom properties (used by the Inspector)
  92113. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  92114. */
  92115. inspectableCustomProperties: IInspectable[];
  92116. /**
  92117. * Gets or sets a boolean used to define if the node must be serialized
  92118. */
  92119. doNotSerialize: boolean;
  92120. /** @hidden */
  92121. _isDisposed: boolean;
  92122. /**
  92123. * Gets a list of Animations associated with the node
  92124. */
  92125. animations: Animation[];
  92126. protected _ranges: {
  92127. [name: string]: Nullable<AnimationRange>;
  92128. };
  92129. /**
  92130. * Callback raised when the node is ready to be used
  92131. */
  92132. onReady: Nullable<(node: Node) => void>;
  92133. private _isEnabled;
  92134. private _isParentEnabled;
  92135. private _isReady;
  92136. /** @hidden */
  92137. _currentRenderId: number;
  92138. private _parentUpdateId;
  92139. /** @hidden */
  92140. _childUpdateId: number;
  92141. /** @hidden */
  92142. _waitingParentId: Nullable<string>;
  92143. /** @hidden */
  92144. _scene: Scene;
  92145. /** @hidden */
  92146. _cache: any;
  92147. private _parentNode;
  92148. private _children;
  92149. /** @hidden */
  92150. _worldMatrix: Matrix;
  92151. /** @hidden */
  92152. _worldMatrixDeterminant: number;
  92153. /** @hidden */
  92154. _worldMatrixDeterminantIsDirty: boolean;
  92155. /** @hidden */
  92156. private _sceneRootNodesIndex;
  92157. /**
  92158. * Gets a boolean indicating if the node has been disposed
  92159. * @returns true if the node was disposed
  92160. */
  92161. isDisposed(): boolean;
  92162. /**
  92163. * Gets or sets the parent of the node (without keeping the current position in the scene)
  92164. * @see https://doc.babylonjs.com/how_to/parenting
  92165. */
  92166. parent: Nullable<Node>;
  92167. private addToSceneRootNodes;
  92168. private removeFromSceneRootNodes;
  92169. private _animationPropertiesOverride;
  92170. /**
  92171. * Gets or sets the animation properties override
  92172. */
  92173. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  92174. /**
  92175. * Gets a string idenfifying the name of the class
  92176. * @returns "Node" string
  92177. */
  92178. getClassName(): string;
  92179. /** @hidden */
  92180. readonly _isNode: boolean;
  92181. /**
  92182. * An event triggered when the mesh is disposed
  92183. */
  92184. onDisposeObservable: Observable<Node>;
  92185. private _onDisposeObserver;
  92186. /**
  92187. * Sets a callback that will be raised when the node will be disposed
  92188. */
  92189. onDispose: () => void;
  92190. /**
  92191. * Creates a new Node
  92192. * @param name the name and id to be given to this node
  92193. * @param scene the scene this node will be added to
  92194. * @param addToRootNodes the node will be added to scene.rootNodes
  92195. */
  92196. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  92197. /**
  92198. * Gets the scene of the node
  92199. * @returns a scene
  92200. */
  92201. getScene(): Scene;
  92202. /**
  92203. * Gets the engine of the node
  92204. * @returns a Engine
  92205. */
  92206. getEngine(): Engine;
  92207. private _behaviors;
  92208. /**
  92209. * Attach a behavior to the node
  92210. * @see http://doc.babylonjs.com/features/behaviour
  92211. * @param behavior defines the behavior to attach
  92212. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  92213. * @returns the current Node
  92214. */
  92215. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  92216. /**
  92217. * Remove an attached behavior
  92218. * @see http://doc.babylonjs.com/features/behaviour
  92219. * @param behavior defines the behavior to attach
  92220. * @returns the current Node
  92221. */
  92222. removeBehavior(behavior: Behavior<Node>): Node;
  92223. /**
  92224. * Gets the list of attached behaviors
  92225. * @see http://doc.babylonjs.com/features/behaviour
  92226. */
  92227. readonly behaviors: Behavior<Node>[];
  92228. /**
  92229. * Gets an attached behavior by name
  92230. * @param name defines the name of the behavior to look for
  92231. * @see http://doc.babylonjs.com/features/behaviour
  92232. * @returns null if behavior was not found else the requested behavior
  92233. */
  92234. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  92235. /**
  92236. * Returns the latest update of the World matrix
  92237. * @returns a Matrix
  92238. */
  92239. getWorldMatrix(): Matrix;
  92240. /** @hidden */
  92241. _getWorldMatrixDeterminant(): number;
  92242. /**
  92243. * Returns directly the latest state of the mesh World matrix.
  92244. * A Matrix is returned.
  92245. */
  92246. readonly worldMatrixFromCache: Matrix;
  92247. /** @hidden */
  92248. _initCache(): void;
  92249. /** @hidden */
  92250. updateCache(force?: boolean): void;
  92251. /** @hidden */
  92252. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  92253. /** @hidden */
  92254. _updateCache(ignoreParentClass?: boolean): void;
  92255. /** @hidden */
  92256. _isSynchronized(): boolean;
  92257. /** @hidden */
  92258. _markSyncedWithParent(): void;
  92259. /** @hidden */
  92260. isSynchronizedWithParent(): boolean;
  92261. /** @hidden */
  92262. isSynchronized(): boolean;
  92263. /**
  92264. * Is this node ready to be used/rendered
  92265. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  92266. * @return true if the node is ready
  92267. */
  92268. isReady(completeCheck?: boolean): boolean;
  92269. /**
  92270. * Is this node enabled?
  92271. * 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
  92272. * @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
  92273. * @return whether this node (and its parent) is enabled
  92274. */
  92275. isEnabled(checkAncestors?: boolean): boolean;
  92276. /** @hidden */
  92277. protected _syncParentEnabledState(): void;
  92278. /**
  92279. * Set the enabled state of this node
  92280. * @param value defines the new enabled state
  92281. */
  92282. setEnabled(value: boolean): void;
  92283. /**
  92284. * Is this node a descendant of the given node?
  92285. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  92286. * @param ancestor defines the parent node to inspect
  92287. * @returns a boolean indicating if this node is a descendant of the given node
  92288. */
  92289. isDescendantOf(ancestor: Node): boolean;
  92290. /** @hidden */
  92291. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  92292. /**
  92293. * Will return all nodes that have this node as ascendant
  92294. * @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
  92295. * @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
  92296. * @return all children nodes of all types
  92297. */
  92298. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  92299. /**
  92300. * Get all child-meshes of this node
  92301. * @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)
  92302. * @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
  92303. * @returns an array of AbstractMesh
  92304. */
  92305. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  92306. /**
  92307. * Get all direct children of this node
  92308. * @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
  92309. * @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)
  92310. * @returns an array of Node
  92311. */
  92312. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  92313. /** @hidden */
  92314. _setReady(state: boolean): void;
  92315. /**
  92316. * Get an animation by name
  92317. * @param name defines the name of the animation to look for
  92318. * @returns null if not found else the requested animation
  92319. */
  92320. getAnimationByName(name: string): Nullable<Animation>;
  92321. /**
  92322. * Creates an animation range for this node
  92323. * @param name defines the name of the range
  92324. * @param from defines the starting key
  92325. * @param to defines the end key
  92326. */
  92327. createAnimationRange(name: string, from: number, to: number): void;
  92328. /**
  92329. * Delete a specific animation range
  92330. * @param name defines the name of the range to delete
  92331. * @param deleteFrames defines if animation frames from the range must be deleted as well
  92332. */
  92333. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  92334. /**
  92335. * Get an animation range by name
  92336. * @param name defines the name of the animation range to look for
  92337. * @returns null if not found else the requested animation range
  92338. */
  92339. getAnimationRange(name: string): Nullable<AnimationRange>;
  92340. /**
  92341. * Gets the list of all animation ranges defined on this node
  92342. * @returns an array
  92343. */
  92344. getAnimationRanges(): Nullable<AnimationRange>[];
  92345. /**
  92346. * Will start the animation sequence
  92347. * @param name defines the range frames for animation sequence
  92348. * @param loop defines if the animation should loop (false by default)
  92349. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  92350. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  92351. * @returns the object created for this animation. If range does not exist, it will return null
  92352. */
  92353. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  92354. /**
  92355. * Serialize animation ranges into a JSON compatible object
  92356. * @returns serialization object
  92357. */
  92358. serializeAnimationRanges(): any;
  92359. /**
  92360. * Computes the world matrix of the node
  92361. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  92362. * @returns the world matrix
  92363. */
  92364. computeWorldMatrix(force?: boolean): Matrix;
  92365. /**
  92366. * Releases resources associated with this node.
  92367. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92368. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92369. */
  92370. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92371. /**
  92372. * Parse animation range data from a serialization object and store them into a given node
  92373. * @param node defines where to store the animation ranges
  92374. * @param parsedNode defines the serialization object to read data from
  92375. * @param scene defines the hosting scene
  92376. */
  92377. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  92378. /**
  92379. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  92380. * @param includeDescendants Include bounding info from descendants as well (true by default)
  92381. * @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
  92382. * @returns the new bounding vectors
  92383. */
  92384. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  92385. min: Vector3;
  92386. max: Vector3;
  92387. };
  92388. }
  92389. }
  92390. declare module BABYLON {
  92391. /**
  92392. * @hidden
  92393. */
  92394. export class _IAnimationState {
  92395. key: number;
  92396. repeatCount: number;
  92397. workValue?: any;
  92398. loopMode?: number;
  92399. offsetValue?: any;
  92400. highLimitValue?: any;
  92401. }
  92402. /**
  92403. * Class used to store any kind of animation
  92404. */
  92405. export class Animation {
  92406. /**Name of the animation */
  92407. name: string;
  92408. /**Property to animate */
  92409. targetProperty: string;
  92410. /**The frames per second of the animation */
  92411. framePerSecond: number;
  92412. /**The data type of the animation */
  92413. dataType: number;
  92414. /**The loop mode of the animation */
  92415. loopMode?: number | undefined;
  92416. /**Specifies if blending should be enabled */
  92417. enableBlending?: boolean | undefined;
  92418. /**
  92419. * Use matrix interpolation instead of using direct key value when animating matrices
  92420. */
  92421. static AllowMatricesInterpolation: boolean;
  92422. /**
  92423. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  92424. */
  92425. static AllowMatrixDecomposeForInterpolation: boolean;
  92426. /**
  92427. * Stores the key frames of the animation
  92428. */
  92429. private _keys;
  92430. /**
  92431. * Stores the easing function of the animation
  92432. */
  92433. private _easingFunction;
  92434. /**
  92435. * @hidden Internal use only
  92436. */
  92437. _runtimeAnimations: RuntimeAnimation[];
  92438. /**
  92439. * The set of event that will be linked to this animation
  92440. */
  92441. private _events;
  92442. /**
  92443. * Stores an array of target property paths
  92444. */
  92445. targetPropertyPath: string[];
  92446. /**
  92447. * Stores the blending speed of the animation
  92448. */
  92449. blendingSpeed: number;
  92450. /**
  92451. * Stores the animation ranges for the animation
  92452. */
  92453. private _ranges;
  92454. /**
  92455. * @hidden Internal use
  92456. */
  92457. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  92458. /**
  92459. * Sets up an animation
  92460. * @param property The property to animate
  92461. * @param animationType The animation type to apply
  92462. * @param framePerSecond The frames per second of the animation
  92463. * @param easingFunction The easing function used in the animation
  92464. * @returns The created animation
  92465. */
  92466. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  92467. /**
  92468. * Create and start an animation on a node
  92469. * @param name defines the name of the global animation that will be run on all nodes
  92470. * @param node defines the root node where the animation will take place
  92471. * @param targetProperty defines property to animate
  92472. * @param framePerSecond defines the number of frame per second yo use
  92473. * @param totalFrame defines the number of frames in total
  92474. * @param from defines the initial value
  92475. * @param to defines the final value
  92476. * @param loopMode defines which loop mode you want to use (off by default)
  92477. * @param easingFunction defines the easing function to use (linear by default)
  92478. * @param onAnimationEnd defines the callback to call when animation end
  92479. * @returns the animatable created for this animation
  92480. */
  92481. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  92482. /**
  92483. * Create and start an animation on a node and its descendants
  92484. * @param name defines the name of the global animation that will be run on all nodes
  92485. * @param node defines the root node where the animation will take place
  92486. * @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
  92487. * @param targetProperty defines property to animate
  92488. * @param framePerSecond defines the number of frame per second to use
  92489. * @param totalFrame defines the number of frames in total
  92490. * @param from defines the initial value
  92491. * @param to defines the final value
  92492. * @param loopMode defines which loop mode you want to use (off by default)
  92493. * @param easingFunction defines the easing function to use (linear by default)
  92494. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  92495. * @returns the list of animatables created for all nodes
  92496. * @example https://www.babylonjs-playground.com/#MH0VLI
  92497. */
  92498. 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[]>;
  92499. /**
  92500. * Creates a new animation, merges it with the existing animations and starts it
  92501. * @param name Name of the animation
  92502. * @param node Node which contains the scene that begins the animations
  92503. * @param targetProperty Specifies which property to animate
  92504. * @param framePerSecond The frames per second of the animation
  92505. * @param totalFrame The total number of frames
  92506. * @param from The frame at the beginning of the animation
  92507. * @param to The frame at the end of the animation
  92508. * @param loopMode Specifies the loop mode of the animation
  92509. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  92510. * @param onAnimationEnd Callback to run once the animation is complete
  92511. * @returns Nullable animation
  92512. */
  92513. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  92514. /**
  92515. * Transition property of an host to the target Value
  92516. * @param property The property to transition
  92517. * @param targetValue The target Value of the property
  92518. * @param host The object where the property to animate belongs
  92519. * @param scene Scene used to run the animation
  92520. * @param frameRate Framerate (in frame/s) to use
  92521. * @param transition The transition type we want to use
  92522. * @param duration The duration of the animation, in milliseconds
  92523. * @param onAnimationEnd Callback trigger at the end of the animation
  92524. * @returns Nullable animation
  92525. */
  92526. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  92527. /**
  92528. * Return the array of runtime animations currently using this animation
  92529. */
  92530. readonly runtimeAnimations: RuntimeAnimation[];
  92531. /**
  92532. * Specifies if any of the runtime animations are currently running
  92533. */
  92534. readonly hasRunningRuntimeAnimations: boolean;
  92535. /**
  92536. * Initializes the animation
  92537. * @param name Name of the animation
  92538. * @param targetProperty Property to animate
  92539. * @param framePerSecond The frames per second of the animation
  92540. * @param dataType The data type of the animation
  92541. * @param loopMode The loop mode of the animation
  92542. * @param enableBlending Specifies if blending should be enabled
  92543. */
  92544. constructor(
  92545. /**Name of the animation */
  92546. name: string,
  92547. /**Property to animate */
  92548. targetProperty: string,
  92549. /**The frames per second of the animation */
  92550. framePerSecond: number,
  92551. /**The data type of the animation */
  92552. dataType: number,
  92553. /**The loop mode of the animation */
  92554. loopMode?: number | undefined,
  92555. /**Specifies if blending should be enabled */
  92556. enableBlending?: boolean | undefined);
  92557. /**
  92558. * Converts the animation to a string
  92559. * @param fullDetails support for multiple levels of logging within scene loading
  92560. * @returns String form of the animation
  92561. */
  92562. toString(fullDetails?: boolean): string;
  92563. /**
  92564. * Add an event to this animation
  92565. * @param event Event to add
  92566. */
  92567. addEvent(event: AnimationEvent): void;
  92568. /**
  92569. * Remove all events found at the given frame
  92570. * @param frame The frame to remove events from
  92571. */
  92572. removeEvents(frame: number): void;
  92573. /**
  92574. * Retrieves all the events from the animation
  92575. * @returns Events from the animation
  92576. */
  92577. getEvents(): AnimationEvent[];
  92578. /**
  92579. * Creates an animation range
  92580. * @param name Name of the animation range
  92581. * @param from Starting frame of the animation range
  92582. * @param to Ending frame of the animation
  92583. */
  92584. createRange(name: string, from: number, to: number): void;
  92585. /**
  92586. * Deletes an animation range by name
  92587. * @param name Name of the animation range to delete
  92588. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  92589. */
  92590. deleteRange(name: string, deleteFrames?: boolean): void;
  92591. /**
  92592. * Gets the animation range by name, or null if not defined
  92593. * @param name Name of the animation range
  92594. * @returns Nullable animation range
  92595. */
  92596. getRange(name: string): Nullable<AnimationRange>;
  92597. /**
  92598. * Gets the key frames from the animation
  92599. * @returns The key frames of the animation
  92600. */
  92601. getKeys(): Array<IAnimationKey>;
  92602. /**
  92603. * Gets the highest frame rate of the animation
  92604. * @returns Highest frame rate of the animation
  92605. */
  92606. getHighestFrame(): number;
  92607. /**
  92608. * Gets the easing function of the animation
  92609. * @returns Easing function of the animation
  92610. */
  92611. getEasingFunction(): IEasingFunction;
  92612. /**
  92613. * Sets the easing function of the animation
  92614. * @param easingFunction A custom mathematical formula for animation
  92615. */
  92616. setEasingFunction(easingFunction: EasingFunction): void;
  92617. /**
  92618. * Interpolates a scalar linearly
  92619. * @param startValue Start value of the animation curve
  92620. * @param endValue End value of the animation curve
  92621. * @param gradient Scalar amount to interpolate
  92622. * @returns Interpolated scalar value
  92623. */
  92624. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  92625. /**
  92626. * Interpolates a scalar cubically
  92627. * @param startValue Start value of the animation curve
  92628. * @param outTangent End tangent of the animation
  92629. * @param endValue End value of the animation curve
  92630. * @param inTangent Start tangent of the animation curve
  92631. * @param gradient Scalar amount to interpolate
  92632. * @returns Interpolated scalar value
  92633. */
  92634. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  92635. /**
  92636. * Interpolates a quaternion using a spherical linear interpolation
  92637. * @param startValue Start value of the animation curve
  92638. * @param endValue End value of the animation curve
  92639. * @param gradient Scalar amount to interpolate
  92640. * @returns Interpolated quaternion value
  92641. */
  92642. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  92643. /**
  92644. * Interpolates a quaternion cubically
  92645. * @param startValue Start value of the animation curve
  92646. * @param outTangent End tangent of the animation curve
  92647. * @param endValue End value of the animation curve
  92648. * @param inTangent Start tangent of the animation curve
  92649. * @param gradient Scalar amount to interpolate
  92650. * @returns Interpolated quaternion value
  92651. */
  92652. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  92653. /**
  92654. * Interpolates a Vector3 linearl
  92655. * @param startValue Start value of the animation curve
  92656. * @param endValue End value of the animation curve
  92657. * @param gradient Scalar amount to interpolate
  92658. * @returns Interpolated scalar value
  92659. */
  92660. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  92661. /**
  92662. * Interpolates a Vector3 cubically
  92663. * @param startValue Start value of the animation curve
  92664. * @param outTangent End tangent of the animation
  92665. * @param endValue End value of the animation curve
  92666. * @param inTangent Start tangent of the animation curve
  92667. * @param gradient Scalar amount to interpolate
  92668. * @returns InterpolatedVector3 value
  92669. */
  92670. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  92671. /**
  92672. * Interpolates a Vector2 linearly
  92673. * @param startValue Start value of the animation curve
  92674. * @param endValue End value of the animation curve
  92675. * @param gradient Scalar amount to interpolate
  92676. * @returns Interpolated Vector2 value
  92677. */
  92678. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  92679. /**
  92680. * Interpolates a Vector2 cubically
  92681. * @param startValue Start value of the animation curve
  92682. * @param outTangent End tangent of the animation
  92683. * @param endValue End value of the animation curve
  92684. * @param inTangent Start tangent of the animation curve
  92685. * @param gradient Scalar amount to interpolate
  92686. * @returns Interpolated Vector2 value
  92687. */
  92688. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  92689. /**
  92690. * Interpolates a size linearly
  92691. * @param startValue Start value of the animation curve
  92692. * @param endValue End value of the animation curve
  92693. * @param gradient Scalar amount to interpolate
  92694. * @returns Interpolated Size value
  92695. */
  92696. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  92697. /**
  92698. * Interpolates a Color3 linearly
  92699. * @param startValue Start value of the animation curve
  92700. * @param endValue End value of the animation curve
  92701. * @param gradient Scalar amount to interpolate
  92702. * @returns Interpolated Color3 value
  92703. */
  92704. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  92705. /**
  92706. * @hidden Internal use only
  92707. */
  92708. _getKeyValue(value: any): any;
  92709. /**
  92710. * @hidden Internal use only
  92711. */
  92712. _interpolate(currentFrame: number, state: _IAnimationState): any;
  92713. /**
  92714. * Defines the function to use to interpolate matrices
  92715. * @param startValue defines the start matrix
  92716. * @param endValue defines the end matrix
  92717. * @param gradient defines the gradient between both matrices
  92718. * @param result defines an optional target matrix where to store the interpolation
  92719. * @returns the interpolated matrix
  92720. */
  92721. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  92722. /**
  92723. * Makes a copy of the animation
  92724. * @returns Cloned animation
  92725. */
  92726. clone(): Animation;
  92727. /**
  92728. * Sets the key frames of the animation
  92729. * @param values The animation key frames to set
  92730. */
  92731. setKeys(values: Array<IAnimationKey>): void;
  92732. /**
  92733. * Serializes the animation to an object
  92734. * @returns Serialized object
  92735. */
  92736. serialize(): any;
  92737. /**
  92738. * Float animation type
  92739. */
  92740. private static _ANIMATIONTYPE_FLOAT;
  92741. /**
  92742. * Vector3 animation type
  92743. */
  92744. private static _ANIMATIONTYPE_VECTOR3;
  92745. /**
  92746. * Quaternion animation type
  92747. */
  92748. private static _ANIMATIONTYPE_QUATERNION;
  92749. /**
  92750. * Matrix animation type
  92751. */
  92752. private static _ANIMATIONTYPE_MATRIX;
  92753. /**
  92754. * Color3 animation type
  92755. */
  92756. private static _ANIMATIONTYPE_COLOR3;
  92757. /**
  92758. * Vector2 animation type
  92759. */
  92760. private static _ANIMATIONTYPE_VECTOR2;
  92761. /**
  92762. * Size animation type
  92763. */
  92764. private static _ANIMATIONTYPE_SIZE;
  92765. /**
  92766. * Relative Loop Mode
  92767. */
  92768. private static _ANIMATIONLOOPMODE_RELATIVE;
  92769. /**
  92770. * Cycle Loop Mode
  92771. */
  92772. private static _ANIMATIONLOOPMODE_CYCLE;
  92773. /**
  92774. * Constant Loop Mode
  92775. */
  92776. private static _ANIMATIONLOOPMODE_CONSTANT;
  92777. /**
  92778. * Get the float animation type
  92779. */
  92780. static readonly ANIMATIONTYPE_FLOAT: number;
  92781. /**
  92782. * Get the Vector3 animation type
  92783. */
  92784. static readonly ANIMATIONTYPE_VECTOR3: number;
  92785. /**
  92786. * Get the Vector2 animation type
  92787. */
  92788. static readonly ANIMATIONTYPE_VECTOR2: number;
  92789. /**
  92790. * Get the Size animation type
  92791. */
  92792. static readonly ANIMATIONTYPE_SIZE: number;
  92793. /**
  92794. * Get the Quaternion animation type
  92795. */
  92796. static readonly ANIMATIONTYPE_QUATERNION: number;
  92797. /**
  92798. * Get the Matrix animation type
  92799. */
  92800. static readonly ANIMATIONTYPE_MATRIX: number;
  92801. /**
  92802. * Get the Color3 animation type
  92803. */
  92804. static readonly ANIMATIONTYPE_COLOR3: number;
  92805. /**
  92806. * Get the Relative Loop Mode
  92807. */
  92808. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  92809. /**
  92810. * Get the Cycle Loop Mode
  92811. */
  92812. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  92813. /**
  92814. * Get the Constant Loop Mode
  92815. */
  92816. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  92817. /** @hidden */
  92818. static _UniversalLerp(left: any, right: any, amount: number): any;
  92819. /**
  92820. * Parses an animation object and creates an animation
  92821. * @param parsedAnimation Parsed animation object
  92822. * @returns Animation object
  92823. */
  92824. static Parse(parsedAnimation: any): Animation;
  92825. /**
  92826. * Appends the serialized animations from the source animations
  92827. * @param source Source containing the animations
  92828. * @param destination Target to store the animations
  92829. */
  92830. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  92831. }
  92832. }
  92833. declare module BABYLON {
  92834. /**
  92835. * Interface containing an array of animations
  92836. */
  92837. export interface IAnimatable {
  92838. /**
  92839. * Array of animations
  92840. */
  92841. animations: Nullable<Array<Animation>>;
  92842. }
  92843. }
  92844. declare module BABYLON {
  92845. /**
  92846. * This represents all the required information to add a fresnel effect on a material:
  92847. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  92848. */
  92849. export class FresnelParameters {
  92850. private _isEnabled;
  92851. /**
  92852. * Define if the fresnel effect is enable or not.
  92853. */
  92854. isEnabled: boolean;
  92855. /**
  92856. * Define the color used on edges (grazing angle)
  92857. */
  92858. leftColor: Color3;
  92859. /**
  92860. * Define the color used on center
  92861. */
  92862. rightColor: Color3;
  92863. /**
  92864. * Define bias applied to computed fresnel term
  92865. */
  92866. bias: number;
  92867. /**
  92868. * Defined the power exponent applied to fresnel term
  92869. */
  92870. power: number;
  92871. /**
  92872. * Clones the current fresnel and its valuues
  92873. * @returns a clone fresnel configuration
  92874. */
  92875. clone(): FresnelParameters;
  92876. /**
  92877. * Serializes the current fresnel parameters to a JSON representation.
  92878. * @return the JSON serialization
  92879. */
  92880. serialize(): any;
  92881. /**
  92882. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  92883. * @param parsedFresnelParameters Define the JSON representation
  92884. * @returns the parsed parameters
  92885. */
  92886. static Parse(parsedFresnelParameters: any): FresnelParameters;
  92887. }
  92888. }
  92889. declare module BABYLON {
  92890. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  92891. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92892. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92893. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92894. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92895. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92896. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92897. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92898. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92899. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92900. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92901. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92902. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92903. /**
  92904. * Decorator used to define property that can be serialized as reference to a camera
  92905. * @param sourceName defines the name of the property to decorate
  92906. */
  92907. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92908. /**
  92909. * Class used to help serialization objects
  92910. */
  92911. export class SerializationHelper {
  92912. /** @hidden */
  92913. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  92914. /** @hidden */
  92915. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  92916. /** @hidden */
  92917. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  92918. /** @hidden */
  92919. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  92920. /**
  92921. * Appends the serialized animations from the source animations
  92922. * @param source Source containing the animations
  92923. * @param destination Target to store the animations
  92924. */
  92925. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  92926. /**
  92927. * Static function used to serialized a specific entity
  92928. * @param entity defines the entity to serialize
  92929. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  92930. * @returns a JSON compatible object representing the serialization of the entity
  92931. */
  92932. static Serialize<T>(entity: T, serializationObject?: any): any;
  92933. /**
  92934. * Creates a new entity from a serialization data object
  92935. * @param creationFunction defines a function used to instanciated the new entity
  92936. * @param source defines the source serialization data
  92937. * @param scene defines the hosting scene
  92938. * @param rootUrl defines the root url for resources
  92939. * @returns a new entity
  92940. */
  92941. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  92942. /**
  92943. * Clones an object
  92944. * @param creationFunction defines the function used to instanciate the new object
  92945. * @param source defines the source object
  92946. * @returns the cloned object
  92947. */
  92948. static Clone<T>(creationFunction: () => T, source: T): T;
  92949. /**
  92950. * Instanciates a new object based on a source one (some data will be shared between both object)
  92951. * @param creationFunction defines the function used to instanciate the new object
  92952. * @param source defines the source object
  92953. * @returns the new object
  92954. */
  92955. static Instanciate<T>(creationFunction: () => T, source: T): T;
  92956. }
  92957. }
  92958. declare module BABYLON {
  92959. /**
  92960. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  92961. */
  92962. export interface CubeMapInfo {
  92963. /**
  92964. * The pixel array for the front face.
  92965. * This is stored in format, left to right, up to down format.
  92966. */
  92967. front: Nullable<ArrayBufferView>;
  92968. /**
  92969. * The pixel array for the back face.
  92970. * This is stored in format, left to right, up to down format.
  92971. */
  92972. back: Nullable<ArrayBufferView>;
  92973. /**
  92974. * The pixel array for the left face.
  92975. * This is stored in format, left to right, up to down format.
  92976. */
  92977. left: Nullable<ArrayBufferView>;
  92978. /**
  92979. * The pixel array for the right face.
  92980. * This is stored in format, left to right, up to down format.
  92981. */
  92982. right: Nullable<ArrayBufferView>;
  92983. /**
  92984. * The pixel array for the up face.
  92985. * This is stored in format, left to right, up to down format.
  92986. */
  92987. up: Nullable<ArrayBufferView>;
  92988. /**
  92989. * The pixel array for the down face.
  92990. * This is stored in format, left to right, up to down format.
  92991. */
  92992. down: Nullable<ArrayBufferView>;
  92993. /**
  92994. * The size of the cubemap stored.
  92995. *
  92996. * Each faces will be size * size pixels.
  92997. */
  92998. size: number;
  92999. /**
  93000. * The format of the texture.
  93001. *
  93002. * RGBA, RGB.
  93003. */
  93004. format: number;
  93005. /**
  93006. * The type of the texture data.
  93007. *
  93008. * UNSIGNED_INT, FLOAT.
  93009. */
  93010. type: number;
  93011. /**
  93012. * Specifies whether the texture is in gamma space.
  93013. */
  93014. gammaSpace: boolean;
  93015. }
  93016. /**
  93017. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  93018. */
  93019. export class PanoramaToCubeMapTools {
  93020. private static FACE_FRONT;
  93021. private static FACE_BACK;
  93022. private static FACE_RIGHT;
  93023. private static FACE_LEFT;
  93024. private static FACE_DOWN;
  93025. private static FACE_UP;
  93026. /**
  93027. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  93028. *
  93029. * @param float32Array The source data.
  93030. * @param inputWidth The width of the input panorama.
  93031. * @param inputHeight The height of the input panorama.
  93032. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  93033. * @return The cubemap data
  93034. */
  93035. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  93036. private static CreateCubemapTexture;
  93037. private static CalcProjectionSpherical;
  93038. }
  93039. }
  93040. declare module BABYLON {
  93041. /**
  93042. * Helper class dealing with the extraction of spherical polynomial dataArray
  93043. * from a cube map.
  93044. */
  93045. export class CubeMapToSphericalPolynomialTools {
  93046. private static FileFaces;
  93047. /**
  93048. * Converts a texture to the according Spherical Polynomial data.
  93049. * This extracts the first 3 orders only as they are the only one used in the lighting.
  93050. *
  93051. * @param texture The texture to extract the information from.
  93052. * @return The Spherical Polynomial data.
  93053. */
  93054. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  93055. /**
  93056. * Converts a cubemap to the according Spherical Polynomial data.
  93057. * This extracts the first 3 orders only as they are the only one used in the lighting.
  93058. *
  93059. * @param cubeInfo The Cube map to extract the information from.
  93060. * @return The Spherical Polynomial data.
  93061. */
  93062. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  93063. }
  93064. }
  93065. declare module BABYLON {
  93066. /**
  93067. * Class used to manipulate GUIDs
  93068. */
  93069. export class GUID {
  93070. /**
  93071. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  93072. * Be aware Math.random() could cause collisions, but:
  93073. * "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"
  93074. * @returns a pseudo random id
  93075. */
  93076. static RandomId(): string;
  93077. }
  93078. }
  93079. declare module BABYLON {
  93080. /**
  93081. * Base class of all the textures in babylon.
  93082. * It groups all the common properties the materials, post process, lights... might need
  93083. * in order to make a correct use of the texture.
  93084. */
  93085. export class BaseTexture implements IAnimatable {
  93086. /**
  93087. * Default anisotropic filtering level for the application.
  93088. * It is set to 4 as a good tradeoff between perf and quality.
  93089. */
  93090. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  93091. /**
  93092. * Gets or sets the unique id of the texture
  93093. */
  93094. uniqueId: number;
  93095. /**
  93096. * Define the name of the texture.
  93097. */
  93098. name: string;
  93099. /**
  93100. * Gets or sets an object used to store user defined information.
  93101. */
  93102. metadata: any;
  93103. /**
  93104. * For internal use only. Please do not use.
  93105. */
  93106. reservedDataStore: any;
  93107. private _hasAlpha;
  93108. /**
  93109. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  93110. */
  93111. hasAlpha: boolean;
  93112. /**
  93113. * Defines if the alpha value should be determined via the rgb values.
  93114. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  93115. */
  93116. getAlphaFromRGB: boolean;
  93117. /**
  93118. * Intensity or strength of the texture.
  93119. * It is commonly used by materials to fine tune the intensity of the texture
  93120. */
  93121. level: number;
  93122. /**
  93123. * Define the UV chanel to use starting from 0 and defaulting to 0.
  93124. * This is part of the texture as textures usually maps to one uv set.
  93125. */
  93126. coordinatesIndex: number;
  93127. private _coordinatesMode;
  93128. /**
  93129. * How a texture is mapped.
  93130. *
  93131. * | Value | Type | Description |
  93132. * | ----- | ----------------------------------- | ----------- |
  93133. * | 0 | EXPLICIT_MODE | |
  93134. * | 1 | SPHERICAL_MODE | |
  93135. * | 2 | PLANAR_MODE | |
  93136. * | 3 | CUBIC_MODE | |
  93137. * | 4 | PROJECTION_MODE | |
  93138. * | 5 | SKYBOX_MODE | |
  93139. * | 6 | INVCUBIC_MODE | |
  93140. * | 7 | EQUIRECTANGULAR_MODE | |
  93141. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  93142. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  93143. */
  93144. coordinatesMode: number;
  93145. /**
  93146. * | Value | Type | Description |
  93147. * | ----- | ------------------ | ----------- |
  93148. * | 0 | CLAMP_ADDRESSMODE | |
  93149. * | 1 | WRAP_ADDRESSMODE | |
  93150. * | 2 | MIRROR_ADDRESSMODE | |
  93151. */
  93152. wrapU: number;
  93153. /**
  93154. * | Value | Type | Description |
  93155. * | ----- | ------------------ | ----------- |
  93156. * | 0 | CLAMP_ADDRESSMODE | |
  93157. * | 1 | WRAP_ADDRESSMODE | |
  93158. * | 2 | MIRROR_ADDRESSMODE | |
  93159. */
  93160. wrapV: number;
  93161. /**
  93162. * | Value | Type | Description |
  93163. * | ----- | ------------------ | ----------- |
  93164. * | 0 | CLAMP_ADDRESSMODE | |
  93165. * | 1 | WRAP_ADDRESSMODE | |
  93166. * | 2 | MIRROR_ADDRESSMODE | |
  93167. */
  93168. wrapR: number;
  93169. /**
  93170. * With compliant hardware and browser (supporting anisotropic filtering)
  93171. * this defines the level of anisotropic filtering in the texture.
  93172. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  93173. */
  93174. anisotropicFilteringLevel: number;
  93175. /**
  93176. * Define if the texture is a cube texture or if false a 2d texture.
  93177. */
  93178. isCube: boolean;
  93179. /**
  93180. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  93181. */
  93182. is3D: boolean;
  93183. /**
  93184. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  93185. * HDR texture are usually stored in linear space.
  93186. * This only impacts the PBR and Background materials
  93187. */
  93188. gammaSpace: boolean;
  93189. /**
  93190. * Gets or sets whether or not the texture contains RGBD data.
  93191. */
  93192. isRGBD: boolean;
  93193. /**
  93194. * Is Z inverted in the texture (useful in a cube texture).
  93195. */
  93196. invertZ: boolean;
  93197. /**
  93198. * Are mip maps generated for this texture or not.
  93199. */
  93200. readonly noMipmap: boolean;
  93201. /**
  93202. * @hidden
  93203. */
  93204. lodLevelInAlpha: boolean;
  93205. /**
  93206. * With prefiltered texture, defined the offset used during the prefiltering steps.
  93207. */
  93208. lodGenerationOffset: number;
  93209. /**
  93210. * With prefiltered texture, defined the scale used during the prefiltering steps.
  93211. */
  93212. lodGenerationScale: number;
  93213. /**
  93214. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  93215. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  93216. * average roughness values.
  93217. */
  93218. linearSpecularLOD: boolean;
  93219. /**
  93220. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  93221. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  93222. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  93223. */
  93224. irradianceTexture: Nullable<BaseTexture>;
  93225. /**
  93226. * Define if the texture is a render target.
  93227. */
  93228. isRenderTarget: boolean;
  93229. /**
  93230. * Define the unique id of the texture in the scene.
  93231. */
  93232. readonly uid: string;
  93233. /**
  93234. * Return a string representation of the texture.
  93235. * @returns the texture as a string
  93236. */
  93237. toString(): string;
  93238. /**
  93239. * Get the class name of the texture.
  93240. * @returns "BaseTexture"
  93241. */
  93242. getClassName(): string;
  93243. /**
  93244. * Define the list of animation attached to the texture.
  93245. */
  93246. animations: Animation[];
  93247. /**
  93248. * An event triggered when the texture is disposed.
  93249. */
  93250. onDisposeObservable: Observable<BaseTexture>;
  93251. private _onDisposeObserver;
  93252. /**
  93253. * Callback triggered when the texture has been disposed.
  93254. * Kept for back compatibility, you can use the onDisposeObservable instead.
  93255. */
  93256. onDispose: () => void;
  93257. /**
  93258. * Define the current state of the loading sequence when in delayed load mode.
  93259. */
  93260. delayLoadState: number;
  93261. private _scene;
  93262. /** @hidden */
  93263. _texture: Nullable<InternalTexture>;
  93264. private _uid;
  93265. /**
  93266. * Define if the texture is preventinga material to render or not.
  93267. * If not and the texture is not ready, the engine will use a default black texture instead.
  93268. */
  93269. readonly isBlocking: boolean;
  93270. /**
  93271. * Instantiates a new BaseTexture.
  93272. * Base class of all the textures in babylon.
  93273. * It groups all the common properties the materials, post process, lights... might need
  93274. * in order to make a correct use of the texture.
  93275. * @param scene Define the scene the texture blongs to
  93276. */
  93277. constructor(scene: Nullable<Scene>);
  93278. /**
  93279. * Get the scene the texture belongs to.
  93280. * @returns the scene or null if undefined
  93281. */
  93282. getScene(): Nullable<Scene>;
  93283. /**
  93284. * Get the texture transform matrix used to offset tile the texture for istance.
  93285. * @returns the transformation matrix
  93286. */
  93287. getTextureMatrix(): Matrix;
  93288. /**
  93289. * Get the texture reflection matrix used to rotate/transform the reflection.
  93290. * @returns the reflection matrix
  93291. */
  93292. getReflectionTextureMatrix(): Matrix;
  93293. /**
  93294. * Get the underlying lower level texture from Babylon.
  93295. * @returns the insternal texture
  93296. */
  93297. getInternalTexture(): Nullable<InternalTexture>;
  93298. /**
  93299. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  93300. * @returns true if ready or not blocking
  93301. */
  93302. isReadyOrNotBlocking(): boolean;
  93303. /**
  93304. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  93305. * @returns true if fully ready
  93306. */
  93307. isReady(): boolean;
  93308. private _cachedSize;
  93309. /**
  93310. * Get the size of the texture.
  93311. * @returns the texture size.
  93312. */
  93313. getSize(): ISize;
  93314. /**
  93315. * Get the base size of the texture.
  93316. * It can be different from the size if the texture has been resized for POT for instance
  93317. * @returns the base size
  93318. */
  93319. getBaseSize(): ISize;
  93320. /**
  93321. * Update the sampling mode of the texture.
  93322. * Default is Trilinear mode.
  93323. *
  93324. * | Value | Type | Description |
  93325. * | ----- | ------------------ | ----------- |
  93326. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  93327. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  93328. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  93329. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  93330. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  93331. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  93332. * | 7 | NEAREST_LINEAR | |
  93333. * | 8 | NEAREST_NEAREST | |
  93334. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  93335. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  93336. * | 11 | LINEAR_LINEAR | |
  93337. * | 12 | LINEAR_NEAREST | |
  93338. *
  93339. * > _mag_: magnification filter (close to the viewer)
  93340. * > _min_: minification filter (far from the viewer)
  93341. * > _mip_: filter used between mip map levels
  93342. *@param samplingMode Define the new sampling mode of the texture
  93343. */
  93344. updateSamplingMode(samplingMode: number): void;
  93345. /**
  93346. * Scales the texture if is `canRescale()`
  93347. * @param ratio the resize factor we want to use to rescale
  93348. */
  93349. scale(ratio: number): void;
  93350. /**
  93351. * Get if the texture can rescale.
  93352. */
  93353. readonly canRescale: boolean;
  93354. /** @hidden */
  93355. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  93356. /** @hidden */
  93357. _rebuild(): void;
  93358. /**
  93359. * Triggers the load sequence in delayed load mode.
  93360. */
  93361. delayLoad(): void;
  93362. /**
  93363. * Clones the texture.
  93364. * @returns the cloned texture
  93365. */
  93366. clone(): Nullable<BaseTexture>;
  93367. /**
  93368. * Get the texture underlying type (INT, FLOAT...)
  93369. */
  93370. readonly textureType: number;
  93371. /**
  93372. * Get the texture underlying format (RGB, RGBA...)
  93373. */
  93374. readonly textureFormat: number;
  93375. /**
  93376. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  93377. * This will returns an RGBA array buffer containing either in values (0-255) or
  93378. * float values (0-1) depending of the underlying buffer type.
  93379. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  93380. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  93381. * @param buffer defines a user defined buffer to fill with data (can be null)
  93382. * @returns The Array buffer containing the pixels data.
  93383. */
  93384. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  93385. /**
  93386. * Release and destroy the underlying lower level texture aka internalTexture.
  93387. */
  93388. releaseInternalTexture(): void;
  93389. /**
  93390. * Get the polynomial representation of the texture data.
  93391. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  93392. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  93393. */
  93394. sphericalPolynomial: Nullable<SphericalPolynomial>;
  93395. /** @hidden */
  93396. readonly _lodTextureHigh: Nullable<BaseTexture>;
  93397. /** @hidden */
  93398. readonly _lodTextureMid: Nullable<BaseTexture>;
  93399. /** @hidden */
  93400. readonly _lodTextureLow: Nullable<BaseTexture>;
  93401. /**
  93402. * Dispose the texture and release its associated resources.
  93403. */
  93404. dispose(): void;
  93405. /**
  93406. * Serialize the texture into a JSON representation that can be parsed later on.
  93407. * @returns the JSON representation of the texture
  93408. */
  93409. serialize(): any;
  93410. /**
  93411. * Helper function to be called back once a list of texture contains only ready textures.
  93412. * @param textures Define the list of textures to wait for
  93413. * @param callback Define the callback triggered once the entire list will be ready
  93414. */
  93415. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  93416. }
  93417. }
  93418. declare module BABYLON {
  93419. /**
  93420. * Class used to store data associated with WebGL texture data for the engine
  93421. * This class should not be used directly
  93422. */
  93423. export class InternalTexture {
  93424. /** @hidden */
  93425. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  93426. /**
  93427. * The source of the texture data is unknown
  93428. */
  93429. static DATASOURCE_UNKNOWN: number;
  93430. /**
  93431. * Texture data comes from an URL
  93432. */
  93433. static DATASOURCE_URL: number;
  93434. /**
  93435. * Texture data is only used for temporary storage
  93436. */
  93437. static DATASOURCE_TEMP: number;
  93438. /**
  93439. * Texture data comes from raw data (ArrayBuffer)
  93440. */
  93441. static DATASOURCE_RAW: number;
  93442. /**
  93443. * Texture content is dynamic (video or dynamic texture)
  93444. */
  93445. static DATASOURCE_DYNAMIC: number;
  93446. /**
  93447. * Texture content is generated by rendering to it
  93448. */
  93449. static DATASOURCE_RENDERTARGET: number;
  93450. /**
  93451. * Texture content is part of a multi render target process
  93452. */
  93453. static DATASOURCE_MULTIRENDERTARGET: number;
  93454. /**
  93455. * Texture data comes from a cube data file
  93456. */
  93457. static DATASOURCE_CUBE: number;
  93458. /**
  93459. * Texture data comes from a raw cube data
  93460. */
  93461. static DATASOURCE_CUBERAW: number;
  93462. /**
  93463. * Texture data come from a prefiltered cube data file
  93464. */
  93465. static DATASOURCE_CUBEPREFILTERED: number;
  93466. /**
  93467. * Texture content is raw 3D data
  93468. */
  93469. static DATASOURCE_RAW3D: number;
  93470. /**
  93471. * Texture content is a depth texture
  93472. */
  93473. static DATASOURCE_DEPTHTEXTURE: number;
  93474. /**
  93475. * Texture data comes from a raw cube data encoded with RGBD
  93476. */
  93477. static DATASOURCE_CUBERAW_RGBD: number;
  93478. /**
  93479. * Defines if the texture is ready
  93480. */
  93481. isReady: boolean;
  93482. /**
  93483. * Defines if the texture is a cube texture
  93484. */
  93485. isCube: boolean;
  93486. /**
  93487. * Defines if the texture contains 3D data
  93488. */
  93489. is3D: boolean;
  93490. /**
  93491. * Defines if the texture contains multiview data
  93492. */
  93493. isMultiview: boolean;
  93494. /**
  93495. * Gets the URL used to load this texture
  93496. */
  93497. url: string;
  93498. /**
  93499. * Gets the sampling mode of the texture
  93500. */
  93501. samplingMode: number;
  93502. /**
  93503. * Gets a boolean indicating if the texture needs mipmaps generation
  93504. */
  93505. generateMipMaps: boolean;
  93506. /**
  93507. * Gets the number of samples used by the texture (WebGL2+ only)
  93508. */
  93509. samples: number;
  93510. /**
  93511. * Gets the type of the texture (int, float...)
  93512. */
  93513. type: number;
  93514. /**
  93515. * Gets the format of the texture (RGB, RGBA...)
  93516. */
  93517. format: number;
  93518. /**
  93519. * Observable called when the texture is loaded
  93520. */
  93521. onLoadedObservable: Observable<InternalTexture>;
  93522. /**
  93523. * Gets the width of the texture
  93524. */
  93525. width: number;
  93526. /**
  93527. * Gets the height of the texture
  93528. */
  93529. height: number;
  93530. /**
  93531. * Gets the depth of the texture
  93532. */
  93533. depth: number;
  93534. /**
  93535. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  93536. */
  93537. baseWidth: number;
  93538. /**
  93539. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  93540. */
  93541. baseHeight: number;
  93542. /**
  93543. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  93544. */
  93545. baseDepth: number;
  93546. /**
  93547. * Gets a boolean indicating if the texture is inverted on Y axis
  93548. */
  93549. invertY: boolean;
  93550. /** @hidden */
  93551. _invertVScale: boolean;
  93552. /** @hidden */
  93553. _associatedChannel: number;
  93554. /** @hidden */
  93555. _dataSource: number;
  93556. /** @hidden */
  93557. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  93558. /** @hidden */
  93559. _bufferView: Nullable<ArrayBufferView>;
  93560. /** @hidden */
  93561. _bufferViewArray: Nullable<ArrayBufferView[]>;
  93562. /** @hidden */
  93563. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  93564. /** @hidden */
  93565. _size: number;
  93566. /** @hidden */
  93567. _extension: string;
  93568. /** @hidden */
  93569. _files: Nullable<string[]>;
  93570. /** @hidden */
  93571. _workingCanvas: Nullable<HTMLCanvasElement>;
  93572. /** @hidden */
  93573. _workingContext: Nullable<CanvasRenderingContext2D>;
  93574. /** @hidden */
  93575. _framebuffer: Nullable<WebGLFramebuffer>;
  93576. /** @hidden */
  93577. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  93578. /** @hidden */
  93579. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  93580. /** @hidden */
  93581. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  93582. /** @hidden */
  93583. _attachments: Nullable<number[]>;
  93584. /** @hidden */
  93585. _cachedCoordinatesMode: Nullable<number>;
  93586. /** @hidden */
  93587. _cachedWrapU: Nullable<number>;
  93588. /** @hidden */
  93589. _cachedWrapV: Nullable<number>;
  93590. /** @hidden */
  93591. _cachedWrapR: Nullable<number>;
  93592. /** @hidden */
  93593. _cachedAnisotropicFilteringLevel: Nullable<number>;
  93594. /** @hidden */
  93595. _isDisabled: boolean;
  93596. /** @hidden */
  93597. _compression: Nullable<string>;
  93598. /** @hidden */
  93599. _generateStencilBuffer: boolean;
  93600. /** @hidden */
  93601. _generateDepthBuffer: boolean;
  93602. /** @hidden */
  93603. _comparisonFunction: number;
  93604. /** @hidden */
  93605. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  93606. /** @hidden */
  93607. _lodGenerationScale: number;
  93608. /** @hidden */
  93609. _lodGenerationOffset: number;
  93610. /** @hidden */
  93611. _colorTextureArray: Nullable<WebGLTexture>;
  93612. /** @hidden */
  93613. _depthStencilTextureArray: Nullable<WebGLTexture>;
  93614. /** @hidden */
  93615. _lodTextureHigh: Nullable<BaseTexture>;
  93616. /** @hidden */
  93617. _lodTextureMid: Nullable<BaseTexture>;
  93618. /** @hidden */
  93619. _lodTextureLow: Nullable<BaseTexture>;
  93620. /** @hidden */
  93621. _isRGBD: boolean;
  93622. /** @hidden */
  93623. _linearSpecularLOD: boolean;
  93624. /** @hidden */
  93625. _irradianceTexture: Nullable<BaseTexture>;
  93626. /** @hidden */
  93627. _webGLTexture: Nullable<WebGLTexture>;
  93628. /** @hidden */
  93629. _references: number;
  93630. private _engine;
  93631. /**
  93632. * Gets the Engine the texture belongs to.
  93633. * @returns The babylon engine
  93634. */
  93635. getEngine(): Engine;
  93636. /**
  93637. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  93638. */
  93639. readonly dataSource: number;
  93640. /**
  93641. * Creates a new InternalTexture
  93642. * @param engine defines the engine to use
  93643. * @param dataSource defines the type of data that will be used
  93644. * @param delayAllocation if the texture allocation should be delayed (default: false)
  93645. */
  93646. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  93647. /**
  93648. * Increments the number of references (ie. the number of Texture that point to it)
  93649. */
  93650. incrementReferences(): void;
  93651. /**
  93652. * Change the size of the texture (not the size of the content)
  93653. * @param width defines the new width
  93654. * @param height defines the new height
  93655. * @param depth defines the new depth (1 by default)
  93656. */
  93657. updateSize(width: int, height: int, depth?: int): void;
  93658. /** @hidden */
  93659. _rebuild(): void;
  93660. /** @hidden */
  93661. _swapAndDie(target: InternalTexture): void;
  93662. /**
  93663. * Dispose the current allocated resources
  93664. */
  93665. dispose(): void;
  93666. }
  93667. }
  93668. declare module BABYLON {
  93669. /**
  93670. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  93671. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  93672. */
  93673. export class EffectFallbacks {
  93674. private _defines;
  93675. private _currentRank;
  93676. private _maxRank;
  93677. private _mesh;
  93678. /**
  93679. * Removes the fallback from the bound mesh.
  93680. */
  93681. unBindMesh(): void;
  93682. /**
  93683. * Adds a fallback on the specified property.
  93684. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  93685. * @param define The name of the define in the shader
  93686. */
  93687. addFallback(rank: number, define: string): void;
  93688. /**
  93689. * Sets the mesh to use CPU skinning when needing to fallback.
  93690. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  93691. * @param mesh The mesh to use the fallbacks.
  93692. */
  93693. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  93694. /**
  93695. * Checks to see if more fallbacks are still availible.
  93696. */
  93697. readonly hasMoreFallbacks: boolean;
  93698. /**
  93699. * Removes the defines that should be removed when falling back.
  93700. * @param currentDefines defines the current define statements for the shader.
  93701. * @param effect defines the current effect we try to compile
  93702. * @returns The resulting defines with defines of the current rank removed.
  93703. */
  93704. reduce(currentDefines: string, effect: Effect): string;
  93705. }
  93706. /**
  93707. * Options to be used when creating an effect.
  93708. */
  93709. export class EffectCreationOptions {
  93710. /**
  93711. * Atrributes that will be used in the shader.
  93712. */
  93713. attributes: string[];
  93714. /**
  93715. * Uniform varible names that will be set in the shader.
  93716. */
  93717. uniformsNames: string[];
  93718. /**
  93719. * Uniform buffer varible names that will be set in the shader.
  93720. */
  93721. uniformBuffersNames: string[];
  93722. /**
  93723. * Sampler texture variable names that will be set in the shader.
  93724. */
  93725. samplers: string[];
  93726. /**
  93727. * Define statements that will be set in the shader.
  93728. */
  93729. defines: any;
  93730. /**
  93731. * Possible fallbacks for this effect to improve performance when needed.
  93732. */
  93733. fallbacks: Nullable<EffectFallbacks>;
  93734. /**
  93735. * Callback that will be called when the shader is compiled.
  93736. */
  93737. onCompiled: Nullable<(effect: Effect) => void>;
  93738. /**
  93739. * Callback that will be called if an error occurs during shader compilation.
  93740. */
  93741. onError: Nullable<(effect: Effect, errors: string) => void>;
  93742. /**
  93743. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  93744. */
  93745. indexParameters: any;
  93746. /**
  93747. * Max number of lights that can be used in the shader.
  93748. */
  93749. maxSimultaneousLights: number;
  93750. /**
  93751. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  93752. */
  93753. transformFeedbackVaryings: Nullable<string[]>;
  93754. }
  93755. /**
  93756. * Effect containing vertex and fragment shader that can be executed on an object.
  93757. */
  93758. export class Effect implements IDisposable {
  93759. /**
  93760. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  93761. */
  93762. static ShadersRepository: string;
  93763. /**
  93764. * Name of the effect.
  93765. */
  93766. name: any;
  93767. /**
  93768. * String container all the define statements that should be set on the shader.
  93769. */
  93770. defines: string;
  93771. /**
  93772. * Callback that will be called when the shader is compiled.
  93773. */
  93774. onCompiled: Nullable<(effect: Effect) => void>;
  93775. /**
  93776. * Callback that will be called if an error occurs during shader compilation.
  93777. */
  93778. onError: Nullable<(effect: Effect, errors: string) => void>;
  93779. /**
  93780. * Callback that will be called when effect is bound.
  93781. */
  93782. onBind: Nullable<(effect: Effect) => void>;
  93783. /**
  93784. * Unique ID of the effect.
  93785. */
  93786. uniqueId: number;
  93787. /**
  93788. * Observable that will be called when the shader is compiled.
  93789. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  93790. */
  93791. onCompileObservable: Observable<Effect>;
  93792. /**
  93793. * Observable that will be called if an error occurs during shader compilation.
  93794. */
  93795. onErrorObservable: Observable<Effect>;
  93796. /** @hidden */
  93797. _onBindObservable: Nullable<Observable<Effect>>;
  93798. /**
  93799. * Observable that will be called when effect is bound.
  93800. */
  93801. readonly onBindObservable: Observable<Effect>;
  93802. /** @hidden */
  93803. _bonesComputationForcedToCPU: boolean;
  93804. private static _uniqueIdSeed;
  93805. private _engine;
  93806. private _uniformBuffersNames;
  93807. private _uniformsNames;
  93808. private _samplerList;
  93809. private _samplers;
  93810. private _isReady;
  93811. private _compilationError;
  93812. private _attributesNames;
  93813. private _attributes;
  93814. private _uniforms;
  93815. /**
  93816. * Key for the effect.
  93817. * @hidden
  93818. */
  93819. _key: string;
  93820. private _indexParameters;
  93821. private _fallbacks;
  93822. private _vertexSourceCode;
  93823. private _fragmentSourceCode;
  93824. private _vertexSourceCodeOverride;
  93825. private _fragmentSourceCodeOverride;
  93826. private _transformFeedbackVaryings;
  93827. /**
  93828. * Compiled shader to webGL program.
  93829. * @hidden
  93830. */
  93831. _pipelineContext: Nullable<IPipelineContext>;
  93832. private _valueCache;
  93833. private static _baseCache;
  93834. /**
  93835. * Instantiates an effect.
  93836. * An effect can be used to create/manage/execute vertex and fragment shaders.
  93837. * @param baseName Name of the effect.
  93838. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  93839. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  93840. * @param samplers List of sampler variables that will be passed to the shader.
  93841. * @param engine Engine to be used to render the effect
  93842. * @param defines Define statements to be added to the shader.
  93843. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  93844. * @param onCompiled Callback that will be called when the shader is compiled.
  93845. * @param onError Callback that will be called if an error occurs during shader compilation.
  93846. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  93847. */
  93848. 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);
  93849. private _useFinalCode;
  93850. /**
  93851. * Unique key for this effect
  93852. */
  93853. readonly key: string;
  93854. /**
  93855. * If the effect has been compiled and prepared.
  93856. * @returns if the effect is compiled and prepared.
  93857. */
  93858. isReady(): boolean;
  93859. private _isReadyInternal;
  93860. /**
  93861. * The engine the effect was initialized with.
  93862. * @returns the engine.
  93863. */
  93864. getEngine(): Engine;
  93865. /**
  93866. * The pipeline context for this effect
  93867. * @returns the associated pipeline context
  93868. */
  93869. getPipelineContext(): Nullable<IPipelineContext>;
  93870. /**
  93871. * The set of names of attribute variables for the shader.
  93872. * @returns An array of attribute names.
  93873. */
  93874. getAttributesNames(): string[];
  93875. /**
  93876. * Returns the attribute at the given index.
  93877. * @param index The index of the attribute.
  93878. * @returns The location of the attribute.
  93879. */
  93880. getAttributeLocation(index: number): number;
  93881. /**
  93882. * Returns the attribute based on the name of the variable.
  93883. * @param name of the attribute to look up.
  93884. * @returns the attribute location.
  93885. */
  93886. getAttributeLocationByName(name: string): number;
  93887. /**
  93888. * The number of attributes.
  93889. * @returns the numnber of attributes.
  93890. */
  93891. getAttributesCount(): number;
  93892. /**
  93893. * Gets the index of a uniform variable.
  93894. * @param uniformName of the uniform to look up.
  93895. * @returns the index.
  93896. */
  93897. getUniformIndex(uniformName: string): number;
  93898. /**
  93899. * Returns the attribute based on the name of the variable.
  93900. * @param uniformName of the uniform to look up.
  93901. * @returns the location of the uniform.
  93902. */
  93903. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  93904. /**
  93905. * Returns an array of sampler variable names
  93906. * @returns The array of sampler variable neames.
  93907. */
  93908. getSamplers(): string[];
  93909. /**
  93910. * The error from the last compilation.
  93911. * @returns the error string.
  93912. */
  93913. getCompilationError(): string;
  93914. /**
  93915. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  93916. * @param func The callback to be used.
  93917. */
  93918. executeWhenCompiled(func: (effect: Effect) => void): void;
  93919. private _checkIsReady;
  93920. /** @hidden */
  93921. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  93922. /** @hidden */
  93923. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  93924. /** @hidden */
  93925. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  93926. /**
  93927. * Recompiles the webGL program
  93928. * @param vertexSourceCode The source code for the vertex shader.
  93929. * @param fragmentSourceCode The source code for the fragment shader.
  93930. * @param onCompiled Callback called when completed.
  93931. * @param onError Callback called on error.
  93932. * @hidden
  93933. */
  93934. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  93935. /**
  93936. * Prepares the effect
  93937. * @hidden
  93938. */
  93939. _prepareEffect(): void;
  93940. private _processCompilationErrors;
  93941. /**
  93942. * Checks if the effect is supported. (Must be called after compilation)
  93943. */
  93944. readonly isSupported: boolean;
  93945. /**
  93946. * Binds a texture to the engine to be used as output of the shader.
  93947. * @param channel Name of the output variable.
  93948. * @param texture Texture to bind.
  93949. * @hidden
  93950. */
  93951. _bindTexture(channel: string, texture: InternalTexture): void;
  93952. /**
  93953. * Sets a texture on the engine to be used in the shader.
  93954. * @param channel Name of the sampler variable.
  93955. * @param texture Texture to set.
  93956. */
  93957. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  93958. /**
  93959. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  93960. * @param channel Name of the sampler variable.
  93961. * @param texture Texture to set.
  93962. */
  93963. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  93964. /**
  93965. * Sets an array of textures on the engine to be used in the shader.
  93966. * @param channel Name of the variable.
  93967. * @param textures Textures to set.
  93968. */
  93969. setTextureArray(channel: string, textures: BaseTexture[]): void;
  93970. /**
  93971. * 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)
  93972. * @param channel Name of the sampler variable.
  93973. * @param postProcess Post process to get the input texture from.
  93974. */
  93975. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  93976. /**
  93977. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  93978. * 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)
  93979. * @param channel Name of the sampler variable.
  93980. * @param postProcess Post process to get the output texture from.
  93981. */
  93982. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  93983. /** @hidden */
  93984. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  93985. /** @hidden */
  93986. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  93987. /** @hidden */
  93988. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  93989. /** @hidden */
  93990. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  93991. /**
  93992. * Binds a buffer to a uniform.
  93993. * @param buffer Buffer to bind.
  93994. * @param name Name of the uniform variable to bind to.
  93995. */
  93996. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  93997. /**
  93998. * Binds block to a uniform.
  93999. * @param blockName Name of the block to bind.
  94000. * @param index Index to bind.
  94001. */
  94002. bindUniformBlock(blockName: string, index: number): void;
  94003. /**
  94004. * Sets an interger value on a uniform variable.
  94005. * @param uniformName Name of the variable.
  94006. * @param value Value to be set.
  94007. * @returns this effect.
  94008. */
  94009. setInt(uniformName: string, value: number): Effect;
  94010. /**
  94011. * Sets an int array on a uniform variable.
  94012. * @param uniformName Name of the variable.
  94013. * @param array array to be set.
  94014. * @returns this effect.
  94015. */
  94016. setIntArray(uniformName: string, array: Int32Array): Effect;
  94017. /**
  94018. * 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)
  94019. * @param uniformName Name of the variable.
  94020. * @param array array to be set.
  94021. * @returns this effect.
  94022. */
  94023. setIntArray2(uniformName: string, array: Int32Array): Effect;
  94024. /**
  94025. * 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)
  94026. * @param uniformName Name of the variable.
  94027. * @param array array to be set.
  94028. * @returns this effect.
  94029. */
  94030. setIntArray3(uniformName: string, array: Int32Array): Effect;
  94031. /**
  94032. * 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)
  94033. * @param uniformName Name of the variable.
  94034. * @param array array to be set.
  94035. * @returns this effect.
  94036. */
  94037. setIntArray4(uniformName: string, array: Int32Array): Effect;
  94038. /**
  94039. * Sets an float array on a uniform variable.
  94040. * @param uniformName Name of the variable.
  94041. * @param array array to be set.
  94042. * @returns this effect.
  94043. */
  94044. setFloatArray(uniformName: string, array: Float32Array): Effect;
  94045. /**
  94046. * 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)
  94047. * @param uniformName Name of the variable.
  94048. * @param array array to be set.
  94049. * @returns this effect.
  94050. */
  94051. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  94052. /**
  94053. * 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)
  94054. * @param uniformName Name of the variable.
  94055. * @param array array to be set.
  94056. * @returns this effect.
  94057. */
  94058. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  94059. /**
  94060. * 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)
  94061. * @param uniformName Name of the variable.
  94062. * @param array array to be set.
  94063. * @returns this effect.
  94064. */
  94065. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  94066. /**
  94067. * Sets an array on a uniform variable.
  94068. * @param uniformName Name of the variable.
  94069. * @param array array to be set.
  94070. * @returns this effect.
  94071. */
  94072. setArray(uniformName: string, array: number[]): Effect;
  94073. /**
  94074. * 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)
  94075. * @param uniformName Name of the variable.
  94076. * @param array array to be set.
  94077. * @returns this effect.
  94078. */
  94079. setArray2(uniformName: string, array: number[]): Effect;
  94080. /**
  94081. * 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)
  94082. * @param uniformName Name of the variable.
  94083. * @param array array to be set.
  94084. * @returns this effect.
  94085. */
  94086. setArray3(uniformName: string, array: number[]): Effect;
  94087. /**
  94088. * 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)
  94089. * @param uniformName Name of the variable.
  94090. * @param array array to be set.
  94091. * @returns this effect.
  94092. */
  94093. setArray4(uniformName: string, array: number[]): Effect;
  94094. /**
  94095. * Sets matrices on a uniform variable.
  94096. * @param uniformName Name of the variable.
  94097. * @param matrices matrices to be set.
  94098. * @returns this effect.
  94099. */
  94100. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  94101. /**
  94102. * Sets matrix on a uniform variable.
  94103. * @param uniformName Name of the variable.
  94104. * @param matrix matrix to be set.
  94105. * @returns this effect.
  94106. */
  94107. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  94108. /**
  94109. * 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)
  94110. * @param uniformName Name of the variable.
  94111. * @param matrix matrix to be set.
  94112. * @returns this effect.
  94113. */
  94114. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  94115. /**
  94116. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  94117. * @param uniformName Name of the variable.
  94118. * @param matrix matrix to be set.
  94119. * @returns this effect.
  94120. */
  94121. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  94122. /**
  94123. * Sets a float on a uniform variable.
  94124. * @param uniformName Name of the variable.
  94125. * @param value value to be set.
  94126. * @returns this effect.
  94127. */
  94128. setFloat(uniformName: string, value: number): Effect;
  94129. /**
  94130. * Sets a boolean on a uniform variable.
  94131. * @param uniformName Name of the variable.
  94132. * @param bool value to be set.
  94133. * @returns this effect.
  94134. */
  94135. setBool(uniformName: string, bool: boolean): Effect;
  94136. /**
  94137. * Sets a Vector2 on a uniform variable.
  94138. * @param uniformName Name of the variable.
  94139. * @param vector2 vector2 to be set.
  94140. * @returns this effect.
  94141. */
  94142. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  94143. /**
  94144. * Sets a float2 on a uniform variable.
  94145. * @param uniformName Name of the variable.
  94146. * @param x First float in float2.
  94147. * @param y Second float in float2.
  94148. * @returns this effect.
  94149. */
  94150. setFloat2(uniformName: string, x: number, y: number): Effect;
  94151. /**
  94152. * Sets a Vector3 on a uniform variable.
  94153. * @param uniformName Name of the variable.
  94154. * @param vector3 Value to be set.
  94155. * @returns this effect.
  94156. */
  94157. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  94158. /**
  94159. * Sets a float3 on a uniform variable.
  94160. * @param uniformName Name of the variable.
  94161. * @param x First float in float3.
  94162. * @param y Second float in float3.
  94163. * @param z Third float in float3.
  94164. * @returns this effect.
  94165. */
  94166. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  94167. /**
  94168. * Sets a Vector4 on a uniform variable.
  94169. * @param uniformName Name of the variable.
  94170. * @param vector4 Value to be set.
  94171. * @returns this effect.
  94172. */
  94173. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  94174. /**
  94175. * Sets a float4 on a uniform variable.
  94176. * @param uniformName Name of the variable.
  94177. * @param x First float in float4.
  94178. * @param y Second float in float4.
  94179. * @param z Third float in float4.
  94180. * @param w Fourth float in float4.
  94181. * @returns this effect.
  94182. */
  94183. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  94184. /**
  94185. * Sets a Color3 on a uniform variable.
  94186. * @param uniformName Name of the variable.
  94187. * @param color3 Value to be set.
  94188. * @returns this effect.
  94189. */
  94190. setColor3(uniformName: string, color3: IColor3Like): Effect;
  94191. /**
  94192. * Sets a Color4 on a uniform variable.
  94193. * @param uniformName Name of the variable.
  94194. * @param color3 Value to be set.
  94195. * @param alpha Alpha value to be set.
  94196. * @returns this effect.
  94197. */
  94198. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  94199. /**
  94200. * Sets a Color4 on a uniform variable
  94201. * @param uniformName defines the name of the variable
  94202. * @param color4 defines the value to be set
  94203. * @returns this effect.
  94204. */
  94205. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  94206. /** Release all associated resources */
  94207. dispose(): void;
  94208. /**
  94209. * This function will add a new shader to the shader store
  94210. * @param name the name of the shader
  94211. * @param pixelShader optional pixel shader content
  94212. * @param vertexShader optional vertex shader content
  94213. */
  94214. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  94215. /**
  94216. * Store of each shader (The can be looked up using effect.key)
  94217. */
  94218. static ShadersStore: {
  94219. [key: string]: string;
  94220. };
  94221. /**
  94222. * Store of each included file for a shader (The can be looked up using effect.key)
  94223. */
  94224. static IncludesShadersStore: {
  94225. [key: string]: string;
  94226. };
  94227. /**
  94228. * Resets the cache of effects.
  94229. */
  94230. static ResetCache(): void;
  94231. }
  94232. }
  94233. declare module BABYLON {
  94234. /**
  94235. * Uniform buffer objects.
  94236. *
  94237. * Handles blocks of uniform on the GPU.
  94238. *
  94239. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  94240. *
  94241. * For more information, please refer to :
  94242. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  94243. */
  94244. export class UniformBuffer {
  94245. private _engine;
  94246. private _buffer;
  94247. private _data;
  94248. private _bufferData;
  94249. private _dynamic?;
  94250. private _uniformLocations;
  94251. private _uniformSizes;
  94252. private _uniformLocationPointer;
  94253. private _needSync;
  94254. private _noUBO;
  94255. private _currentEffect;
  94256. private static _MAX_UNIFORM_SIZE;
  94257. private static _tempBuffer;
  94258. /**
  94259. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  94260. * This is dynamic to allow compat with webgl 1 and 2.
  94261. * You will need to pass the name of the uniform as well as the value.
  94262. */
  94263. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  94264. /**
  94265. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  94266. * This is dynamic to allow compat with webgl 1 and 2.
  94267. * You will need to pass the name of the uniform as well as the value.
  94268. */
  94269. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  94270. /**
  94271. * Lambda to Update a single float in a uniform buffer.
  94272. * This is dynamic to allow compat with webgl 1 and 2.
  94273. * You will need to pass the name of the uniform as well as the value.
  94274. */
  94275. updateFloat: (name: string, x: number) => void;
  94276. /**
  94277. * Lambda to Update a vec2 of float in a uniform buffer.
  94278. * This is dynamic to allow compat with webgl 1 and 2.
  94279. * You will need to pass the name of the uniform as well as the value.
  94280. */
  94281. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  94282. /**
  94283. * Lambda to Update a vec3 of float in a uniform buffer.
  94284. * This is dynamic to allow compat with webgl 1 and 2.
  94285. * You will need to pass the name of the uniform as well as the value.
  94286. */
  94287. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  94288. /**
  94289. * Lambda to Update a vec4 of float in a uniform buffer.
  94290. * This is dynamic to allow compat with webgl 1 and 2.
  94291. * You will need to pass the name of the uniform as well as the value.
  94292. */
  94293. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  94294. /**
  94295. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  94296. * This is dynamic to allow compat with webgl 1 and 2.
  94297. * You will need to pass the name of the uniform as well as the value.
  94298. */
  94299. updateMatrix: (name: string, mat: Matrix) => void;
  94300. /**
  94301. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  94302. * This is dynamic to allow compat with webgl 1 and 2.
  94303. * You will need to pass the name of the uniform as well as the value.
  94304. */
  94305. updateVector3: (name: string, vector: Vector3) => void;
  94306. /**
  94307. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  94308. * This is dynamic to allow compat with webgl 1 and 2.
  94309. * You will need to pass the name of the uniform as well as the value.
  94310. */
  94311. updateVector4: (name: string, vector: Vector4) => void;
  94312. /**
  94313. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  94314. * This is dynamic to allow compat with webgl 1 and 2.
  94315. * You will need to pass the name of the uniform as well as the value.
  94316. */
  94317. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  94318. /**
  94319. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  94320. * This is dynamic to allow compat with webgl 1 and 2.
  94321. * You will need to pass the name of the uniform as well as the value.
  94322. */
  94323. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  94324. /**
  94325. * Instantiates a new Uniform buffer objects.
  94326. *
  94327. * Handles blocks of uniform on the GPU.
  94328. *
  94329. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  94330. *
  94331. * For more information, please refer to :
  94332. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  94333. * @param engine Define the engine the buffer is associated with
  94334. * @param data Define the data contained in the buffer
  94335. * @param dynamic Define if the buffer is updatable
  94336. */
  94337. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  94338. /**
  94339. * Indicates if the buffer is using the WebGL2 UBO implementation,
  94340. * or just falling back on setUniformXXX calls.
  94341. */
  94342. readonly useUbo: boolean;
  94343. /**
  94344. * Indicates if the WebGL underlying uniform buffer is in sync
  94345. * with the javascript cache data.
  94346. */
  94347. readonly isSync: boolean;
  94348. /**
  94349. * Indicates if the WebGL underlying uniform buffer is dynamic.
  94350. * Also, a dynamic UniformBuffer will disable cache verification and always
  94351. * update the underlying WebGL uniform buffer to the GPU.
  94352. * @returns if Dynamic, otherwise false
  94353. */
  94354. isDynamic(): boolean;
  94355. /**
  94356. * The data cache on JS side.
  94357. * @returns the underlying data as a float array
  94358. */
  94359. getData(): Float32Array;
  94360. /**
  94361. * The underlying WebGL Uniform buffer.
  94362. * @returns the webgl buffer
  94363. */
  94364. getBuffer(): Nullable<DataBuffer>;
  94365. /**
  94366. * std140 layout specifies how to align data within an UBO structure.
  94367. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  94368. * for specs.
  94369. */
  94370. private _fillAlignment;
  94371. /**
  94372. * Adds an uniform in the buffer.
  94373. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  94374. * for the layout to be correct !
  94375. * @param name Name of the uniform, as used in the uniform block in the shader.
  94376. * @param size Data size, or data directly.
  94377. */
  94378. addUniform(name: string, size: number | number[]): void;
  94379. /**
  94380. * Adds a Matrix 4x4 to the uniform buffer.
  94381. * @param name Name of the uniform, as used in the uniform block in the shader.
  94382. * @param mat A 4x4 matrix.
  94383. */
  94384. addMatrix(name: string, mat: Matrix): void;
  94385. /**
  94386. * Adds a vec2 to the uniform buffer.
  94387. * @param name Name of the uniform, as used in the uniform block in the shader.
  94388. * @param x Define the x component value of the vec2
  94389. * @param y Define the y component value of the vec2
  94390. */
  94391. addFloat2(name: string, x: number, y: number): void;
  94392. /**
  94393. * Adds a vec3 to the uniform buffer.
  94394. * @param name Name of the uniform, as used in the uniform block in the shader.
  94395. * @param x Define the x component value of the vec3
  94396. * @param y Define the y component value of the vec3
  94397. * @param z Define the z component value of the vec3
  94398. */
  94399. addFloat3(name: string, x: number, y: number, z: number): void;
  94400. /**
  94401. * Adds a vec3 to the uniform buffer.
  94402. * @param name Name of the uniform, as used in the uniform block in the shader.
  94403. * @param color Define the vec3 from a Color
  94404. */
  94405. addColor3(name: string, color: Color3): void;
  94406. /**
  94407. * Adds a vec4 to the uniform buffer.
  94408. * @param name Name of the uniform, as used in the uniform block in the shader.
  94409. * @param color Define the rgb components from a Color
  94410. * @param alpha Define the a component of the vec4
  94411. */
  94412. addColor4(name: string, color: Color3, alpha: number): void;
  94413. /**
  94414. * Adds a vec3 to the uniform buffer.
  94415. * @param name Name of the uniform, as used in the uniform block in the shader.
  94416. * @param vector Define the vec3 components from a Vector
  94417. */
  94418. addVector3(name: string, vector: Vector3): void;
  94419. /**
  94420. * Adds a Matrix 3x3 to the uniform buffer.
  94421. * @param name Name of the uniform, as used in the uniform block in the shader.
  94422. */
  94423. addMatrix3x3(name: string): void;
  94424. /**
  94425. * Adds a Matrix 2x2 to the uniform buffer.
  94426. * @param name Name of the uniform, as used in the uniform block in the shader.
  94427. */
  94428. addMatrix2x2(name: string): void;
  94429. /**
  94430. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  94431. */
  94432. create(): void;
  94433. /** @hidden */
  94434. _rebuild(): void;
  94435. /**
  94436. * Updates the WebGL Uniform Buffer on the GPU.
  94437. * If the `dynamic` flag is set to true, no cache comparison is done.
  94438. * Otherwise, the buffer will be updated only if the cache differs.
  94439. */
  94440. update(): void;
  94441. /**
  94442. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  94443. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  94444. * @param data Define the flattened data
  94445. * @param size Define the size of the data.
  94446. */
  94447. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  94448. private _valueCache;
  94449. private _cacheMatrix;
  94450. private _updateMatrix3x3ForUniform;
  94451. private _updateMatrix3x3ForEffect;
  94452. private _updateMatrix2x2ForEffect;
  94453. private _updateMatrix2x2ForUniform;
  94454. private _updateFloatForEffect;
  94455. private _updateFloatForUniform;
  94456. private _updateFloat2ForEffect;
  94457. private _updateFloat2ForUniform;
  94458. private _updateFloat3ForEffect;
  94459. private _updateFloat3ForUniform;
  94460. private _updateFloat4ForEffect;
  94461. private _updateFloat4ForUniform;
  94462. private _updateMatrixForEffect;
  94463. private _updateMatrixForUniform;
  94464. private _updateVector3ForEffect;
  94465. private _updateVector3ForUniform;
  94466. private _updateVector4ForEffect;
  94467. private _updateVector4ForUniform;
  94468. private _updateColor3ForEffect;
  94469. private _updateColor3ForUniform;
  94470. private _updateColor4ForEffect;
  94471. private _updateColor4ForUniform;
  94472. /**
  94473. * Sets a sampler uniform on the effect.
  94474. * @param name Define the name of the sampler.
  94475. * @param texture Define the texture to set in the sampler
  94476. */
  94477. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  94478. /**
  94479. * Directly updates the value of the uniform in the cache AND on the GPU.
  94480. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  94481. * @param data Define the flattened data
  94482. */
  94483. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  94484. /**
  94485. * Binds this uniform buffer to an effect.
  94486. * @param effect Define the effect to bind the buffer to
  94487. * @param name Name of the uniform block in the shader.
  94488. */
  94489. bindToEffect(effect: Effect, name: string): void;
  94490. /**
  94491. * Disposes the uniform buffer.
  94492. */
  94493. dispose(): void;
  94494. }
  94495. }
  94496. declare module BABYLON {
  94497. /**
  94498. * Class used to work with sound analyzer using fast fourier transform (FFT)
  94499. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94500. */
  94501. export class Analyser {
  94502. /**
  94503. * Gets or sets the smoothing
  94504. * @ignorenaming
  94505. */
  94506. SMOOTHING: number;
  94507. /**
  94508. * Gets or sets the FFT table size
  94509. * @ignorenaming
  94510. */
  94511. FFT_SIZE: number;
  94512. /**
  94513. * Gets or sets the bar graph amplitude
  94514. * @ignorenaming
  94515. */
  94516. BARGRAPHAMPLITUDE: number;
  94517. /**
  94518. * Gets or sets the position of the debug canvas
  94519. * @ignorenaming
  94520. */
  94521. DEBUGCANVASPOS: {
  94522. x: number;
  94523. y: number;
  94524. };
  94525. /**
  94526. * Gets or sets the debug canvas size
  94527. * @ignorenaming
  94528. */
  94529. DEBUGCANVASSIZE: {
  94530. width: number;
  94531. height: number;
  94532. };
  94533. private _byteFreqs;
  94534. private _byteTime;
  94535. private _floatFreqs;
  94536. private _webAudioAnalyser;
  94537. private _debugCanvas;
  94538. private _debugCanvasContext;
  94539. private _scene;
  94540. private _registerFunc;
  94541. private _audioEngine;
  94542. /**
  94543. * Creates a new analyser
  94544. * @param scene defines hosting scene
  94545. */
  94546. constructor(scene: Scene);
  94547. /**
  94548. * Get the number of data values you will have to play with for the visualization
  94549. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  94550. * @returns a number
  94551. */
  94552. getFrequencyBinCount(): number;
  94553. /**
  94554. * Gets the current frequency data as a byte array
  94555. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  94556. * @returns a Uint8Array
  94557. */
  94558. getByteFrequencyData(): Uint8Array;
  94559. /**
  94560. * Gets the current waveform as a byte array
  94561. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  94562. * @returns a Uint8Array
  94563. */
  94564. getByteTimeDomainData(): Uint8Array;
  94565. /**
  94566. * Gets the current frequency data as a float array
  94567. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  94568. * @returns a Float32Array
  94569. */
  94570. getFloatFrequencyData(): Float32Array;
  94571. /**
  94572. * Renders the debug canvas
  94573. */
  94574. drawDebugCanvas(): void;
  94575. /**
  94576. * Stops rendering the debug canvas and removes it
  94577. */
  94578. stopDebugCanvas(): void;
  94579. /**
  94580. * Connects two audio nodes
  94581. * @param inputAudioNode defines first node to connect
  94582. * @param outputAudioNode defines second node to connect
  94583. */
  94584. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  94585. /**
  94586. * Releases all associated resources
  94587. */
  94588. dispose(): void;
  94589. }
  94590. }
  94591. declare module BABYLON {
  94592. /**
  94593. * This represents an audio engine and it is responsible
  94594. * to play, synchronize and analyse sounds throughout the application.
  94595. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94596. */
  94597. export interface IAudioEngine extends IDisposable {
  94598. /**
  94599. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  94600. */
  94601. readonly canUseWebAudio: boolean;
  94602. /**
  94603. * Gets the current AudioContext if available.
  94604. */
  94605. readonly audioContext: Nullable<AudioContext>;
  94606. /**
  94607. * The master gain node defines the global audio volume of your audio engine.
  94608. */
  94609. readonly masterGain: GainNode;
  94610. /**
  94611. * Gets whether or not mp3 are supported by your browser.
  94612. */
  94613. readonly isMP3supported: boolean;
  94614. /**
  94615. * Gets whether or not ogg are supported by your browser.
  94616. */
  94617. readonly isOGGsupported: boolean;
  94618. /**
  94619. * Defines if Babylon should emit a warning if WebAudio is not supported.
  94620. * @ignoreNaming
  94621. */
  94622. WarnedWebAudioUnsupported: boolean;
  94623. /**
  94624. * Defines if the audio engine relies on a custom unlocked button.
  94625. * In this case, the embedded button will not be displayed.
  94626. */
  94627. useCustomUnlockedButton: boolean;
  94628. /**
  94629. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  94630. */
  94631. readonly unlocked: boolean;
  94632. /**
  94633. * Event raised when audio has been unlocked on the browser.
  94634. */
  94635. onAudioUnlockedObservable: Observable<AudioEngine>;
  94636. /**
  94637. * Event raised when audio has been locked on the browser.
  94638. */
  94639. onAudioLockedObservable: Observable<AudioEngine>;
  94640. /**
  94641. * Flags the audio engine in Locked state.
  94642. * This happens due to new browser policies preventing audio to autoplay.
  94643. */
  94644. lock(): void;
  94645. /**
  94646. * Unlocks the audio engine once a user action has been done on the dom.
  94647. * This is helpful to resume play once browser policies have been satisfied.
  94648. */
  94649. unlock(): void;
  94650. }
  94651. /**
  94652. * This represents the default audio engine used in babylon.
  94653. * It is responsible to play, synchronize and analyse sounds throughout the application.
  94654. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94655. */
  94656. export class AudioEngine implements IAudioEngine {
  94657. private _audioContext;
  94658. private _audioContextInitialized;
  94659. private _muteButton;
  94660. private _hostElement;
  94661. /**
  94662. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  94663. */
  94664. canUseWebAudio: boolean;
  94665. /**
  94666. * The master gain node defines the global audio volume of your audio engine.
  94667. */
  94668. masterGain: GainNode;
  94669. /**
  94670. * Defines if Babylon should emit a warning if WebAudio is not supported.
  94671. * @ignoreNaming
  94672. */
  94673. WarnedWebAudioUnsupported: boolean;
  94674. /**
  94675. * Gets whether or not mp3 are supported by your browser.
  94676. */
  94677. isMP3supported: boolean;
  94678. /**
  94679. * Gets whether or not ogg are supported by your browser.
  94680. */
  94681. isOGGsupported: boolean;
  94682. /**
  94683. * Gets whether audio has been unlocked on the device.
  94684. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  94685. * a user interaction has happened.
  94686. */
  94687. unlocked: boolean;
  94688. /**
  94689. * Defines if the audio engine relies on a custom unlocked button.
  94690. * In this case, the embedded button will not be displayed.
  94691. */
  94692. useCustomUnlockedButton: boolean;
  94693. /**
  94694. * Event raised when audio has been unlocked on the browser.
  94695. */
  94696. onAudioUnlockedObservable: Observable<AudioEngine>;
  94697. /**
  94698. * Event raised when audio has been locked on the browser.
  94699. */
  94700. onAudioLockedObservable: Observable<AudioEngine>;
  94701. /**
  94702. * Gets the current AudioContext if available.
  94703. */
  94704. readonly audioContext: Nullable<AudioContext>;
  94705. private _connectedAnalyser;
  94706. /**
  94707. * Instantiates a new audio engine.
  94708. *
  94709. * There should be only one per page as some browsers restrict the number
  94710. * of audio contexts you can create.
  94711. * @param hostElement defines the host element where to display the mute icon if necessary
  94712. */
  94713. constructor(hostElement?: Nullable<HTMLElement>);
  94714. /**
  94715. * Flags the audio engine in Locked state.
  94716. * This happens due to new browser policies preventing audio to autoplay.
  94717. */
  94718. lock(): void;
  94719. /**
  94720. * Unlocks the audio engine once a user action has been done on the dom.
  94721. * This is helpful to resume play once browser policies have been satisfied.
  94722. */
  94723. unlock(): void;
  94724. private _resumeAudioContext;
  94725. private _initializeAudioContext;
  94726. private _tryToRun;
  94727. private _triggerRunningState;
  94728. private _triggerSuspendedState;
  94729. private _displayMuteButton;
  94730. private _moveButtonToTopLeft;
  94731. private _onResize;
  94732. private _hideMuteButton;
  94733. /**
  94734. * Destroy and release the resources associated with the audio ccontext.
  94735. */
  94736. dispose(): void;
  94737. /**
  94738. * Gets the global volume sets on the master gain.
  94739. * @returns the global volume if set or -1 otherwise
  94740. */
  94741. getGlobalVolume(): number;
  94742. /**
  94743. * Sets the global volume of your experience (sets on the master gain).
  94744. * @param newVolume Defines the new global volume of the application
  94745. */
  94746. setGlobalVolume(newVolume: number): void;
  94747. /**
  94748. * Connect the audio engine to an audio analyser allowing some amazing
  94749. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  94750. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  94751. * @param analyser The analyser to connect to the engine
  94752. */
  94753. connectToAnalyser(analyser: Analyser): void;
  94754. }
  94755. }
  94756. declare module BABYLON {
  94757. /**
  94758. * Interface used to present a loading screen while loading a scene
  94759. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94760. */
  94761. export interface ILoadingScreen {
  94762. /**
  94763. * Function called to display the loading screen
  94764. */
  94765. displayLoadingUI: () => void;
  94766. /**
  94767. * Function called to hide the loading screen
  94768. */
  94769. hideLoadingUI: () => void;
  94770. /**
  94771. * Gets or sets the color to use for the background
  94772. */
  94773. loadingUIBackgroundColor: string;
  94774. /**
  94775. * Gets or sets the text to display while loading
  94776. */
  94777. loadingUIText: string;
  94778. }
  94779. /**
  94780. * Class used for the default loading screen
  94781. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94782. */
  94783. export class DefaultLoadingScreen implements ILoadingScreen {
  94784. private _renderingCanvas;
  94785. private _loadingText;
  94786. private _loadingDivBackgroundColor;
  94787. private _loadingDiv;
  94788. private _loadingTextDiv;
  94789. /** Gets or sets the logo url to use for the default loading screen */
  94790. static DefaultLogoUrl: string;
  94791. /** Gets or sets the spinner url to use for the default loading screen */
  94792. static DefaultSpinnerUrl: string;
  94793. /**
  94794. * Creates a new default loading screen
  94795. * @param _renderingCanvas defines the canvas used to render the scene
  94796. * @param _loadingText defines the default text to display
  94797. * @param _loadingDivBackgroundColor defines the default background color
  94798. */
  94799. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  94800. /**
  94801. * Function called to display the loading screen
  94802. */
  94803. displayLoadingUI(): void;
  94804. /**
  94805. * Function called to hide the loading screen
  94806. */
  94807. hideLoadingUI(): void;
  94808. /**
  94809. * Gets or sets the text to display while loading
  94810. */
  94811. loadingUIText: string;
  94812. /**
  94813. * Gets or sets the color to use for the background
  94814. */
  94815. loadingUIBackgroundColor: string;
  94816. private _resizeLoadingUI;
  94817. }
  94818. }
  94819. declare module BABYLON {
  94820. /** @hidden */
  94821. export class WebGLPipelineContext implements IPipelineContext {
  94822. engine: Engine;
  94823. program: Nullable<WebGLProgram>;
  94824. context?: WebGLRenderingContext;
  94825. vertexShader?: WebGLShader;
  94826. fragmentShader?: WebGLShader;
  94827. isParallelCompiled: boolean;
  94828. onCompiled?: () => void;
  94829. transformFeedback?: WebGLTransformFeedback | null;
  94830. readonly isAsync: boolean;
  94831. readonly isReady: boolean;
  94832. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  94833. }
  94834. }
  94835. declare module BABYLON {
  94836. /** @hidden */
  94837. export class WebGLDataBuffer extends DataBuffer {
  94838. private _buffer;
  94839. constructor(resource: WebGLBuffer);
  94840. readonly underlyingResource: any;
  94841. }
  94842. }
  94843. declare module BABYLON {
  94844. /** @hidden */
  94845. export class WebGL2ShaderProcessor implements IShaderProcessor {
  94846. attributeProcessor(attribute: string): string;
  94847. varyingProcessor(varying: string, isFragment: boolean): string;
  94848. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  94849. }
  94850. }
  94851. declare module BABYLON {
  94852. /**
  94853. * This class is used to track a performance counter which is number based.
  94854. * The user has access to many properties which give statistics of different nature.
  94855. *
  94856. * The implementer can track two kinds of Performance Counter: time and count.
  94857. * 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.
  94858. * 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.
  94859. */
  94860. export class PerfCounter {
  94861. /**
  94862. * Gets or sets a global boolean to turn on and off all the counters
  94863. */
  94864. static Enabled: boolean;
  94865. /**
  94866. * Returns the smallest value ever
  94867. */
  94868. readonly min: number;
  94869. /**
  94870. * Returns the biggest value ever
  94871. */
  94872. readonly max: number;
  94873. /**
  94874. * Returns the average value since the performance counter is running
  94875. */
  94876. readonly average: number;
  94877. /**
  94878. * Returns the average value of the last second the counter was monitored
  94879. */
  94880. readonly lastSecAverage: number;
  94881. /**
  94882. * Returns the current value
  94883. */
  94884. readonly current: number;
  94885. /**
  94886. * Gets the accumulated total
  94887. */
  94888. readonly total: number;
  94889. /**
  94890. * Gets the total value count
  94891. */
  94892. readonly count: number;
  94893. /**
  94894. * Creates a new counter
  94895. */
  94896. constructor();
  94897. /**
  94898. * Call this method to start monitoring a new frame.
  94899. * 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.
  94900. */
  94901. fetchNewFrame(): void;
  94902. /**
  94903. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  94904. * @param newCount the count value to add to the monitored count
  94905. * @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.
  94906. */
  94907. addCount(newCount: number, fetchResult: boolean): void;
  94908. /**
  94909. * Start monitoring this performance counter
  94910. */
  94911. beginMonitoring(): void;
  94912. /**
  94913. * Compute the time lapsed since the previous beginMonitoring() call.
  94914. * @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
  94915. */
  94916. endMonitoring(newFrame?: boolean): void;
  94917. private _fetchResult;
  94918. private _startMonitoringTime;
  94919. private _min;
  94920. private _max;
  94921. private _average;
  94922. private _current;
  94923. private _totalValueCount;
  94924. private _totalAccumulated;
  94925. private _lastSecAverage;
  94926. private _lastSecAccumulated;
  94927. private _lastSecTime;
  94928. private _lastSecValueCount;
  94929. }
  94930. }
  94931. declare module BABYLON {
  94932. /**
  94933. * Interface for any object that can request an animation frame
  94934. */
  94935. export interface ICustomAnimationFrameRequester {
  94936. /**
  94937. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  94938. */
  94939. renderFunction?: Function;
  94940. /**
  94941. * Called to request the next frame to render to
  94942. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  94943. */
  94944. requestAnimationFrame: Function;
  94945. /**
  94946. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  94947. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  94948. */
  94949. requestID?: number;
  94950. }
  94951. }
  94952. declare module BABYLON {
  94953. /**
  94954. * Settings for finer control over video usage
  94955. */
  94956. export interface VideoTextureSettings {
  94957. /**
  94958. * Applies `autoplay` to video, if specified
  94959. */
  94960. autoPlay?: boolean;
  94961. /**
  94962. * Applies `loop` to video, if specified
  94963. */
  94964. loop?: boolean;
  94965. /**
  94966. * Automatically updates internal texture from video at every frame in the render loop
  94967. */
  94968. autoUpdateTexture: boolean;
  94969. /**
  94970. * Image src displayed during the video loading or until the user interacts with the video.
  94971. */
  94972. poster?: string;
  94973. }
  94974. /**
  94975. * If you want to display a video in your scene, this is the special texture for that.
  94976. * This special texture works similar to other textures, with the exception of a few parameters.
  94977. * @see https://doc.babylonjs.com/how_to/video_texture
  94978. */
  94979. export class VideoTexture extends Texture {
  94980. /**
  94981. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  94982. */
  94983. readonly autoUpdateTexture: boolean;
  94984. /**
  94985. * The video instance used by the texture internally
  94986. */
  94987. readonly video: HTMLVideoElement;
  94988. private _onUserActionRequestedObservable;
  94989. /**
  94990. * Event triggerd when a dom action is required by the user to play the video.
  94991. * This happens due to recent changes in browser policies preventing video to auto start.
  94992. */
  94993. readonly onUserActionRequestedObservable: Observable<Texture>;
  94994. private _generateMipMaps;
  94995. private _engine;
  94996. private _stillImageCaptured;
  94997. private _displayingPosterTexture;
  94998. private _settings;
  94999. private _createInternalTextureOnEvent;
  95000. private _frameId;
  95001. /**
  95002. * Creates a video texture.
  95003. * If you want to display a video in your scene, this is the special texture for that.
  95004. * This special texture works similar to other textures, with the exception of a few parameters.
  95005. * @see https://doc.babylonjs.com/how_to/video_texture
  95006. * @param name optional name, will detect from video source, if not defined
  95007. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  95008. * @param scene is obviously the current scene.
  95009. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  95010. * @param invertY is false by default but can be used to invert video on Y axis
  95011. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  95012. * @param settings allows finer control over video usage
  95013. */
  95014. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  95015. private _getName;
  95016. private _getVideo;
  95017. private _createInternalTexture;
  95018. private reset;
  95019. /**
  95020. * @hidden Internal method to initiate `update`.
  95021. */
  95022. _rebuild(): void;
  95023. /**
  95024. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  95025. */
  95026. update(): void;
  95027. /**
  95028. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  95029. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  95030. */
  95031. updateTexture(isVisible: boolean): void;
  95032. protected _updateInternalTexture: () => void;
  95033. /**
  95034. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  95035. * @param url New url.
  95036. */
  95037. updateURL(url: string): void;
  95038. /**
  95039. * Dispose the texture and release its associated resources.
  95040. */
  95041. dispose(): void;
  95042. /**
  95043. * Creates a video texture straight from a stream.
  95044. * @param scene Define the scene the texture should be created in
  95045. * @param stream Define the stream the texture should be created from
  95046. * @returns The created video texture as a promise
  95047. */
  95048. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  95049. /**
  95050. * Creates a video texture straight from your WebCam video feed.
  95051. * @param scene Define the scene the texture should be created in
  95052. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  95053. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  95054. * @returns The created video texture as a promise
  95055. */
  95056. static CreateFromWebCamAsync(scene: Scene, constraints: {
  95057. minWidth: number;
  95058. maxWidth: number;
  95059. minHeight: number;
  95060. maxHeight: number;
  95061. deviceId: string;
  95062. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  95063. /**
  95064. * Creates a video texture straight from your WebCam video feed.
  95065. * @param scene Define the scene the texture should be created in
  95066. * @param onReady Define a callback to triggered once the texture will be ready
  95067. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  95068. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  95069. */
  95070. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  95071. minWidth: number;
  95072. maxWidth: number;
  95073. minHeight: number;
  95074. maxHeight: number;
  95075. deviceId: string;
  95076. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  95077. }
  95078. }
  95079. declare module BABYLON {
  95080. /**
  95081. * Defines the interface used by objects containing a viewport (like a camera)
  95082. */
  95083. interface IViewportOwnerLike {
  95084. /**
  95085. * Gets or sets the viewport
  95086. */
  95087. viewport: IViewportLike;
  95088. }
  95089. /**
  95090. * Interface for attribute information associated with buffer instanciation
  95091. */
  95092. export class InstancingAttributeInfo {
  95093. /**
  95094. * Index/offset of the attribute in the vertex shader
  95095. */
  95096. index: number;
  95097. /**
  95098. * size of the attribute, 1, 2, 3 or 4
  95099. */
  95100. attributeSize: number;
  95101. /**
  95102. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  95103. * default is FLOAT
  95104. */
  95105. attribyteType: number;
  95106. /**
  95107. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  95108. */
  95109. normalized: boolean;
  95110. /**
  95111. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  95112. */
  95113. offset: number;
  95114. /**
  95115. * Name of the GLSL attribute, for debugging purpose only
  95116. */
  95117. attributeName: string;
  95118. }
  95119. /**
  95120. * Define options used to create a depth texture
  95121. */
  95122. export class DepthTextureCreationOptions {
  95123. /** Specifies whether or not a stencil should be allocated in the texture */
  95124. generateStencil?: boolean;
  95125. /** Specifies whether or not bilinear filtering is enable on the texture */
  95126. bilinearFiltering?: boolean;
  95127. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  95128. comparisonFunction?: number;
  95129. /** Specifies if the created texture is a cube texture */
  95130. isCube?: boolean;
  95131. }
  95132. /**
  95133. * Class used to describe the capabilities of the engine relatively to the current browser
  95134. */
  95135. export class EngineCapabilities {
  95136. /** Maximum textures units per fragment shader */
  95137. maxTexturesImageUnits: number;
  95138. /** Maximum texture units per vertex shader */
  95139. maxVertexTextureImageUnits: number;
  95140. /** Maximum textures units in the entire pipeline */
  95141. maxCombinedTexturesImageUnits: number;
  95142. /** Maximum texture size */
  95143. maxTextureSize: number;
  95144. /** Maximum cube texture size */
  95145. maxCubemapTextureSize: number;
  95146. /** Maximum render texture size */
  95147. maxRenderTextureSize: number;
  95148. /** Maximum number of vertex attributes */
  95149. maxVertexAttribs: number;
  95150. /** Maximum number of varyings */
  95151. maxVaryingVectors: number;
  95152. /** Maximum number of uniforms per vertex shader */
  95153. maxVertexUniformVectors: number;
  95154. /** Maximum number of uniforms per fragment shader */
  95155. maxFragmentUniformVectors: number;
  95156. /** Defines if standard derivates (dx/dy) are supported */
  95157. standardDerivatives: boolean;
  95158. /** Defines if s3tc texture compression is supported */
  95159. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  95160. /** Defines if pvrtc texture compression is supported */
  95161. pvrtc: any;
  95162. /** Defines if etc1 texture compression is supported */
  95163. etc1: any;
  95164. /** Defines if etc2 texture compression is supported */
  95165. etc2: any;
  95166. /** Defines if astc texture compression is supported */
  95167. astc: any;
  95168. /** Defines if float textures are supported */
  95169. textureFloat: boolean;
  95170. /** Defines if vertex array objects are supported */
  95171. vertexArrayObject: boolean;
  95172. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  95173. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  95174. /** Gets the maximum level of anisotropy supported */
  95175. maxAnisotropy: number;
  95176. /** Defines if instancing is supported */
  95177. instancedArrays: boolean;
  95178. /** Defines if 32 bits indices are supported */
  95179. uintIndices: boolean;
  95180. /** Defines if high precision shaders are supported */
  95181. highPrecisionShaderSupported: boolean;
  95182. /** Defines if depth reading in the fragment shader is supported */
  95183. fragmentDepthSupported: boolean;
  95184. /** Defines if float texture linear filtering is supported*/
  95185. textureFloatLinearFiltering: boolean;
  95186. /** Defines if rendering to float textures is supported */
  95187. textureFloatRender: boolean;
  95188. /** Defines if half float textures are supported*/
  95189. textureHalfFloat: boolean;
  95190. /** Defines if half float texture linear filtering is supported*/
  95191. textureHalfFloatLinearFiltering: boolean;
  95192. /** Defines if rendering to half float textures is supported */
  95193. textureHalfFloatRender: boolean;
  95194. /** Defines if textureLOD shader command is supported */
  95195. textureLOD: boolean;
  95196. /** Defines if draw buffers extension is supported */
  95197. drawBuffersExtension: boolean;
  95198. /** Defines if depth textures are supported */
  95199. depthTextureExtension: boolean;
  95200. /** Defines if float color buffer are supported */
  95201. colorBufferFloat: boolean;
  95202. /** Gets disjoint timer query extension (null if not supported) */
  95203. timerQuery: EXT_disjoint_timer_query;
  95204. /** Defines if timestamp can be used with timer query */
  95205. canUseTimestampForTimerQuery: boolean;
  95206. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  95207. multiview: any;
  95208. /** Function used to let the system compiles shaders in background */
  95209. parallelShaderCompile: {
  95210. COMPLETION_STATUS_KHR: number;
  95211. };
  95212. /** Max number of texture samples for MSAA */
  95213. maxMSAASamples: number;
  95214. }
  95215. /** Interface defining initialization parameters for Engine class */
  95216. export interface EngineOptions extends WebGLContextAttributes {
  95217. /**
  95218. * Defines if the engine should no exceed a specified device ratio
  95219. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  95220. */
  95221. limitDeviceRatio?: number;
  95222. /**
  95223. * Defines if webvr should be enabled automatically
  95224. * @see http://doc.babylonjs.com/how_to/webvr_camera
  95225. */
  95226. autoEnableWebVR?: boolean;
  95227. /**
  95228. * Defines if webgl2 should be turned off even if supported
  95229. * @see http://doc.babylonjs.com/features/webgl2
  95230. */
  95231. disableWebGL2Support?: boolean;
  95232. /**
  95233. * Defines if webaudio should be initialized as well
  95234. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  95235. */
  95236. audioEngine?: boolean;
  95237. /**
  95238. * Defines if animations should run using a deterministic lock step
  95239. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95240. */
  95241. deterministicLockstep?: boolean;
  95242. /** Defines the maximum steps to use with deterministic lock step mode */
  95243. lockstepMaxSteps?: number;
  95244. /**
  95245. * Defines that engine should ignore context lost events
  95246. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  95247. */
  95248. doNotHandleContextLost?: boolean;
  95249. /**
  95250. * Defines that engine should ignore modifying touch action attribute and style
  95251. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  95252. */
  95253. doNotHandleTouchAction?: boolean;
  95254. /**
  95255. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  95256. */
  95257. useHighPrecisionFloats?: boolean;
  95258. }
  95259. /**
  95260. * Defines the interface used by display changed events
  95261. */
  95262. export interface IDisplayChangedEventArgs {
  95263. /** Gets the vrDisplay object (if any) */
  95264. vrDisplay: Nullable<any>;
  95265. /** Gets a boolean indicating if webVR is supported */
  95266. vrSupported: boolean;
  95267. }
  95268. /**
  95269. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  95270. */
  95271. export class Engine {
  95272. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  95273. static ExceptionList: ({
  95274. key: string;
  95275. capture: string;
  95276. captureConstraint: number;
  95277. targets: string[];
  95278. } | {
  95279. key: string;
  95280. capture: null;
  95281. captureConstraint: null;
  95282. targets: string[];
  95283. })[];
  95284. /** Gets the list of created engines */
  95285. static readonly Instances: Engine[];
  95286. /**
  95287. * Gets the latest created engine
  95288. */
  95289. static readonly LastCreatedEngine: Nullable<Engine>;
  95290. /**
  95291. * Gets the latest created scene
  95292. */
  95293. static readonly LastCreatedScene: Nullable<Scene>;
  95294. /**
  95295. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  95296. * @param flag defines which part of the materials must be marked as dirty
  95297. * @param predicate defines a predicate used to filter which materials should be affected
  95298. */
  95299. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  95300. /** @hidden */
  95301. static _TextureLoaders: IInternalTextureLoader[];
  95302. /** Defines that alpha blending is disabled */
  95303. static readonly ALPHA_DISABLE: number;
  95304. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  95305. static readonly ALPHA_ADD: number;
  95306. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  95307. static readonly ALPHA_COMBINE: number;
  95308. /** Defines that alpha blending to DEST - SRC * DEST */
  95309. static readonly ALPHA_SUBTRACT: number;
  95310. /** Defines that alpha blending to SRC * DEST */
  95311. static readonly ALPHA_MULTIPLY: number;
  95312. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  95313. static readonly ALPHA_MAXIMIZED: number;
  95314. /** Defines that alpha blending to SRC + DEST */
  95315. static readonly ALPHA_ONEONE: number;
  95316. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  95317. static readonly ALPHA_PREMULTIPLIED: number;
  95318. /**
  95319. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  95320. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  95321. */
  95322. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  95323. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  95324. static readonly ALPHA_INTERPOLATE: number;
  95325. /**
  95326. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  95327. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  95328. */
  95329. static readonly ALPHA_SCREENMODE: number;
  95330. /** Defines that the ressource is not delayed*/
  95331. static readonly DELAYLOADSTATE_NONE: number;
  95332. /** Defines that the ressource was successfully delay loaded */
  95333. static readonly DELAYLOADSTATE_LOADED: number;
  95334. /** Defines that the ressource is currently delay loading */
  95335. static readonly DELAYLOADSTATE_LOADING: number;
  95336. /** Defines that the ressource is delayed and has not started loading */
  95337. static readonly DELAYLOADSTATE_NOTLOADED: number;
  95338. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  95339. static readonly NEVER: number;
  95340. /** 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 */
  95341. static readonly ALWAYS: number;
  95342. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  95343. static readonly LESS: number;
  95344. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  95345. static readonly EQUAL: number;
  95346. /** 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 */
  95347. static readonly LEQUAL: number;
  95348. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  95349. static readonly GREATER: number;
  95350. /** 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 */
  95351. static readonly GEQUAL: number;
  95352. /** 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 */
  95353. static readonly NOTEQUAL: number;
  95354. /** Passed to stencilOperation to specify that stencil value must be kept */
  95355. static readonly KEEP: number;
  95356. /** Passed to stencilOperation to specify that stencil value must be replaced */
  95357. static readonly REPLACE: number;
  95358. /** Passed to stencilOperation to specify that stencil value must be incremented */
  95359. static readonly INCR: number;
  95360. /** Passed to stencilOperation to specify that stencil value must be decremented */
  95361. static readonly DECR: number;
  95362. /** Passed to stencilOperation to specify that stencil value must be inverted */
  95363. static readonly INVERT: number;
  95364. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  95365. static readonly INCR_WRAP: number;
  95366. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  95367. static readonly DECR_WRAP: number;
  95368. /** Texture is not repeating outside of 0..1 UVs */
  95369. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  95370. /** Texture is repeating outside of 0..1 UVs */
  95371. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  95372. /** Texture is repeating and mirrored */
  95373. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  95374. /** ALPHA */
  95375. static readonly TEXTUREFORMAT_ALPHA: number;
  95376. /** LUMINANCE */
  95377. static readonly TEXTUREFORMAT_LUMINANCE: number;
  95378. /** LUMINANCE_ALPHA */
  95379. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  95380. /** RGB */
  95381. static readonly TEXTUREFORMAT_RGB: number;
  95382. /** RGBA */
  95383. static readonly TEXTUREFORMAT_RGBA: number;
  95384. /** RED */
  95385. static readonly TEXTUREFORMAT_RED: number;
  95386. /** RED (2nd reference) */
  95387. static readonly TEXTUREFORMAT_R: number;
  95388. /** RG */
  95389. static readonly TEXTUREFORMAT_RG: number;
  95390. /** RED_INTEGER */
  95391. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  95392. /** RED_INTEGER (2nd reference) */
  95393. static readonly TEXTUREFORMAT_R_INTEGER: number;
  95394. /** RG_INTEGER */
  95395. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  95396. /** RGB_INTEGER */
  95397. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  95398. /** RGBA_INTEGER */
  95399. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  95400. /** UNSIGNED_BYTE */
  95401. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  95402. /** UNSIGNED_BYTE (2nd reference) */
  95403. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  95404. /** FLOAT */
  95405. static readonly TEXTURETYPE_FLOAT: number;
  95406. /** HALF_FLOAT */
  95407. static readonly TEXTURETYPE_HALF_FLOAT: number;
  95408. /** BYTE */
  95409. static readonly TEXTURETYPE_BYTE: number;
  95410. /** SHORT */
  95411. static readonly TEXTURETYPE_SHORT: number;
  95412. /** UNSIGNED_SHORT */
  95413. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  95414. /** INT */
  95415. static readonly TEXTURETYPE_INT: number;
  95416. /** UNSIGNED_INT */
  95417. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  95418. /** UNSIGNED_SHORT_4_4_4_4 */
  95419. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  95420. /** UNSIGNED_SHORT_5_5_5_1 */
  95421. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  95422. /** UNSIGNED_SHORT_5_6_5 */
  95423. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  95424. /** UNSIGNED_INT_2_10_10_10_REV */
  95425. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  95426. /** UNSIGNED_INT_24_8 */
  95427. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  95428. /** UNSIGNED_INT_10F_11F_11F_REV */
  95429. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  95430. /** UNSIGNED_INT_5_9_9_9_REV */
  95431. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  95432. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  95433. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  95434. /** nearest is mag = nearest and min = nearest and mip = linear */
  95435. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  95436. /** Bilinear is mag = linear and min = linear and mip = nearest */
  95437. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  95438. /** Trilinear is mag = linear and min = linear and mip = linear */
  95439. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  95440. /** nearest is mag = nearest and min = nearest and mip = linear */
  95441. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  95442. /** Bilinear is mag = linear and min = linear and mip = nearest */
  95443. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  95444. /** Trilinear is mag = linear and min = linear and mip = linear */
  95445. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  95446. /** mag = nearest and min = nearest and mip = nearest */
  95447. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  95448. /** mag = nearest and min = linear and mip = nearest */
  95449. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  95450. /** mag = nearest and min = linear and mip = linear */
  95451. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  95452. /** mag = nearest and min = linear and mip = none */
  95453. static readonly TEXTURE_NEAREST_LINEAR: number;
  95454. /** mag = nearest and min = nearest and mip = none */
  95455. static readonly TEXTURE_NEAREST_NEAREST: number;
  95456. /** mag = linear and min = nearest and mip = nearest */
  95457. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  95458. /** mag = linear and min = nearest and mip = linear */
  95459. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  95460. /** mag = linear and min = linear and mip = none */
  95461. static readonly TEXTURE_LINEAR_LINEAR: number;
  95462. /** mag = linear and min = nearest and mip = none */
  95463. static readonly TEXTURE_LINEAR_NEAREST: number;
  95464. /** Explicit coordinates mode */
  95465. static readonly TEXTURE_EXPLICIT_MODE: number;
  95466. /** Spherical coordinates mode */
  95467. static readonly TEXTURE_SPHERICAL_MODE: number;
  95468. /** Planar coordinates mode */
  95469. static readonly TEXTURE_PLANAR_MODE: number;
  95470. /** Cubic coordinates mode */
  95471. static readonly TEXTURE_CUBIC_MODE: number;
  95472. /** Projection coordinates mode */
  95473. static readonly TEXTURE_PROJECTION_MODE: number;
  95474. /** Skybox coordinates mode */
  95475. static readonly TEXTURE_SKYBOX_MODE: number;
  95476. /** Inverse Cubic coordinates mode */
  95477. static readonly TEXTURE_INVCUBIC_MODE: number;
  95478. /** Equirectangular coordinates mode */
  95479. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  95480. /** Equirectangular Fixed coordinates mode */
  95481. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  95482. /** Equirectangular Fixed Mirrored coordinates mode */
  95483. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  95484. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  95485. static readonly SCALEMODE_FLOOR: number;
  95486. /** Defines that texture rescaling will look for the nearest power of 2 size */
  95487. static readonly SCALEMODE_NEAREST: number;
  95488. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  95489. static readonly SCALEMODE_CEILING: number;
  95490. /**
  95491. * Returns the current npm package of the sdk
  95492. */
  95493. static readonly NpmPackage: string;
  95494. /**
  95495. * Returns the current version of the framework
  95496. */
  95497. static readonly Version: string;
  95498. /**
  95499. * Returns a string describing the current engine
  95500. */
  95501. readonly description: string;
  95502. /**
  95503. * Gets or sets the epsilon value used by collision engine
  95504. */
  95505. static CollisionsEpsilon: number;
  95506. /**
  95507. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  95508. */
  95509. static ShadersRepository: string;
  95510. /**
  95511. * Method called to create the default loading screen.
  95512. * This can be overriden in your own app.
  95513. * @param canvas The rendering canvas element
  95514. * @returns The loading screen
  95515. */
  95516. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  95517. /**
  95518. * Method called to create the default rescale post process on each engine.
  95519. */
  95520. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  95521. /** @hidden */
  95522. _shaderProcessor: IShaderProcessor;
  95523. /**
  95524. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  95525. */
  95526. forcePOTTextures: boolean;
  95527. /**
  95528. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  95529. */
  95530. isFullscreen: boolean;
  95531. /**
  95532. * Gets a boolean indicating if the pointer is currently locked
  95533. */
  95534. isPointerLock: boolean;
  95535. /**
  95536. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  95537. */
  95538. cullBackFaces: boolean;
  95539. /**
  95540. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  95541. */
  95542. renderEvenInBackground: boolean;
  95543. /**
  95544. * Gets or sets a boolean indicating that cache can be kept between frames
  95545. */
  95546. preventCacheWipeBetweenFrames: boolean;
  95547. /**
  95548. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  95549. **/
  95550. enableOfflineSupport: boolean;
  95551. /**
  95552. * 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)
  95553. **/
  95554. disableManifestCheck: boolean;
  95555. /**
  95556. * Gets the list of created scenes
  95557. */
  95558. scenes: Scene[];
  95559. /**
  95560. * Event raised when a new scene is created
  95561. */
  95562. onNewSceneAddedObservable: Observable<Scene>;
  95563. /**
  95564. * Gets the list of created postprocesses
  95565. */
  95566. postProcesses: PostProcess[];
  95567. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  95568. validateShaderPrograms: boolean;
  95569. /**
  95570. * Observable event triggered each time the rendering canvas is resized
  95571. */
  95572. onResizeObservable: Observable<Engine>;
  95573. /**
  95574. * Observable event triggered each time the canvas loses focus
  95575. */
  95576. onCanvasBlurObservable: Observable<Engine>;
  95577. /**
  95578. * Observable event triggered each time the canvas gains focus
  95579. */
  95580. onCanvasFocusObservable: Observable<Engine>;
  95581. /**
  95582. * Observable event triggered each time the canvas receives pointerout event
  95583. */
  95584. onCanvasPointerOutObservable: Observable<PointerEvent>;
  95585. /**
  95586. * Observable event triggered before each texture is initialized
  95587. */
  95588. onBeforeTextureInitObservable: Observable<Texture>;
  95589. /**
  95590. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  95591. */
  95592. disableUniformBuffers: boolean;
  95593. /** @hidden */
  95594. _uniformBuffers: UniformBuffer[];
  95595. /**
  95596. * Gets a boolean indicating that the engine supports uniform buffers
  95597. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95598. */
  95599. readonly supportsUniformBuffers: boolean;
  95600. /**
  95601. * Observable raised when the engine begins a new frame
  95602. */
  95603. onBeginFrameObservable: Observable<Engine>;
  95604. /**
  95605. * If set, will be used to request the next animation frame for the render loop
  95606. */
  95607. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  95608. /**
  95609. * Observable raised when the engine ends the current frame
  95610. */
  95611. onEndFrameObservable: Observable<Engine>;
  95612. /**
  95613. * Observable raised when the engine is about to compile a shader
  95614. */
  95615. onBeforeShaderCompilationObservable: Observable<Engine>;
  95616. /**
  95617. * Observable raised when the engine has jsut compiled a shader
  95618. */
  95619. onAfterShaderCompilationObservable: Observable<Engine>;
  95620. /** @hidden */
  95621. _gl: WebGLRenderingContext;
  95622. private _renderingCanvas;
  95623. private _windowIsBackground;
  95624. protected _webGLVersion: number;
  95625. protected _highPrecisionShadersAllowed: boolean;
  95626. /** @hidden */
  95627. readonly _shouldUseHighPrecisionShader: boolean;
  95628. /**
  95629. * Gets a boolean indicating that only power of 2 textures are supported
  95630. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  95631. */
  95632. readonly needPOTTextures: boolean;
  95633. /** @hidden */
  95634. _badOS: boolean;
  95635. /** @hidden */
  95636. _badDesktopOS: boolean;
  95637. /**
  95638. * Gets the audio engine
  95639. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  95640. * @ignorenaming
  95641. */
  95642. static audioEngine: IAudioEngine;
  95643. /**
  95644. * Default AudioEngine factory responsible of creating the Audio Engine.
  95645. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  95646. */
  95647. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  95648. /**
  95649. * Default offline support factory responsible of creating a tool used to store data locally.
  95650. * By default, this will create a Database object if the workload has been embedded.
  95651. */
  95652. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  95653. private _onFocus;
  95654. private _onBlur;
  95655. private _onCanvasPointerOut;
  95656. private _onCanvasBlur;
  95657. private _onCanvasFocus;
  95658. private _onFullscreenChange;
  95659. private _onPointerLockChange;
  95660. private _hardwareScalingLevel;
  95661. /** @hidden */
  95662. _caps: EngineCapabilities;
  95663. private _pointerLockRequested;
  95664. private _isStencilEnable;
  95665. protected _colorWrite: boolean;
  95666. private _loadingScreen;
  95667. /** @hidden */
  95668. _drawCalls: PerfCounter;
  95669. private _glVersion;
  95670. private _glRenderer;
  95671. private _glVendor;
  95672. private _videoTextureSupported;
  95673. private _renderingQueueLaunched;
  95674. private _activeRenderLoops;
  95675. private _deterministicLockstep;
  95676. private _lockstepMaxSteps;
  95677. /**
  95678. * Observable signaled when a context lost event is raised
  95679. */
  95680. onContextLostObservable: Observable<Engine>;
  95681. /**
  95682. * Observable signaled when a context restored event is raised
  95683. */
  95684. onContextRestoredObservable: Observable<Engine>;
  95685. private _onContextLost;
  95686. private _onContextRestored;
  95687. private _contextWasLost;
  95688. /** @hidden */
  95689. _doNotHandleContextLost: boolean;
  95690. /**
  95691. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  95692. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  95693. */
  95694. doNotHandleContextLost: boolean;
  95695. private _performanceMonitor;
  95696. private _fps;
  95697. private _deltaTime;
  95698. /**
  95699. * Turn this value on if you want to pause FPS computation when in background
  95700. */
  95701. disablePerformanceMonitorInBackground: boolean;
  95702. /**
  95703. * Gets the performance monitor attached to this engine
  95704. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  95705. */
  95706. readonly performanceMonitor: PerformanceMonitor;
  95707. /**
  95708. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  95709. */
  95710. disableVertexArrayObjects: boolean;
  95711. /** @hidden */
  95712. protected _depthCullingState: _DepthCullingState;
  95713. /** @hidden */
  95714. protected _stencilState: _StencilState;
  95715. /** @hidden */
  95716. protected _alphaState: _AlphaState;
  95717. /** @hidden */
  95718. protected _alphaMode: number;
  95719. /** @hidden */
  95720. _internalTexturesCache: InternalTexture[];
  95721. /** @hidden */
  95722. protected _activeChannel: number;
  95723. private _currentTextureChannel;
  95724. /** @hidden */
  95725. protected _boundTexturesCache: {
  95726. [key: string]: Nullable<InternalTexture>;
  95727. };
  95728. /** @hidden */
  95729. protected _currentEffect: Nullable<Effect>;
  95730. /** @hidden */
  95731. protected _currentProgram: Nullable<WebGLProgram>;
  95732. private _compiledEffects;
  95733. private _vertexAttribArraysEnabled;
  95734. /** @hidden */
  95735. protected _cachedViewport: Nullable<IViewportLike>;
  95736. private _cachedVertexArrayObject;
  95737. /** @hidden */
  95738. protected _cachedVertexBuffers: any;
  95739. /** @hidden */
  95740. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  95741. /** @hidden */
  95742. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  95743. /** @hidden */
  95744. _currentRenderTarget: Nullable<InternalTexture>;
  95745. private _uintIndicesCurrentlySet;
  95746. private _currentBoundBuffer;
  95747. /** @hidden */
  95748. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  95749. private _currentBufferPointers;
  95750. private _currentInstanceLocations;
  95751. private _currentInstanceBuffers;
  95752. private _textureUnits;
  95753. /** @hidden */
  95754. _workingCanvas: Nullable<HTMLCanvasElement>;
  95755. /** @hidden */
  95756. _workingContext: Nullable<CanvasRenderingContext2D>;
  95757. private _rescalePostProcess;
  95758. private _dummyFramebuffer;
  95759. private _externalData;
  95760. /** @hidden */
  95761. _bindedRenderFunction: any;
  95762. private _vaoRecordInProgress;
  95763. private _mustWipeVertexAttributes;
  95764. private _emptyTexture;
  95765. private _emptyCubeTexture;
  95766. private _emptyTexture3D;
  95767. /** @hidden */
  95768. _frameHandler: number;
  95769. private _nextFreeTextureSlots;
  95770. private _maxSimultaneousTextures;
  95771. private _activeRequests;
  95772. private _texturesSupported;
  95773. /** @hidden */
  95774. _textureFormatInUse: Nullable<string>;
  95775. /**
  95776. * Gets the list of texture formats supported
  95777. */
  95778. readonly texturesSupported: Array<string>;
  95779. /**
  95780. * Gets the list of texture formats in use
  95781. */
  95782. readonly textureFormatInUse: Nullable<string>;
  95783. /**
  95784. * Gets the current viewport
  95785. */
  95786. readonly currentViewport: Nullable<IViewportLike>;
  95787. /**
  95788. * Gets the default empty texture
  95789. */
  95790. readonly emptyTexture: InternalTexture;
  95791. /**
  95792. * Gets the default empty 3D texture
  95793. */
  95794. readonly emptyTexture3D: InternalTexture;
  95795. /**
  95796. * Gets the default empty cube texture
  95797. */
  95798. readonly emptyCubeTexture: InternalTexture;
  95799. /**
  95800. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  95801. */
  95802. readonly premultipliedAlpha: boolean;
  95803. /**
  95804. * Creates a new engine
  95805. * @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
  95806. * @param antialias defines enable antialiasing (default: false)
  95807. * @param options defines further options to be sent to the getContext() function
  95808. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  95809. */
  95810. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  95811. /**
  95812. * Initializes a webVR display and starts listening to display change events
  95813. * The onVRDisplayChangedObservable will be notified upon these changes
  95814. * @returns The onVRDisplayChangedObservable
  95815. */
  95816. initWebVR(): Observable<IDisplayChangedEventArgs>;
  95817. /** @hidden */
  95818. _prepareVRComponent(): void;
  95819. /** @hidden */
  95820. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  95821. /** @hidden */
  95822. _submitVRFrame(): void;
  95823. /**
  95824. * Call this function to leave webVR mode
  95825. * Will do nothing if webVR is not supported or if there is no webVR device
  95826. * @see http://doc.babylonjs.com/how_to/webvr_camera
  95827. */
  95828. disableVR(): void;
  95829. /**
  95830. * Gets a boolean indicating that the system is in VR mode and is presenting
  95831. * @returns true if VR mode is engaged
  95832. */
  95833. isVRPresenting(): boolean;
  95834. /** @hidden */
  95835. _requestVRFrame(): void;
  95836. private _disableTouchAction;
  95837. private _rebuildInternalTextures;
  95838. private _rebuildEffects;
  95839. /**
  95840. * Gets a boolean indicating if all created effects are ready
  95841. * @returns true if all effects are ready
  95842. */
  95843. areAllEffectsReady(): boolean;
  95844. private _rebuildBuffers;
  95845. private _initGLContext;
  95846. /**
  95847. * Gets version of the current webGL context
  95848. */
  95849. readonly webGLVersion: number;
  95850. /**
  95851. * Gets a string idenfifying the name of the class
  95852. * @returns "Engine" string
  95853. */
  95854. getClassName(): string;
  95855. /**
  95856. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  95857. */
  95858. readonly isStencilEnable: boolean;
  95859. /** @hidden */
  95860. _prepareWorkingCanvas(): void;
  95861. /**
  95862. * Reset the texture cache to empty state
  95863. */
  95864. resetTextureCache(): void;
  95865. /**
  95866. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  95867. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95868. * @returns true if engine is in deterministic lock step mode
  95869. */
  95870. isDeterministicLockStep(): boolean;
  95871. /**
  95872. * Gets the max steps when engine is running in deterministic lock step
  95873. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95874. * @returns the max steps
  95875. */
  95876. getLockstepMaxSteps(): number;
  95877. /**
  95878. * Gets an object containing information about the current webGL context
  95879. * @returns an object containing the vender, the renderer and the version of the current webGL context
  95880. */
  95881. getGlInfo(): {
  95882. vendor: string;
  95883. renderer: string;
  95884. version: string;
  95885. };
  95886. /**
  95887. * Gets current aspect ratio
  95888. * @param viewportOwner defines the camera to use to get the aspect ratio
  95889. * @param useScreen defines if screen size must be used (or the current render target if any)
  95890. * @returns a number defining the aspect ratio
  95891. */
  95892. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  95893. /**
  95894. * Gets current screen aspect ratio
  95895. * @returns a number defining the aspect ratio
  95896. */
  95897. getScreenAspectRatio(): number;
  95898. /**
  95899. * Gets the current render width
  95900. * @param useScreen defines if screen size must be used (or the current render target if any)
  95901. * @returns a number defining the current render width
  95902. */
  95903. getRenderWidth(useScreen?: boolean): number;
  95904. /**
  95905. * Gets the current render height
  95906. * @param useScreen defines if screen size must be used (or the current render target if any)
  95907. * @returns a number defining the current render height
  95908. */
  95909. getRenderHeight(useScreen?: boolean): number;
  95910. /**
  95911. * Gets the HTML canvas attached with the current webGL context
  95912. * @returns a HTML canvas
  95913. */
  95914. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  95915. /**
  95916. * Gets host window
  95917. * @returns the host window object
  95918. */
  95919. getHostWindow(): Window;
  95920. /**
  95921. * Gets host document
  95922. * @returns the host document object
  95923. */
  95924. getHostDocument(): Document;
  95925. /**
  95926. * Gets the client rect of the HTML canvas attached with the current webGL context
  95927. * @returns a client rectanglee
  95928. */
  95929. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  95930. /**
  95931. * Defines the hardware scaling level.
  95932. * By default the hardware scaling level is computed from the window device ratio.
  95933. * 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.
  95934. * @param level defines the level to use
  95935. */
  95936. setHardwareScalingLevel(level: number): void;
  95937. /**
  95938. * Gets the current hardware scaling level.
  95939. * By default the hardware scaling level is computed from the window device ratio.
  95940. * 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.
  95941. * @returns a number indicating the current hardware scaling level
  95942. */
  95943. getHardwareScalingLevel(): number;
  95944. /**
  95945. * Gets the list of loaded textures
  95946. * @returns an array containing all loaded textures
  95947. */
  95948. getLoadedTexturesCache(): InternalTexture[];
  95949. /**
  95950. * Gets the object containing all engine capabilities
  95951. * @returns the EngineCapabilities object
  95952. */
  95953. getCaps(): EngineCapabilities;
  95954. /**
  95955. * Gets the current depth function
  95956. * @returns a number defining the depth function
  95957. */
  95958. getDepthFunction(): Nullable<number>;
  95959. /**
  95960. * Sets the current depth function
  95961. * @param depthFunc defines the function to use
  95962. */
  95963. setDepthFunction(depthFunc: number): void;
  95964. /**
  95965. * Sets the current depth function to GREATER
  95966. */
  95967. setDepthFunctionToGreater(): void;
  95968. /**
  95969. * Sets the current depth function to GEQUAL
  95970. */
  95971. setDepthFunctionToGreaterOrEqual(): void;
  95972. /**
  95973. * Sets the current depth function to LESS
  95974. */
  95975. setDepthFunctionToLess(): void;
  95976. private _cachedStencilBuffer;
  95977. private _cachedStencilFunction;
  95978. private _cachedStencilMask;
  95979. private _cachedStencilOperationPass;
  95980. private _cachedStencilOperationFail;
  95981. private _cachedStencilOperationDepthFail;
  95982. private _cachedStencilReference;
  95983. /**
  95984. * Caches the the state of the stencil buffer
  95985. */
  95986. cacheStencilState(): void;
  95987. /**
  95988. * Restores the state of the stencil buffer
  95989. */
  95990. restoreStencilState(): void;
  95991. /**
  95992. * Sets the current depth function to LEQUAL
  95993. */
  95994. setDepthFunctionToLessOrEqual(): void;
  95995. /**
  95996. * Gets a boolean indicating if stencil buffer is enabled
  95997. * @returns the current stencil buffer state
  95998. */
  95999. getStencilBuffer(): boolean;
  96000. /**
  96001. * Enable or disable the stencil buffer
  96002. * @param enable defines if the stencil buffer must be enabled or disabled
  96003. */
  96004. setStencilBuffer(enable: boolean): void;
  96005. /**
  96006. * Gets the current stencil mask
  96007. * @returns a number defining the new stencil mask to use
  96008. */
  96009. getStencilMask(): number;
  96010. /**
  96011. * Sets the current stencil mask
  96012. * @param mask defines the new stencil mask to use
  96013. */
  96014. setStencilMask(mask: number): void;
  96015. /**
  96016. * Gets the current stencil function
  96017. * @returns a number defining the stencil function to use
  96018. */
  96019. getStencilFunction(): number;
  96020. /**
  96021. * Gets the current stencil reference value
  96022. * @returns a number defining the stencil reference value to use
  96023. */
  96024. getStencilFunctionReference(): number;
  96025. /**
  96026. * Gets the current stencil mask
  96027. * @returns a number defining the stencil mask to use
  96028. */
  96029. getStencilFunctionMask(): number;
  96030. /**
  96031. * Sets the current stencil function
  96032. * @param stencilFunc defines the new stencil function to use
  96033. */
  96034. setStencilFunction(stencilFunc: number): void;
  96035. /**
  96036. * Sets the current stencil reference
  96037. * @param reference defines the new stencil reference to use
  96038. */
  96039. setStencilFunctionReference(reference: number): void;
  96040. /**
  96041. * Sets the current stencil mask
  96042. * @param mask defines the new stencil mask to use
  96043. */
  96044. setStencilFunctionMask(mask: number): void;
  96045. /**
  96046. * Gets the current stencil operation when stencil fails
  96047. * @returns a number defining stencil operation to use when stencil fails
  96048. */
  96049. getStencilOperationFail(): number;
  96050. /**
  96051. * Gets the current stencil operation when depth fails
  96052. * @returns a number defining stencil operation to use when depth fails
  96053. */
  96054. getStencilOperationDepthFail(): number;
  96055. /**
  96056. * Gets the current stencil operation when stencil passes
  96057. * @returns a number defining stencil operation to use when stencil passes
  96058. */
  96059. getStencilOperationPass(): number;
  96060. /**
  96061. * Sets the stencil operation to use when stencil fails
  96062. * @param operation defines the stencil operation to use when stencil fails
  96063. */
  96064. setStencilOperationFail(operation: number): void;
  96065. /**
  96066. * Sets the stencil operation to use when depth fails
  96067. * @param operation defines the stencil operation to use when depth fails
  96068. */
  96069. setStencilOperationDepthFail(operation: number): void;
  96070. /**
  96071. * Sets the stencil operation to use when stencil passes
  96072. * @param operation defines the stencil operation to use when stencil passes
  96073. */
  96074. setStencilOperationPass(operation: number): void;
  96075. /**
  96076. * Sets a boolean indicating if the dithering state is enabled or disabled
  96077. * @param value defines the dithering state
  96078. */
  96079. setDitheringState(value: boolean): void;
  96080. /**
  96081. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  96082. * @param value defines the rasterizer state
  96083. */
  96084. setRasterizerState(value: boolean): void;
  96085. /**
  96086. * stop executing a render loop function and remove it from the execution array
  96087. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  96088. */
  96089. stopRenderLoop(renderFunction?: () => void): void;
  96090. /** @hidden */
  96091. _renderLoop(): void;
  96092. /**
  96093. * Can be used to override the current requestAnimationFrame requester.
  96094. * @hidden
  96095. */
  96096. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  96097. /**
  96098. * Register and execute a render loop. The engine can have more than one render function
  96099. * @param renderFunction defines the function to continuously execute
  96100. */
  96101. runRenderLoop(renderFunction: () => void): void;
  96102. /**
  96103. * Toggle full screen mode
  96104. * @param requestPointerLock defines if a pointer lock should be requested from the user
  96105. */
  96106. switchFullscreen(requestPointerLock: boolean): void;
  96107. /**
  96108. * Enters full screen mode
  96109. * @param requestPointerLock defines if a pointer lock should be requested from the user
  96110. */
  96111. enterFullscreen(requestPointerLock: boolean): void;
  96112. /**
  96113. * Exits full screen mode
  96114. */
  96115. exitFullscreen(): void;
  96116. /**
  96117. * Enters Pointerlock mode
  96118. */
  96119. enterPointerlock(): void;
  96120. /**
  96121. * Exits Pointerlock mode
  96122. */
  96123. exitPointerlock(): void;
  96124. /**
  96125. * Clear the current render buffer or the current render target (if any is set up)
  96126. * @param color defines the color to use
  96127. * @param backBuffer defines if the back buffer must be cleared
  96128. * @param depth defines if the depth buffer must be cleared
  96129. * @param stencil defines if the stencil buffer must be cleared
  96130. */
  96131. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  96132. /**
  96133. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  96134. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  96135. * @param y defines the y-coordinate of the corner of the clear rectangle
  96136. * @param width defines the width of the clear rectangle
  96137. * @param height defines the height of the clear rectangle
  96138. * @param clearColor defines the clear color
  96139. */
  96140. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  96141. /**
  96142. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  96143. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  96144. * @param y defines the y-coordinate of the corner of the clear rectangle
  96145. * @param width defines the width of the clear rectangle
  96146. * @param height defines the height of the clear rectangle
  96147. */
  96148. enableScissor(x: number, y: number, width: number, height: number): void;
  96149. /**
  96150. * Disable previously set scissor test rectangle
  96151. */
  96152. disableScissor(): void;
  96153. private _viewportCached;
  96154. /** @hidden */
  96155. _viewport(x: number, y: number, width: number, height: number): void;
  96156. /**
  96157. * Set the WebGL's viewport
  96158. * @param viewport defines the viewport element to be used
  96159. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  96160. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  96161. */
  96162. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  96163. /**
  96164. * Directly set the WebGL Viewport
  96165. * @param x defines the x coordinate of the viewport (in screen space)
  96166. * @param y defines the y coordinate of the viewport (in screen space)
  96167. * @param width defines the width of the viewport (in screen space)
  96168. * @param height defines the height of the viewport (in screen space)
  96169. * @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
  96170. */
  96171. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  96172. /**
  96173. * Begin a new frame
  96174. */
  96175. beginFrame(): void;
  96176. /**
  96177. * Enf the current frame
  96178. */
  96179. endFrame(): void;
  96180. /**
  96181. * Resize the view according to the canvas' size
  96182. */
  96183. resize(): void;
  96184. /**
  96185. * Force a specific size of the canvas
  96186. * @param width defines the new canvas' width
  96187. * @param height defines the new canvas' height
  96188. */
  96189. setSize(width: number, height: number): void;
  96190. /**
  96191. * Binds the frame buffer to the specified texture.
  96192. * @param texture The texture to render to or null for the default canvas
  96193. * @param faceIndex The face of the texture to render to in case of cube texture
  96194. * @param requiredWidth The width of the target to render to
  96195. * @param requiredHeight The height of the target to render to
  96196. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  96197. * @param depthStencilTexture The depth stencil texture to use to render
  96198. * @param lodLevel defines le lod level to bind to the frame buffer
  96199. */
  96200. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  96201. /** @hidden */
  96202. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  96203. /**
  96204. * Unbind the current render target texture from the webGL context
  96205. * @param texture defines the render target texture to unbind
  96206. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  96207. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  96208. */
  96209. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  96210. /**
  96211. * Force the mipmap generation for the given render target texture
  96212. * @param texture defines the render target texture to use
  96213. */
  96214. generateMipMapsForCubemap(texture: InternalTexture): void;
  96215. /**
  96216. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  96217. */
  96218. flushFramebuffer(): void;
  96219. /**
  96220. * Unbind the current render target and bind the default framebuffer
  96221. */
  96222. restoreDefaultFramebuffer(): void;
  96223. /**
  96224. * Create an uniform buffer
  96225. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96226. * @param elements defines the content of the uniform buffer
  96227. * @returns the webGL uniform buffer
  96228. */
  96229. createUniformBuffer(elements: FloatArray): DataBuffer;
  96230. /**
  96231. * Create a dynamic uniform buffer
  96232. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96233. * @param elements defines the content of the uniform buffer
  96234. * @returns the webGL uniform buffer
  96235. */
  96236. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  96237. /**
  96238. * Update an existing uniform buffer
  96239. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96240. * @param uniformBuffer defines the target uniform buffer
  96241. * @param elements defines the content to update
  96242. * @param offset defines the offset in the uniform buffer where update should start
  96243. * @param count defines the size of the data to update
  96244. */
  96245. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  96246. private _resetVertexBufferBinding;
  96247. /**
  96248. * Creates a vertex buffer
  96249. * @param data the data for the vertex buffer
  96250. * @returns the new WebGL static buffer
  96251. */
  96252. createVertexBuffer(data: DataArray): DataBuffer;
  96253. /**
  96254. * Creates a dynamic vertex buffer
  96255. * @param data the data for the dynamic vertex buffer
  96256. * @returns the new WebGL dynamic buffer
  96257. */
  96258. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  96259. /**
  96260. * Update a dynamic index buffer
  96261. * @param indexBuffer defines the target index buffer
  96262. * @param indices defines the data to update
  96263. * @param offset defines the offset in the target index buffer where update should start
  96264. */
  96265. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  96266. /**
  96267. * Updates a dynamic vertex buffer.
  96268. * @param vertexBuffer the vertex buffer to update
  96269. * @param data the data used to update the vertex buffer
  96270. * @param byteOffset the byte offset of the data
  96271. * @param byteLength the byte length of the data
  96272. */
  96273. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  96274. private _resetIndexBufferBinding;
  96275. /**
  96276. * Creates a new index buffer
  96277. * @param indices defines the content of the index buffer
  96278. * @param updatable defines if the index buffer must be updatable
  96279. * @returns a new webGL buffer
  96280. */
  96281. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  96282. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  96283. /**
  96284. * Bind a webGL buffer to the webGL context
  96285. * @param buffer defines the buffer to bind
  96286. */
  96287. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  96288. /**
  96289. * Bind an uniform buffer to the current webGL context
  96290. * @param buffer defines the buffer to bind
  96291. */
  96292. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  96293. /**
  96294. * Bind a buffer to the current webGL context at a given location
  96295. * @param buffer defines the buffer to bind
  96296. * @param location defines the index where to bind the buffer
  96297. */
  96298. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  96299. /**
  96300. * Bind a specific block at a given index in a specific shader program
  96301. * @param pipelineContext defines the pipeline context to use
  96302. * @param blockName defines the block name
  96303. * @param index defines the index where to bind the block
  96304. */
  96305. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  96306. private bindIndexBuffer;
  96307. private bindBuffer;
  96308. /**
  96309. * update the bound buffer with the given data
  96310. * @param data defines the data to update
  96311. */
  96312. updateArrayBuffer(data: Float32Array): void;
  96313. private _vertexAttribPointer;
  96314. private _bindIndexBufferWithCache;
  96315. private _bindVertexBuffersAttributes;
  96316. /**
  96317. * Records a vertex array object
  96318. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  96319. * @param vertexBuffers defines the list of vertex buffers to store
  96320. * @param indexBuffer defines the index buffer to store
  96321. * @param effect defines the effect to store
  96322. * @returns the new vertex array object
  96323. */
  96324. recordVertexArrayObject(vertexBuffers: {
  96325. [key: string]: VertexBuffer;
  96326. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  96327. /**
  96328. * Bind a specific vertex array object
  96329. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  96330. * @param vertexArrayObject defines the vertex array object to bind
  96331. * @param indexBuffer defines the index buffer to bind
  96332. */
  96333. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  96334. /**
  96335. * Bind webGl buffers directly to the webGL context
  96336. * @param vertexBuffer defines the vertex buffer to bind
  96337. * @param indexBuffer defines the index buffer to bind
  96338. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  96339. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  96340. * @param effect defines the effect associated with the vertex buffer
  96341. */
  96342. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  96343. private _unbindVertexArrayObject;
  96344. /**
  96345. * Bind a list of vertex buffers to the webGL context
  96346. * @param vertexBuffers defines the list of vertex buffers to bind
  96347. * @param indexBuffer defines the index buffer to bind
  96348. * @param effect defines the effect associated with the vertex buffers
  96349. */
  96350. bindBuffers(vertexBuffers: {
  96351. [key: string]: Nullable<VertexBuffer>;
  96352. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  96353. /**
  96354. * Unbind all instance attributes
  96355. */
  96356. unbindInstanceAttributes(): void;
  96357. /**
  96358. * Release and free the memory of a vertex array object
  96359. * @param vao defines the vertex array object to delete
  96360. */
  96361. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  96362. /** @hidden */
  96363. _releaseBuffer(buffer: DataBuffer): boolean;
  96364. protected _deleteBuffer(buffer: DataBuffer): void;
  96365. /**
  96366. * Creates a webGL buffer to use with instanciation
  96367. * @param capacity defines the size of the buffer
  96368. * @returns the webGL buffer
  96369. */
  96370. createInstancesBuffer(capacity: number): DataBuffer;
  96371. /**
  96372. * Delete a webGL buffer used with instanciation
  96373. * @param buffer defines the webGL buffer to delete
  96374. */
  96375. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  96376. /**
  96377. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  96378. * @param instancesBuffer defines the webGL buffer to update and bind
  96379. * @param data defines the data to store in the buffer
  96380. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  96381. */
  96382. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  96383. /**
  96384. * Apply all cached states (depth, culling, stencil and alpha)
  96385. */
  96386. applyStates(): void;
  96387. /**
  96388. * Send a draw order
  96389. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  96390. * @param indexStart defines the starting index
  96391. * @param indexCount defines the number of index to draw
  96392. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96393. */
  96394. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  96395. /**
  96396. * Draw a list of points
  96397. * @param verticesStart defines the index of first vertex to draw
  96398. * @param verticesCount defines the count of vertices to draw
  96399. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96400. */
  96401. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96402. /**
  96403. * Draw a list of unindexed primitives
  96404. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  96405. * @param verticesStart defines the index of first vertex to draw
  96406. * @param verticesCount defines the count of vertices to draw
  96407. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96408. */
  96409. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96410. /**
  96411. * Draw a list of indexed primitives
  96412. * @param fillMode defines the primitive to use
  96413. * @param indexStart defines the starting index
  96414. * @param indexCount defines the number of index to draw
  96415. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96416. */
  96417. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  96418. /**
  96419. * Draw a list of unindexed primitives
  96420. * @param fillMode defines the primitive to use
  96421. * @param verticesStart defines the index of first vertex to draw
  96422. * @param verticesCount defines the count of vertices to draw
  96423. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96424. */
  96425. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96426. private _drawMode;
  96427. /** @hidden */
  96428. _releaseEffect(effect: Effect): void;
  96429. /** @hidden */
  96430. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  96431. /**
  96432. * Create a new effect (used to store vertex/fragment shaders)
  96433. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  96434. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  96435. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  96436. * @param samplers defines an array of string used to represent textures
  96437. * @param defines defines the string containing the defines to use to compile the shaders
  96438. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  96439. * @param onCompiled defines a function to call when the effect creation is successful
  96440. * @param onError defines a function to call when the effect creation has failed
  96441. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  96442. * @returns the new Effect
  96443. */
  96444. 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;
  96445. protected static _concatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  96446. private _compileShader;
  96447. private _compileRawShader;
  96448. /**
  96449. * Directly creates a webGL program
  96450. * @param pipelineContext defines the pipeline context to attach to
  96451. * @param vertexCode defines the vertex shader code to use
  96452. * @param fragmentCode defines the fragment shader code to use
  96453. * @param context defines the webGL context to use (if not set, the current one will be used)
  96454. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  96455. * @returns the new webGL program
  96456. */
  96457. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  96458. /**
  96459. * Creates a webGL program
  96460. * @param pipelineContext defines the pipeline context to attach to
  96461. * @param vertexCode defines the vertex shader code to use
  96462. * @param fragmentCode defines the fragment shader code to use
  96463. * @param defines defines the string containing the defines to use to compile the shaders
  96464. * @param context defines the webGL context to use (if not set, the current one will be used)
  96465. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  96466. * @returns the new webGL program
  96467. */
  96468. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  96469. /**
  96470. * Creates a new pipeline context
  96471. * @returns the new pipeline
  96472. */
  96473. createPipelineContext(): IPipelineContext;
  96474. private _createShaderProgram;
  96475. private _finalizePipelineContext;
  96476. /** @hidden */
  96477. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  96478. /** @hidden */
  96479. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  96480. /** @hidden */
  96481. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  96482. /**
  96483. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  96484. * @param pipelineContext defines the pipeline context to use
  96485. * @param uniformsNames defines the list of uniform names
  96486. * @returns an array of webGL uniform locations
  96487. */
  96488. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  96489. /**
  96490. * Gets the lsit of active attributes for a given webGL program
  96491. * @param pipelineContext defines the pipeline context to use
  96492. * @param attributesNames defines the list of attribute names to get
  96493. * @returns an array of indices indicating the offset of each attribute
  96494. */
  96495. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  96496. /**
  96497. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  96498. * @param effect defines the effect to activate
  96499. */
  96500. enableEffect(effect: Nullable<Effect>): void;
  96501. /**
  96502. * Set the value of an uniform to an array of int32
  96503. * @param uniform defines the webGL uniform location where to store the value
  96504. * @param array defines the array of int32 to store
  96505. */
  96506. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96507. /**
  96508. * Set the value of an uniform to an array of int32 (stored as vec2)
  96509. * @param uniform defines the webGL uniform location where to store the value
  96510. * @param array defines the array of int32 to store
  96511. */
  96512. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96513. /**
  96514. * Set the value of an uniform to an array of int32 (stored as vec3)
  96515. * @param uniform defines the webGL uniform location where to store the value
  96516. * @param array defines the array of int32 to store
  96517. */
  96518. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96519. /**
  96520. * Set the value of an uniform to an array of int32 (stored as vec4)
  96521. * @param uniform defines the webGL uniform location where to store the value
  96522. * @param array defines the array of int32 to store
  96523. */
  96524. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96525. /**
  96526. * Set the value of an uniform to an array of float32
  96527. * @param uniform defines the webGL uniform location where to store the value
  96528. * @param array defines the array of float32 to store
  96529. */
  96530. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96531. /**
  96532. * Set the value of an uniform to an array of float32 (stored as vec2)
  96533. * @param uniform defines the webGL uniform location where to store the value
  96534. * @param array defines the array of float32 to store
  96535. */
  96536. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96537. /**
  96538. * Set the value of an uniform to an array of float32 (stored as vec3)
  96539. * @param uniform defines the webGL uniform location where to store the value
  96540. * @param array defines the array of float32 to store
  96541. */
  96542. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96543. /**
  96544. * Set the value of an uniform to an array of float32 (stored as vec4)
  96545. * @param uniform defines the webGL uniform location where to store the value
  96546. * @param array defines the array of float32 to store
  96547. */
  96548. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96549. /**
  96550. * Set the value of an uniform to an array of number
  96551. * @param uniform defines the webGL uniform location where to store the value
  96552. * @param array defines the array of number to store
  96553. */
  96554. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96555. /**
  96556. * Set the value of an uniform to an array of number (stored as vec2)
  96557. * @param uniform defines the webGL uniform location where to store the value
  96558. * @param array defines the array of number to store
  96559. */
  96560. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96561. /**
  96562. * Set the value of an uniform to an array of number (stored as vec3)
  96563. * @param uniform defines the webGL uniform location where to store the value
  96564. * @param array defines the array of number to store
  96565. */
  96566. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96567. /**
  96568. * Set the value of an uniform to an array of number (stored as vec4)
  96569. * @param uniform defines the webGL uniform location where to store the value
  96570. * @param array defines the array of number to store
  96571. */
  96572. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96573. /**
  96574. * Set the value of an uniform to an array of float32 (stored as matrices)
  96575. * @param uniform defines the webGL uniform location where to store the value
  96576. * @param matrices defines the array of float32 to store
  96577. */
  96578. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  96579. /**
  96580. * Set the value of an uniform to a matrix (3x3)
  96581. * @param uniform defines the webGL uniform location where to store the value
  96582. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  96583. */
  96584. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  96585. /**
  96586. * Set the value of an uniform to a matrix (2x2)
  96587. * @param uniform defines the webGL uniform location where to store the value
  96588. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  96589. */
  96590. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  96591. /**
  96592. * Set the value of an uniform to a number (int)
  96593. * @param uniform defines the webGL uniform location where to store the value
  96594. * @param value defines the int number to store
  96595. */
  96596. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  96597. /**
  96598. * Set the value of an uniform to a number (float)
  96599. * @param uniform defines the webGL uniform location where to store the value
  96600. * @param value defines the float number to store
  96601. */
  96602. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  96603. /**
  96604. * Set the value of an uniform to a vec2
  96605. * @param uniform defines the webGL uniform location where to store the value
  96606. * @param x defines the 1st component of the value
  96607. * @param y defines the 2nd component of the value
  96608. */
  96609. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  96610. /**
  96611. * Set the value of an uniform to a vec3
  96612. * @param uniform defines the webGL uniform location where to store the value
  96613. * @param x defines the 1st component of the value
  96614. * @param y defines the 2nd component of the value
  96615. * @param z defines the 3rd component of the value
  96616. */
  96617. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  96618. /**
  96619. * Set the value of an uniform to a boolean
  96620. * @param uniform defines the webGL uniform location where to store the value
  96621. * @param bool defines the boolean to store
  96622. */
  96623. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  96624. /**
  96625. * Set the value of an uniform to a vec4
  96626. * @param uniform defines the webGL uniform location where to store the value
  96627. * @param x defines the 1st component of the value
  96628. * @param y defines the 2nd component of the value
  96629. * @param z defines the 3rd component of the value
  96630. * @param w defines the 4th component of the value
  96631. */
  96632. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  96633. /**
  96634. * Sets a Color4 on a uniform variable
  96635. * @param uniform defines the uniform location
  96636. * @param color4 defines the value to be set
  96637. */
  96638. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  96639. /**
  96640. * Set various states to the webGL context
  96641. * @param culling defines backface culling state
  96642. * @param zOffset defines the value to apply to zOffset (0 by default)
  96643. * @param force defines if states must be applied even if cache is up to date
  96644. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  96645. */
  96646. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  96647. /**
  96648. * Set the z offset to apply to current rendering
  96649. * @param value defines the offset to apply
  96650. */
  96651. setZOffset(value: number): void;
  96652. /**
  96653. * Gets the current value of the zOffset
  96654. * @returns the current zOffset state
  96655. */
  96656. getZOffset(): number;
  96657. /**
  96658. * Enable or disable depth buffering
  96659. * @param enable defines the state to set
  96660. */
  96661. setDepthBuffer(enable: boolean): void;
  96662. /**
  96663. * Gets a boolean indicating if depth writing is enabled
  96664. * @returns the current depth writing state
  96665. */
  96666. getDepthWrite(): boolean;
  96667. /**
  96668. * Enable or disable depth writing
  96669. * @param enable defines the state to set
  96670. */
  96671. setDepthWrite(enable: boolean): void;
  96672. /**
  96673. * Enable or disable color writing
  96674. * @param enable defines the state to set
  96675. */
  96676. setColorWrite(enable: boolean): void;
  96677. /**
  96678. * Gets a boolean indicating if color writing is enabled
  96679. * @returns the current color writing state
  96680. */
  96681. getColorWrite(): boolean;
  96682. /**
  96683. * Sets alpha constants used by some alpha blending modes
  96684. * @param r defines the red component
  96685. * @param g defines the green component
  96686. * @param b defines the blue component
  96687. * @param a defines the alpha component
  96688. */
  96689. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  96690. /**
  96691. * Sets the current alpha mode
  96692. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  96693. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  96694. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  96695. */
  96696. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  96697. /**
  96698. * Gets the current alpha mode
  96699. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  96700. * @returns the current alpha mode
  96701. */
  96702. getAlphaMode(): number;
  96703. /**
  96704. * Clears the list of texture accessible through engine.
  96705. * This can help preventing texture load conflict due to name collision.
  96706. */
  96707. clearInternalTexturesCache(): void;
  96708. /**
  96709. * Force the entire cache to be cleared
  96710. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  96711. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  96712. */
  96713. wipeCaches(bruteForce?: boolean): void;
  96714. /**
  96715. * Set the compressed texture format to use, based on the formats you have, and the formats
  96716. * supported by the hardware / browser.
  96717. *
  96718. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  96719. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  96720. * to API arguments needed to compressed textures. This puts the burden on the container
  96721. * generator to house the arcane code for determining these for current & future formats.
  96722. *
  96723. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  96724. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  96725. *
  96726. * Note: The result of this call is not taken into account when a texture is base64.
  96727. *
  96728. * @param formatsAvailable defines the list of those format families you have created
  96729. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  96730. *
  96731. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  96732. * @returns The extension selected.
  96733. */
  96734. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  96735. /** @hidden */
  96736. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  96737. min: number;
  96738. mag: number;
  96739. };
  96740. /** @hidden */
  96741. _createTexture(): WebGLTexture;
  96742. /**
  96743. * Usually called from Texture.ts.
  96744. * Passed information to create a WebGLTexture
  96745. * @param urlArg defines a value which contains one of the following:
  96746. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  96747. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  96748. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  96749. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  96750. * @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)
  96751. * @param scene needed for loading to the correct scene
  96752. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  96753. * @param onLoad optional callback to be called upon successful completion
  96754. * @param onError optional callback to be called upon failure
  96755. * @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
  96756. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  96757. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  96758. * @param forcedExtension defines the extension to use to pick the right loader
  96759. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  96760. * @returns a InternalTexture for assignment back into BABYLON.Texture
  96761. */
  96762. 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 | ArrayBufferView | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  96763. /**
  96764. * @hidden
  96765. * Rescales a texture
  96766. * @param source input texutre
  96767. * @param destination destination texture
  96768. * @param scene scene to use to render the resize
  96769. * @param internalFormat format to use when resizing
  96770. * @param onComplete callback to be called when resize has completed
  96771. */
  96772. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  96773. private _unpackFlipYCached;
  96774. /**
  96775. * In case you are sharing the context with other applications, it might
  96776. * be interested to not cache the unpack flip y state to ensure a consistent
  96777. * value would be set.
  96778. */
  96779. enableUnpackFlipYCached: boolean;
  96780. /** @hidden */
  96781. _unpackFlipY(value: boolean): void;
  96782. /** @hidden */
  96783. _getUnpackAlignement(): number;
  96784. /**
  96785. * Creates a dynamic texture
  96786. * @param width defines the width of the texture
  96787. * @param height defines the height of the texture
  96788. * @param generateMipMaps defines if the engine should generate the mip levels
  96789. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  96790. * @returns the dynamic texture inside an InternalTexture
  96791. */
  96792. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  96793. /**
  96794. * Update the sampling mode of a given texture
  96795. * @param samplingMode defines the required sampling mode
  96796. * @param texture defines the texture to update
  96797. */
  96798. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  96799. /**
  96800. * Update the content of a dynamic texture
  96801. * @param texture defines the texture to update
  96802. * @param canvas defines the canvas containing the source
  96803. * @param invertY defines if data must be stored with Y axis inverted
  96804. * @param premulAlpha defines if alpha is stored as premultiplied
  96805. * @param format defines the format of the data
  96806. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  96807. */
  96808. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  96809. /**
  96810. * Update a video texture
  96811. * @param texture defines the texture to update
  96812. * @param video defines the video element to use
  96813. * @param invertY defines if data must be stored with Y axis inverted
  96814. */
  96815. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  96816. /**
  96817. * Updates a depth texture Comparison Mode and Function.
  96818. * If the comparison Function is equal to 0, the mode will be set to none.
  96819. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  96820. * @param texture The texture to set the comparison function for
  96821. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  96822. */
  96823. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  96824. /** @hidden */
  96825. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  96826. width: number;
  96827. height: number;
  96828. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  96829. /**
  96830. * Creates a depth stencil texture.
  96831. * This is only available in WebGL 2 or with the depth texture extension available.
  96832. * @param size The size of face edge in the texture.
  96833. * @param options The options defining the texture.
  96834. * @returns The texture
  96835. */
  96836. createDepthStencilTexture(size: number | {
  96837. width: number;
  96838. height: number;
  96839. }, options: DepthTextureCreationOptions): InternalTexture;
  96840. /**
  96841. * Creates a depth stencil texture.
  96842. * This is only available in WebGL 2 or with the depth texture extension available.
  96843. * @param size The size of face edge in the texture.
  96844. * @param options The options defining the texture.
  96845. * @returns The texture
  96846. */
  96847. private _createDepthStencilTexture;
  96848. /**
  96849. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  96850. * @param renderTarget The render target to set the frame buffer for
  96851. */
  96852. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  96853. /**
  96854. * Creates a new render target texture
  96855. * @param size defines the size of the texture
  96856. * @param options defines the options used to create the texture
  96857. * @returns a new render target texture stored in an InternalTexture
  96858. */
  96859. createRenderTargetTexture(size: number | {
  96860. width: number;
  96861. height: number;
  96862. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  96863. /** @hidden */
  96864. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  96865. /**
  96866. * Updates the sample count of a render target texture
  96867. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  96868. * @param texture defines the texture to update
  96869. * @param samples defines the sample count to set
  96870. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  96871. */
  96872. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  96873. /** @hidden */
  96874. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  96875. /** @hidden */
  96876. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  96877. /** @hidden */
  96878. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  96879. /** @hidden */
  96880. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  96881. /**
  96882. * @hidden
  96883. */
  96884. _setCubeMapTextureParams(loadMipmap: boolean): void;
  96885. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<Scene>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  96886. private _prepareWebGLTexture;
  96887. /** @hidden */
  96888. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  96889. /** @hidden */
  96890. _releaseFramebufferObjects(texture: InternalTexture): void;
  96891. /** @hidden */
  96892. _releaseTexture(texture: InternalTexture): void;
  96893. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  96894. protected _setProgram(program: WebGLProgram): void;
  96895. protected _boundUniforms: {
  96896. [key: number]: WebGLUniformLocation;
  96897. };
  96898. /**
  96899. * Binds an effect to the webGL context
  96900. * @param effect defines the effect to bind
  96901. */
  96902. bindSamplers(effect: Effect): void;
  96903. private _activateCurrentTexture;
  96904. /** @hidden */
  96905. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  96906. /** @hidden */
  96907. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  96908. /**
  96909. * Sets a texture to the webGL context from a postprocess
  96910. * @param channel defines the channel to use
  96911. * @param postProcess defines the source postprocess
  96912. */
  96913. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  96914. /**
  96915. * Binds the output of the passed in post process to the texture channel specified
  96916. * @param channel The channel the texture should be bound to
  96917. * @param postProcess The post process which's output should be bound
  96918. */
  96919. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  96920. /**
  96921. * Unbind all textures from the webGL context
  96922. */
  96923. unbindAllTextures(): void;
  96924. /**
  96925. * Sets a texture to the according uniform.
  96926. * @param channel The texture channel
  96927. * @param uniform The uniform to set
  96928. * @param texture The texture to apply
  96929. */
  96930. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  96931. /**
  96932. * Sets a depth stencil texture from a render target to the according uniform.
  96933. * @param channel The texture channel
  96934. * @param uniform The uniform to set
  96935. * @param texture The render target texture containing the depth stencil texture to apply
  96936. */
  96937. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  96938. private _bindSamplerUniformToChannel;
  96939. private _getTextureWrapMode;
  96940. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  96941. /**
  96942. * Sets an array of texture to the webGL context
  96943. * @param channel defines the channel where the texture array must be set
  96944. * @param uniform defines the associated uniform location
  96945. * @param textures defines the array of textures to bind
  96946. */
  96947. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  96948. /** @hidden */
  96949. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  96950. private _setTextureParameterFloat;
  96951. private _setTextureParameterInteger;
  96952. /**
  96953. * Reads pixels from the current frame buffer. Please note that this function can be slow
  96954. * @param x defines the x coordinate of the rectangle where pixels must be read
  96955. * @param y defines the y coordinate of the rectangle where pixels must be read
  96956. * @param width defines the width of the rectangle where pixels must be read
  96957. * @param height defines the height of the rectangle where pixels must be read
  96958. * @returns a Uint8Array containing RGBA colors
  96959. */
  96960. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  96961. /**
  96962. * Add an externaly attached data from its key.
  96963. * This method call will fail and return false, if such key already exists.
  96964. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  96965. * @param key the unique key that identifies the data
  96966. * @param data the data object to associate to the key for this Engine instance
  96967. * @return true if no such key were already present and the data was added successfully, false otherwise
  96968. */
  96969. addExternalData<T>(key: string, data: T): boolean;
  96970. /**
  96971. * Get an externaly attached data from its key
  96972. * @param key the unique key that identifies the data
  96973. * @return the associated data, if present (can be null), or undefined if not present
  96974. */
  96975. getExternalData<T>(key: string): T;
  96976. /**
  96977. * Get an externaly attached data from its key, create it using a factory if it's not already present
  96978. * @param key the unique key that identifies the data
  96979. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  96980. * @return the associated data, can be null if the factory returned null.
  96981. */
  96982. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  96983. /**
  96984. * Remove an externaly attached data from the Engine instance
  96985. * @param key the unique key that identifies the data
  96986. * @return true if the data was successfully removed, false if it doesn't exist
  96987. */
  96988. removeExternalData(key: string): boolean;
  96989. /**
  96990. * Unbind all vertex attributes from the webGL context
  96991. */
  96992. unbindAllAttributes(): void;
  96993. /**
  96994. * 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
  96995. */
  96996. releaseEffects(): void;
  96997. /**
  96998. * Dispose and release all associated resources
  96999. */
  97000. dispose(): void;
  97001. /**
  97002. * Display the loading screen
  97003. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97004. */
  97005. displayLoadingUI(): void;
  97006. /**
  97007. * Hide the loading screen
  97008. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97009. */
  97010. hideLoadingUI(): void;
  97011. /**
  97012. * Gets the current loading screen object
  97013. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97014. */
  97015. /**
  97016. * Sets the current loading screen object
  97017. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97018. */
  97019. loadingScreen: ILoadingScreen;
  97020. /**
  97021. * Sets the current loading screen text
  97022. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97023. */
  97024. loadingUIText: string;
  97025. /**
  97026. * Sets the current loading screen background color
  97027. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97028. */
  97029. loadingUIBackgroundColor: string;
  97030. /**
  97031. * Attach a new callback raised when context lost event is fired
  97032. * @param callback defines the callback to call
  97033. */
  97034. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97035. /**
  97036. * Attach a new callback raised when context restored event is fired
  97037. * @param callback defines the callback to call
  97038. */
  97039. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97040. /**
  97041. * Gets the source code of the vertex shader associated with a specific webGL program
  97042. * @param program defines the program to use
  97043. * @returns a string containing the source code of the vertex shader associated with the program
  97044. */
  97045. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  97046. /**
  97047. * Gets the source code of the fragment shader associated with a specific webGL program
  97048. * @param program defines the program to use
  97049. * @returns a string containing the source code of the fragment shader associated with the program
  97050. */
  97051. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  97052. /**
  97053. * Get the current error code of the webGL context
  97054. * @returns the error code
  97055. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  97056. */
  97057. getError(): number;
  97058. /**
  97059. * Gets the current framerate
  97060. * @returns a number representing the framerate
  97061. */
  97062. getFps(): number;
  97063. /**
  97064. * Gets the time spent between current and previous frame
  97065. * @returns a number representing the delta time in ms
  97066. */
  97067. getDeltaTime(): number;
  97068. private _measureFps;
  97069. /** @hidden */
  97070. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  97071. private _canRenderToFloatFramebuffer;
  97072. private _canRenderToHalfFloatFramebuffer;
  97073. private _canRenderToFramebuffer;
  97074. /** @hidden */
  97075. _getWebGLTextureType(type: number): number;
  97076. /** @hidden */
  97077. _getInternalFormat(format: number): number;
  97078. /** @hidden */
  97079. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  97080. /** @hidden */
  97081. _getRGBAMultiSampleBufferFormat(type: number): number;
  97082. /** @hidden */
  97083. _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;
  97084. /** @hidden */
  97085. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  97086. /**
  97087. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  97088. * @returns true if the engine can be created
  97089. * @ignorenaming
  97090. */
  97091. static isSupported(): boolean;
  97092. /**
  97093. * Find the next highest power of two.
  97094. * @param x Number to start search from.
  97095. * @return Next highest power of two.
  97096. */
  97097. static CeilingPOT(x: number): number;
  97098. /**
  97099. * Find the next lowest power of two.
  97100. * @param x Number to start search from.
  97101. * @return Next lowest power of two.
  97102. */
  97103. static FloorPOT(x: number): number;
  97104. /**
  97105. * Find the nearest power of two.
  97106. * @param x Number to start search from.
  97107. * @return Next nearest power of two.
  97108. */
  97109. static NearestPOT(x: number): number;
  97110. /**
  97111. * Get the closest exponent of two
  97112. * @param value defines the value to approximate
  97113. * @param max defines the maximum value to return
  97114. * @param mode defines how to define the closest value
  97115. * @returns closest exponent of two of the given value
  97116. */
  97117. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  97118. /**
  97119. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  97120. * @param func - the function to be called
  97121. * @param requester - the object that will request the next frame. Falls back to window.
  97122. * @returns frame number
  97123. */
  97124. static QueueNewFrame(func: () => void, requester?: any): number;
  97125. /**
  97126. * Ask the browser to promote the current element to pointerlock mode
  97127. * @param element defines the DOM element to promote
  97128. */
  97129. static _RequestPointerlock(element: HTMLElement): void;
  97130. /**
  97131. * Asks the browser to exit pointerlock mode
  97132. */
  97133. static _ExitPointerlock(): void;
  97134. /**
  97135. * Ask the browser to promote the current element to fullscreen rendering mode
  97136. * @param element defines the DOM element to promote
  97137. */
  97138. static _RequestFullscreen(element: HTMLElement): void;
  97139. /**
  97140. * Asks the browser to exit fullscreen mode
  97141. */
  97142. static _ExitFullscreen(): void;
  97143. }
  97144. }
  97145. declare module BABYLON {
  97146. /**
  97147. * The engine store class is responsible to hold all the instances of Engine and Scene created
  97148. * during the life time of the application.
  97149. */
  97150. export class EngineStore {
  97151. /** Gets the list of created engines */
  97152. static Instances: Engine[];
  97153. /** @hidden */
  97154. static _LastCreatedScene: Nullable<Scene>;
  97155. /**
  97156. * Gets the latest created engine
  97157. */
  97158. static readonly LastCreatedEngine: Nullable<Engine>;
  97159. /**
  97160. * Gets the latest created scene
  97161. */
  97162. static readonly LastCreatedScene: Nullable<Scene>;
  97163. /**
  97164. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  97165. * @ignorenaming
  97166. */
  97167. static UseFallbackTexture: boolean;
  97168. /**
  97169. * Texture content used if a texture cannot loaded
  97170. * @ignorenaming
  97171. */
  97172. static FallbackTexture: string;
  97173. }
  97174. }
  97175. declare module BABYLON {
  97176. /**
  97177. * Helper class that provides a small promise polyfill
  97178. */
  97179. export class PromisePolyfill {
  97180. /**
  97181. * Static function used to check if the polyfill is required
  97182. * If this is the case then the function will inject the polyfill to window.Promise
  97183. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  97184. */
  97185. static Apply(force?: boolean): void;
  97186. }
  97187. }
  97188. declare module BABYLON {
  97189. /**
  97190. * Interface for screenshot methods with describe argument called `size` as object with options
  97191. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  97192. */
  97193. export interface IScreenshotSize {
  97194. /**
  97195. * number in pixels for canvas height
  97196. */
  97197. height?: number;
  97198. /**
  97199. * multiplier allowing render at a higher or lower resolution
  97200. * If value is defined then height and width will be ignored and taken from camera
  97201. */
  97202. precision?: number;
  97203. /**
  97204. * number in pixels for canvas width
  97205. */
  97206. width?: number;
  97207. }
  97208. }
  97209. declare module BABYLON {
  97210. interface IColor4Like {
  97211. r: float;
  97212. g: float;
  97213. b: float;
  97214. a: float;
  97215. }
  97216. /**
  97217. * Class containing a set of static utilities functions
  97218. */
  97219. export class Tools {
  97220. /**
  97221. * Gets or sets the base URL to use to load assets
  97222. */
  97223. static BaseUrl: string;
  97224. /**
  97225. * Enable/Disable Custom HTTP Request Headers globally.
  97226. * default = false
  97227. * @see CustomRequestHeaders
  97228. */
  97229. static UseCustomRequestHeaders: boolean;
  97230. /**
  97231. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  97232. * i.e. when loading files, where the server/service expects an Authorization header
  97233. */
  97234. static CustomRequestHeaders: {
  97235. [key: string]: string;
  97236. };
  97237. /**
  97238. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  97239. */
  97240. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  97241. /**
  97242. * Default behaviour for cors in the application.
  97243. * It can be a string if the expected behavior is identical in the entire app.
  97244. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  97245. */
  97246. static CorsBehavior: string | ((url: string | string[]) => string);
  97247. /**
  97248. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  97249. * @ignorenaming
  97250. */
  97251. static UseFallbackTexture: boolean;
  97252. /**
  97253. * Use this object to register external classes like custom textures or material
  97254. * to allow the laoders to instantiate them
  97255. */
  97256. static RegisteredExternalClasses: {
  97257. [key: string]: Object;
  97258. };
  97259. /**
  97260. * Texture content used if a texture cannot loaded
  97261. * @ignorenaming
  97262. */
  97263. static fallbackTexture: string;
  97264. /**
  97265. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  97266. * @param u defines the coordinate on X axis
  97267. * @param v defines the coordinate on Y axis
  97268. * @param width defines the width of the source data
  97269. * @param height defines the height of the source data
  97270. * @param pixels defines the source byte array
  97271. * @param color defines the output color
  97272. */
  97273. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  97274. /**
  97275. * Interpolates between a and b via alpha
  97276. * @param a The lower value (returned when alpha = 0)
  97277. * @param b The upper value (returned when alpha = 1)
  97278. * @param alpha The interpolation-factor
  97279. * @return The mixed value
  97280. */
  97281. static Mix(a: number, b: number, alpha: number): number;
  97282. /**
  97283. * Tries to instantiate a new object from a given class name
  97284. * @param className defines the class name to instantiate
  97285. * @returns the new object or null if the system was not able to do the instantiation
  97286. */
  97287. static Instantiate(className: string): any;
  97288. /**
  97289. * Provides a slice function that will work even on IE
  97290. * @param data defines the array to slice
  97291. * @param start defines the start of the data (optional)
  97292. * @param end defines the end of the data (optional)
  97293. * @returns the new sliced array
  97294. */
  97295. static Slice<T>(data: T, start?: number, end?: number): T;
  97296. /**
  97297. * Polyfill for setImmediate
  97298. * @param action defines the action to execute after the current execution block
  97299. */
  97300. static SetImmediate(action: () => void): void;
  97301. /**
  97302. * Function indicating if a number is an exponent of 2
  97303. * @param value defines the value to test
  97304. * @returns true if the value is an exponent of 2
  97305. */
  97306. static IsExponentOfTwo(value: number): boolean;
  97307. private static _tmpFloatArray;
  97308. /**
  97309. * Returns the nearest 32-bit single precision float representation of a Number
  97310. * @param value A Number. If the parameter is of a different type, it will get converted
  97311. * to a number or to NaN if it cannot be converted
  97312. * @returns number
  97313. */
  97314. static FloatRound(value: number): number;
  97315. /**
  97316. * Extracts the filename from a path
  97317. * @param path defines the path to use
  97318. * @returns the filename
  97319. */
  97320. static GetFilename(path: string): string;
  97321. /**
  97322. * Extracts the "folder" part of a path (everything before the filename).
  97323. * @param uri The URI to extract the info from
  97324. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  97325. * @returns The "folder" part of the path
  97326. */
  97327. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  97328. /**
  97329. * Extracts text content from a DOM element hierarchy
  97330. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  97331. */
  97332. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  97333. /**
  97334. * Convert an angle in radians to degrees
  97335. * @param angle defines the angle to convert
  97336. * @returns the angle in degrees
  97337. */
  97338. static ToDegrees(angle: number): number;
  97339. /**
  97340. * Convert an angle in degrees to radians
  97341. * @param angle defines the angle to convert
  97342. * @returns the angle in radians
  97343. */
  97344. static ToRadians(angle: number): number;
  97345. /**
  97346. * Encode a buffer to a base64 string
  97347. * @param buffer defines the buffer to encode
  97348. * @returns the encoded string
  97349. */
  97350. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  97351. /**
  97352. * Returns an array if obj is not an array
  97353. * @param obj defines the object to evaluate as an array
  97354. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  97355. * @returns either obj directly if obj is an array or a new array containing obj
  97356. */
  97357. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  97358. /**
  97359. * Gets the pointer prefix to use
  97360. * @returns "pointer" if touch is enabled. Else returns "mouse"
  97361. */
  97362. static GetPointerPrefix(): string;
  97363. /**
  97364. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  97365. * @param url define the url we are trying
  97366. * @param element define the dom element where to configure the cors policy
  97367. */
  97368. static SetCorsBehavior(url: string | string[], element: {
  97369. crossOrigin: string | null;
  97370. }): void;
  97371. /**
  97372. * Removes unwanted characters from an url
  97373. * @param url defines the url to clean
  97374. * @returns the cleaned url
  97375. */
  97376. static CleanUrl(url: string): string;
  97377. /**
  97378. * Gets or sets a function used to pre-process url before using them to load assets
  97379. */
  97380. static PreprocessUrl: (url: string) => string;
  97381. /**
  97382. * Loads an image as an HTMLImageElement.
  97383. * @param input url string, ArrayBuffer, or Blob to load
  97384. * @param onLoad callback called when the image successfully loads
  97385. * @param onError callback called when the image fails to load
  97386. * @param offlineProvider offline provider for caching
  97387. * @returns the HTMLImageElement of the loaded image
  97388. */
  97389. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  97390. /**
  97391. * Loads a file
  97392. * @param url url string, ArrayBuffer, or Blob to load
  97393. * @param onSuccess callback called when the file successfully loads
  97394. * @param onProgress callback called while file is loading (if the server supports this mode)
  97395. * @param offlineProvider defines the offline provider for caching
  97396. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  97397. * @param onError callback called when the file fails to load
  97398. * @returns a file request object
  97399. */
  97400. 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;
  97401. /**
  97402. * Loads a file from a url
  97403. * @param url the file url to load
  97404. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  97405. */
  97406. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  97407. /**
  97408. * Load a script (identified by an url). When the url returns, the
  97409. * content of this file is added into a new script element, attached to the DOM (body element)
  97410. * @param scriptUrl defines the url of the script to laod
  97411. * @param onSuccess defines the callback called when the script is loaded
  97412. * @param onError defines the callback to call if an error occurs
  97413. * @param scriptId defines the id of the script element
  97414. */
  97415. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  97416. /**
  97417. * Load an asynchronous script (identified by an url). When the url returns, the
  97418. * content of this file is added into a new script element, attached to the DOM (body element)
  97419. * @param scriptUrl defines the url of the script to laod
  97420. * @param scriptId defines the id of the script element
  97421. * @returns a promise request object
  97422. */
  97423. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  97424. /**
  97425. * Loads a file from a blob
  97426. * @param fileToLoad defines the blob to use
  97427. * @param callback defines the callback to call when data is loaded
  97428. * @param progressCallback defines the callback to call during loading process
  97429. * @returns a file request object
  97430. */
  97431. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  97432. /**
  97433. * Loads a file
  97434. * @param fileToLoad defines the file to load
  97435. * @param callback defines the callback to call when data is loaded
  97436. * @param progressCallBack defines the callback to call during loading process
  97437. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  97438. * @returns a file request object
  97439. */
  97440. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  97441. /**
  97442. * Creates a data url from a given string content
  97443. * @param content defines the content to convert
  97444. * @returns the new data url link
  97445. */
  97446. static FileAsURL(content: string): string;
  97447. /**
  97448. * Format the given number to a specific decimal format
  97449. * @param value defines the number to format
  97450. * @param decimals defines the number of decimals to use
  97451. * @returns the formatted string
  97452. */
  97453. static Format(value: number, decimals?: number): string;
  97454. /**
  97455. * Tries to copy an object by duplicating every property
  97456. * @param source defines the source object
  97457. * @param destination defines the target object
  97458. * @param doNotCopyList defines a list of properties to avoid
  97459. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  97460. */
  97461. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  97462. /**
  97463. * Gets a boolean indicating if the given object has no own property
  97464. * @param obj defines the object to test
  97465. * @returns true if object has no own property
  97466. */
  97467. static IsEmpty(obj: any): boolean;
  97468. /**
  97469. * Function used to register events at window level
  97470. * @param windowElement defines the Window object to use
  97471. * @param events defines the events to register
  97472. */
  97473. static RegisterTopRootEvents(windowElement: Window, events: {
  97474. name: string;
  97475. handler: Nullable<(e: FocusEvent) => any>;
  97476. }[]): void;
  97477. /**
  97478. * Function used to unregister events from window level
  97479. * @param windowElement defines the Window object to use
  97480. * @param events defines the events to unregister
  97481. */
  97482. static UnregisterTopRootEvents(windowElement: Window, events: {
  97483. name: string;
  97484. handler: Nullable<(e: FocusEvent) => any>;
  97485. }[]): void;
  97486. /**
  97487. * @ignore
  97488. */
  97489. static _ScreenshotCanvas: HTMLCanvasElement;
  97490. /**
  97491. * Dumps the current bound framebuffer
  97492. * @param width defines the rendering width
  97493. * @param height defines the rendering height
  97494. * @param engine defines the hosting engine
  97495. * @param successCallback defines the callback triggered once the data are available
  97496. * @param mimeType defines the mime type of the result
  97497. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  97498. */
  97499. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  97500. /**
  97501. * Converts the canvas data to blob.
  97502. * This acts as a polyfill for browsers not supporting the to blob function.
  97503. * @param canvas Defines the canvas to extract the data from
  97504. * @param successCallback Defines the callback triggered once the data are available
  97505. * @param mimeType Defines the mime type of the result
  97506. */
  97507. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  97508. /**
  97509. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  97510. * @param successCallback defines the callback triggered once the data are available
  97511. * @param mimeType defines the mime type of the result
  97512. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  97513. */
  97514. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  97515. /**
  97516. * Downloads a blob in the browser
  97517. * @param blob defines the blob to download
  97518. * @param fileName defines the name of the downloaded file
  97519. */
  97520. static Download(blob: Blob, fileName: string): void;
  97521. /**
  97522. * Captures a screenshot of the current rendering
  97523. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97524. * @param engine defines the rendering engine
  97525. * @param camera defines the source camera
  97526. * @param size This parameter can be set to a single number or to an object with the
  97527. * following (optional) properties: precision, width, height. If a single number is passed,
  97528. * it will be used for both width and height. If an object is passed, the screenshot size
  97529. * will be derived from the parameters. The precision property is a multiplier allowing
  97530. * rendering at a higher or lower resolution
  97531. * @param successCallback defines the callback receives a single parameter which contains the
  97532. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  97533. * src parameter of an <img> to display it
  97534. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  97535. * Check your browser for supported MIME types
  97536. */
  97537. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  97538. /**
  97539. * Captures a screenshot of the current rendering
  97540. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97541. * @param engine defines the rendering engine
  97542. * @param camera defines the source camera
  97543. * @param size This parameter can be set to a single number or to an object with the
  97544. * following (optional) properties: precision, width, height. If a single number is passed,
  97545. * it will be used for both width and height. If an object is passed, the screenshot size
  97546. * will be derived from the parameters. The precision property is a multiplier allowing
  97547. * rendering at a higher or lower resolution
  97548. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  97549. * Check your browser for supported MIME types
  97550. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  97551. * to the src parameter of an <img> to display it
  97552. */
  97553. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  97554. /**
  97555. * Generates an image screenshot from the specified camera.
  97556. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97557. * @param engine The engine to use for rendering
  97558. * @param camera The camera to use for rendering
  97559. * @param size This parameter can be set to a single number or to an object with the
  97560. * following (optional) properties: precision, width, height. If a single number is passed,
  97561. * it will be used for both width and height. If an object is passed, the screenshot size
  97562. * will be derived from the parameters. The precision property is a multiplier allowing
  97563. * rendering at a higher or lower resolution
  97564. * @param successCallback The callback receives a single parameter which contains the
  97565. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  97566. * src parameter of an <img> to display it
  97567. * @param mimeType The MIME type of the screenshot image (default: image/png).
  97568. * Check your browser for supported MIME types
  97569. * @param samples Texture samples (default: 1)
  97570. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  97571. * @param fileName A name for for the downloaded file.
  97572. */
  97573. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  97574. /**
  97575. * Generates an image screenshot from the specified camera.
  97576. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97577. * @param engine The engine to use for rendering
  97578. * @param camera The camera to use for rendering
  97579. * @param size This parameter can be set to a single number or to an object with the
  97580. * following (optional) properties: precision, width, height. If a single number is passed,
  97581. * it will be used for both width and height. If an object is passed, the screenshot size
  97582. * will be derived from the parameters. The precision property is a multiplier allowing
  97583. * rendering at a higher or lower resolution
  97584. * @param mimeType The MIME type of the screenshot image (default: image/png).
  97585. * Check your browser for supported MIME types
  97586. * @param samples Texture samples (default: 1)
  97587. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  97588. * @param fileName A name for for the downloaded file.
  97589. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  97590. * to the src parameter of an <img> to display it
  97591. */
  97592. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  97593. /**
  97594. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  97595. * Be aware Math.random() could cause collisions, but:
  97596. * "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"
  97597. * @returns a pseudo random id
  97598. */
  97599. static RandomId(): string;
  97600. /**
  97601. * Test if the given uri is a base64 string
  97602. * @param uri The uri to test
  97603. * @return True if the uri is a base64 string or false otherwise
  97604. */
  97605. static IsBase64(uri: string): boolean;
  97606. /**
  97607. * Decode the given base64 uri.
  97608. * @param uri The uri to decode
  97609. * @return The decoded base64 data.
  97610. */
  97611. static DecodeBase64(uri: string): ArrayBuffer;
  97612. /**
  97613. * Gets the absolute url.
  97614. * @param url the input url
  97615. * @return the absolute url
  97616. */
  97617. static GetAbsoluteUrl(url: string): string;
  97618. /**
  97619. * No log
  97620. */
  97621. static readonly NoneLogLevel: number;
  97622. /**
  97623. * Only message logs
  97624. */
  97625. static readonly MessageLogLevel: number;
  97626. /**
  97627. * Only warning logs
  97628. */
  97629. static readonly WarningLogLevel: number;
  97630. /**
  97631. * Only error logs
  97632. */
  97633. static readonly ErrorLogLevel: number;
  97634. /**
  97635. * All logs
  97636. */
  97637. static readonly AllLogLevel: number;
  97638. /**
  97639. * Gets a value indicating the number of loading errors
  97640. * @ignorenaming
  97641. */
  97642. static readonly errorsCount: number;
  97643. /**
  97644. * Callback called when a new log is added
  97645. */
  97646. static OnNewCacheEntry: (entry: string) => void;
  97647. /**
  97648. * Log a message to the console
  97649. * @param message defines the message to log
  97650. */
  97651. static Log(message: string): void;
  97652. /**
  97653. * Write a warning message to the console
  97654. * @param message defines the message to log
  97655. */
  97656. static Warn(message: string): void;
  97657. /**
  97658. * Write an error message to the console
  97659. * @param message defines the message to log
  97660. */
  97661. static Error(message: string): void;
  97662. /**
  97663. * Gets current log cache (list of logs)
  97664. */
  97665. static readonly LogCache: string;
  97666. /**
  97667. * Clears the log cache
  97668. */
  97669. static ClearLogCache(): void;
  97670. /**
  97671. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  97672. */
  97673. static LogLevels: number;
  97674. /**
  97675. * Checks if the window object exists
  97676. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  97677. */
  97678. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  97679. /**
  97680. * No performance log
  97681. */
  97682. static readonly PerformanceNoneLogLevel: number;
  97683. /**
  97684. * Use user marks to log performance
  97685. */
  97686. static readonly PerformanceUserMarkLogLevel: number;
  97687. /**
  97688. * Log performance to the console
  97689. */
  97690. static readonly PerformanceConsoleLogLevel: number;
  97691. private static _performance;
  97692. /**
  97693. * Sets the current performance log level
  97694. */
  97695. static PerformanceLogLevel: number;
  97696. private static _StartPerformanceCounterDisabled;
  97697. private static _EndPerformanceCounterDisabled;
  97698. private static _StartUserMark;
  97699. private static _EndUserMark;
  97700. private static _StartPerformanceConsole;
  97701. private static _EndPerformanceConsole;
  97702. /**
  97703. * Starts a performance counter
  97704. */
  97705. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  97706. /**
  97707. * Ends a specific performance coutner
  97708. */
  97709. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  97710. /**
  97711. * Gets either window.performance.now() if supported or Date.now() else
  97712. */
  97713. static readonly Now: number;
  97714. /**
  97715. * This method will return the name of the class used to create the instance of the given object.
  97716. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  97717. * @param object the object to get the class name from
  97718. * @param isType defines if the object is actually a type
  97719. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  97720. */
  97721. static GetClassName(object: any, isType?: boolean): string;
  97722. /**
  97723. * Gets the first element of an array satisfying a given predicate
  97724. * @param array defines the array to browse
  97725. * @param predicate defines the predicate to use
  97726. * @returns null if not found or the element
  97727. */
  97728. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  97729. /**
  97730. * This method will return the name of the full name of the class, including its owning module (if any).
  97731. * 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).
  97732. * @param object the object to get the class name from
  97733. * @param isType defines if the object is actually a type
  97734. * @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.
  97735. * @ignorenaming
  97736. */
  97737. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  97738. /**
  97739. * Returns a promise that resolves after the given amount of time.
  97740. * @param delay Number of milliseconds to delay
  97741. * @returns Promise that resolves after the given amount of time
  97742. */
  97743. static DelayAsync(delay: number): Promise<void>;
  97744. }
  97745. /**
  97746. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  97747. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  97748. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  97749. * @param name The name of the class, case should be preserved
  97750. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  97751. */
  97752. export function className(name: string, module?: string): (target: Object) => void;
  97753. /**
  97754. * An implementation of a loop for asynchronous functions.
  97755. */
  97756. export class AsyncLoop {
  97757. /**
  97758. * Defines the number of iterations for the loop
  97759. */
  97760. iterations: number;
  97761. /**
  97762. * Defines the current index of the loop.
  97763. */
  97764. index: number;
  97765. private _done;
  97766. private _fn;
  97767. private _successCallback;
  97768. /**
  97769. * Constructor.
  97770. * @param iterations the number of iterations.
  97771. * @param func the function to run each iteration
  97772. * @param successCallback the callback that will be called upon succesful execution
  97773. * @param offset starting offset.
  97774. */
  97775. constructor(
  97776. /**
  97777. * Defines the number of iterations for the loop
  97778. */
  97779. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  97780. /**
  97781. * Execute the next iteration. Must be called after the last iteration was finished.
  97782. */
  97783. executeNext(): void;
  97784. /**
  97785. * Break the loop and run the success callback.
  97786. */
  97787. breakLoop(): void;
  97788. /**
  97789. * Create and run an async loop.
  97790. * @param iterations the number of iterations.
  97791. * @param fn the function to run each iteration
  97792. * @param successCallback the callback that will be called upon succesful execution
  97793. * @param offset starting offset.
  97794. * @returns the created async loop object
  97795. */
  97796. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  97797. /**
  97798. * A for-loop that will run a given number of iterations synchronous and the rest async.
  97799. * @param iterations total number of iterations
  97800. * @param syncedIterations number of synchronous iterations in each async iteration.
  97801. * @param fn the function to call each iteration.
  97802. * @param callback a success call back that will be called when iterating stops.
  97803. * @param breakFunction a break condition (optional)
  97804. * @param timeout timeout settings for the setTimeout function. default - 0.
  97805. * @returns the created async loop object
  97806. */
  97807. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  97808. }
  97809. }
  97810. declare module BABYLON {
  97811. /** @hidden */
  97812. export interface ICollisionCoordinator {
  97813. createCollider(): Collider;
  97814. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  97815. init(scene: Scene): void;
  97816. }
  97817. /** @hidden */
  97818. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  97819. private _scene;
  97820. private _scaledPosition;
  97821. private _scaledVelocity;
  97822. private _finalPosition;
  97823. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  97824. createCollider(): Collider;
  97825. init(scene: Scene): void;
  97826. private _collideWithWorld;
  97827. }
  97828. }
  97829. declare module BABYLON {
  97830. /**
  97831. * Class used to manage all inputs for the scene.
  97832. */
  97833. export class InputManager {
  97834. /** The distance in pixel that you have to move to prevent some events */
  97835. static DragMovementThreshold: number;
  97836. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  97837. static LongPressDelay: number;
  97838. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  97839. static DoubleClickDelay: number;
  97840. /** If you need to check double click without raising a single click at first click, enable this flag */
  97841. static ExclusiveDoubleClickMode: boolean;
  97842. private _wheelEventName;
  97843. private _onPointerMove;
  97844. private _onPointerDown;
  97845. private _onPointerUp;
  97846. private _initClickEvent;
  97847. private _initActionManager;
  97848. private _delayedSimpleClick;
  97849. private _delayedSimpleClickTimeout;
  97850. private _previousDelayedSimpleClickTimeout;
  97851. private _meshPickProceed;
  97852. private _previousButtonPressed;
  97853. private _currentPickResult;
  97854. private _previousPickResult;
  97855. private _totalPointersPressed;
  97856. private _doubleClickOccured;
  97857. private _pointerOverMesh;
  97858. private _pickedDownMesh;
  97859. private _pickedUpMesh;
  97860. private _pointerX;
  97861. private _pointerY;
  97862. private _unTranslatedPointerX;
  97863. private _unTranslatedPointerY;
  97864. private _startingPointerPosition;
  97865. private _previousStartingPointerPosition;
  97866. private _startingPointerTime;
  97867. private _previousStartingPointerTime;
  97868. private _pointerCaptures;
  97869. private _onKeyDown;
  97870. private _onKeyUp;
  97871. private _onCanvasFocusObserver;
  97872. private _onCanvasBlurObserver;
  97873. private _scene;
  97874. /**
  97875. * Creates a new InputManager
  97876. * @param scene defines the hosting scene
  97877. */
  97878. constructor(scene: Scene);
  97879. /**
  97880. * Gets the mesh that is currently under the pointer
  97881. */
  97882. readonly meshUnderPointer: Nullable<AbstractMesh>;
  97883. /**
  97884. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  97885. */
  97886. readonly unTranslatedPointer: Vector2;
  97887. /**
  97888. * Gets or sets the current on-screen X position of the pointer
  97889. */
  97890. pointerX: number;
  97891. /**
  97892. * Gets or sets the current on-screen Y position of the pointer
  97893. */
  97894. pointerY: number;
  97895. private _updatePointerPosition;
  97896. private _processPointerMove;
  97897. private _setRayOnPointerInfo;
  97898. private _checkPrePointerObservable;
  97899. /**
  97900. * Use this method to simulate a pointer move on a mesh
  97901. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97902. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97903. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97904. */
  97905. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  97906. /**
  97907. * Use this method to simulate a pointer down on a mesh
  97908. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97909. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97910. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97911. */
  97912. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  97913. private _processPointerDown;
  97914. /** @hidden */
  97915. _isPointerSwiping(): boolean;
  97916. /**
  97917. * Use this method to simulate a pointer up on a mesh
  97918. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97919. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97920. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97921. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  97922. */
  97923. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  97924. private _processPointerUp;
  97925. /**
  97926. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  97927. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  97928. * @returns true if the pointer was captured
  97929. */
  97930. isPointerCaptured(pointerId?: number): boolean;
  97931. /**
  97932. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  97933. * @param attachUp defines if you want to attach events to pointerup
  97934. * @param attachDown defines if you want to attach events to pointerdown
  97935. * @param attachMove defines if you want to attach events to pointermove
  97936. */
  97937. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  97938. /**
  97939. * Detaches all event handlers
  97940. */
  97941. detachControl(): void;
  97942. /**
  97943. * Force the value of meshUnderPointer
  97944. * @param mesh defines the mesh to use
  97945. */
  97946. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  97947. /**
  97948. * Gets the mesh under the pointer
  97949. * @returns a Mesh or null if no mesh is under the pointer
  97950. */
  97951. getPointerOverMesh(): Nullable<AbstractMesh>;
  97952. }
  97953. }
  97954. declare module BABYLON {
  97955. /**
  97956. * Helper class used to generate session unique ID
  97957. */
  97958. export class UniqueIdGenerator {
  97959. private static _UniqueIdCounter;
  97960. /**
  97961. * Gets an unique (relatively to the current scene) Id
  97962. */
  97963. static readonly UniqueId: number;
  97964. }
  97965. }
  97966. declare module BABYLON {
  97967. /**
  97968. * This class defines the direct association between an animation and a target
  97969. */
  97970. export class TargetedAnimation {
  97971. /**
  97972. * Animation to perform
  97973. */
  97974. animation: Animation;
  97975. /**
  97976. * Target to animate
  97977. */
  97978. target: any;
  97979. /**
  97980. * Serialize the object
  97981. * @returns the JSON object representing the current entity
  97982. */
  97983. serialize(): any;
  97984. }
  97985. /**
  97986. * Use this class to create coordinated animations on multiple targets
  97987. */
  97988. export class AnimationGroup implements IDisposable {
  97989. /** The name of the animation group */
  97990. name: string;
  97991. private _scene;
  97992. private _targetedAnimations;
  97993. private _animatables;
  97994. private _from;
  97995. private _to;
  97996. private _isStarted;
  97997. private _isPaused;
  97998. private _speedRatio;
  97999. private _loopAnimation;
  98000. /**
  98001. * Gets or sets the unique id of the node
  98002. */
  98003. uniqueId: number;
  98004. /**
  98005. * This observable will notify when one animation have ended
  98006. */
  98007. onAnimationEndObservable: Observable<TargetedAnimation>;
  98008. /**
  98009. * Observer raised when one animation loops
  98010. */
  98011. onAnimationLoopObservable: Observable<TargetedAnimation>;
  98012. /**
  98013. * This observable will notify when all animations have ended.
  98014. */
  98015. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  98016. /**
  98017. * This observable will notify when all animations have paused.
  98018. */
  98019. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  98020. /**
  98021. * This observable will notify when all animations are playing.
  98022. */
  98023. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  98024. /**
  98025. * Gets the first frame
  98026. */
  98027. readonly from: number;
  98028. /**
  98029. * Gets the last frame
  98030. */
  98031. readonly to: number;
  98032. /**
  98033. * Define if the animations are started
  98034. */
  98035. readonly isStarted: boolean;
  98036. /**
  98037. * Gets a value indicating that the current group is playing
  98038. */
  98039. readonly isPlaying: boolean;
  98040. /**
  98041. * Gets or sets the speed ratio to use for all animations
  98042. */
  98043. /**
  98044. * Gets or sets the speed ratio to use for all animations
  98045. */
  98046. speedRatio: number;
  98047. /**
  98048. * Gets or sets if all animations should loop or not
  98049. */
  98050. loopAnimation: boolean;
  98051. /**
  98052. * Gets the targeted animations for this animation group
  98053. */
  98054. readonly targetedAnimations: Array<TargetedAnimation>;
  98055. /**
  98056. * returning the list of animatables controlled by this animation group.
  98057. */
  98058. readonly animatables: Array<Animatable>;
  98059. /**
  98060. * Instantiates a new Animation Group.
  98061. * This helps managing several animations at once.
  98062. * @see http://doc.babylonjs.com/how_to/group
  98063. * @param name Defines the name of the group
  98064. * @param scene Defines the scene the group belongs to
  98065. */
  98066. constructor(
  98067. /** The name of the animation group */
  98068. name: string, scene?: Nullable<Scene>);
  98069. /**
  98070. * Add an animation (with its target) in the group
  98071. * @param animation defines the animation we want to add
  98072. * @param target defines the target of the animation
  98073. * @returns the TargetedAnimation object
  98074. */
  98075. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  98076. /**
  98077. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  98078. * It can add constant keys at begin or end
  98079. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  98080. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  98081. * @returns the animation group
  98082. */
  98083. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  98084. /**
  98085. * Start all animations on given targets
  98086. * @param loop defines if animations must loop
  98087. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  98088. * @param from defines the from key (optional)
  98089. * @param to defines the to key (optional)
  98090. * @returns the current animation group
  98091. */
  98092. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  98093. /**
  98094. * Pause all animations
  98095. * @returns the animation group
  98096. */
  98097. pause(): AnimationGroup;
  98098. /**
  98099. * Play all animations to initial state
  98100. * This function will start() the animations if they were not started or will restart() them if they were paused
  98101. * @param loop defines if animations must loop
  98102. * @returns the animation group
  98103. */
  98104. play(loop?: boolean): AnimationGroup;
  98105. /**
  98106. * Reset all animations to initial state
  98107. * @returns the animation group
  98108. */
  98109. reset(): AnimationGroup;
  98110. /**
  98111. * Restart animations from key 0
  98112. * @returns the animation group
  98113. */
  98114. restart(): AnimationGroup;
  98115. /**
  98116. * Stop all animations
  98117. * @returns the animation group
  98118. */
  98119. stop(): AnimationGroup;
  98120. /**
  98121. * Set animation weight for all animatables
  98122. * @param weight defines the weight to use
  98123. * @return the animationGroup
  98124. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  98125. */
  98126. setWeightForAllAnimatables(weight: number): AnimationGroup;
  98127. /**
  98128. * Synchronize and normalize all animatables with a source animatable
  98129. * @param root defines the root animatable to synchronize with
  98130. * @return the animationGroup
  98131. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  98132. */
  98133. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  98134. /**
  98135. * Goes to a specific frame in this animation group
  98136. * @param frame the frame number to go to
  98137. * @return the animationGroup
  98138. */
  98139. goToFrame(frame: number): AnimationGroup;
  98140. /**
  98141. * Dispose all associated resources
  98142. */
  98143. dispose(): void;
  98144. private _checkAnimationGroupEnded;
  98145. /**
  98146. * Clone the current animation group and returns a copy
  98147. * @param newName defines the name of the new group
  98148. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  98149. * @returns the new aniamtion group
  98150. */
  98151. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  98152. /**
  98153. * Serializes the animationGroup to an object
  98154. * @returns Serialized object
  98155. */
  98156. serialize(): any;
  98157. /**
  98158. * Returns a new AnimationGroup object parsed from the source provided.
  98159. * @param parsedAnimationGroup defines the source
  98160. * @param scene defines the scene that will receive the animationGroup
  98161. * @returns a new AnimationGroup
  98162. */
  98163. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  98164. /**
  98165. * Returns the string "AnimationGroup"
  98166. * @returns "AnimationGroup"
  98167. */
  98168. getClassName(): string;
  98169. /**
  98170. * Creates a detailled string about the object
  98171. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  98172. * @returns a string representing the object
  98173. */
  98174. toString(fullDetails?: boolean): string;
  98175. }
  98176. }
  98177. declare module BABYLON {
  98178. /**
  98179. * Define an interface for all classes that will hold resources
  98180. */
  98181. export interface IDisposable {
  98182. /**
  98183. * Releases all held resources
  98184. */
  98185. dispose(): void;
  98186. }
  98187. /** Interface defining initialization parameters for Scene class */
  98188. export interface SceneOptions {
  98189. /**
  98190. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  98191. * It will improve performance when the number of geometries becomes important.
  98192. */
  98193. useGeometryUniqueIdsMap?: boolean;
  98194. /**
  98195. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  98196. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  98197. */
  98198. useMaterialMeshMap?: boolean;
  98199. /**
  98200. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  98201. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  98202. */
  98203. useClonedMeshhMap?: boolean;
  98204. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  98205. virtual?: boolean;
  98206. }
  98207. /**
  98208. * Represents a scene to be rendered by the engine.
  98209. * @see http://doc.babylonjs.com/features/scene
  98210. */
  98211. export class Scene extends AbstractScene implements IAnimatable {
  98212. /** The fog is deactivated */
  98213. static readonly FOGMODE_NONE: number;
  98214. /** The fog density is following an exponential function */
  98215. static readonly FOGMODE_EXP: number;
  98216. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  98217. static readonly FOGMODE_EXP2: number;
  98218. /** The fog density is following a linear function. */
  98219. static readonly FOGMODE_LINEAR: number;
  98220. /**
  98221. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  98222. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98223. */
  98224. static MinDeltaTime: number;
  98225. /**
  98226. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  98227. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98228. */
  98229. static MaxDeltaTime: number;
  98230. /**
  98231. * Factory used to create the default material.
  98232. * @param name The name of the material to create
  98233. * @param scene The scene to create the material for
  98234. * @returns The default material
  98235. */
  98236. static DefaultMaterialFactory(scene: Scene): Material;
  98237. /**
  98238. * Factory used to create the a collision coordinator.
  98239. * @returns The collision coordinator
  98240. */
  98241. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  98242. /** @hidden */
  98243. _inputManager: InputManager;
  98244. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  98245. cameraToUseForPointers: Nullable<Camera>;
  98246. /** @hidden */
  98247. readonly _isScene: boolean;
  98248. /**
  98249. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  98250. */
  98251. autoClear: boolean;
  98252. /**
  98253. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  98254. */
  98255. autoClearDepthAndStencil: boolean;
  98256. /**
  98257. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  98258. */
  98259. clearColor: Color4;
  98260. /**
  98261. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  98262. */
  98263. ambientColor: Color3;
  98264. /**
  98265. * This is use to store the default BRDF lookup for PBR materials in your scene.
  98266. * It should only be one of the following (if not the default embedded one):
  98267. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  98268. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  98269. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  98270. * The material properties need to be setup according to the type of texture in use.
  98271. */
  98272. environmentBRDFTexture: BaseTexture;
  98273. /** @hidden */
  98274. protected _environmentTexture: Nullable<BaseTexture>;
  98275. /**
  98276. * Texture used in all pbr material as the reflection texture.
  98277. * As in the majority of the scene they are the same (exception for multi room and so on),
  98278. * this is easier to reference from here than from all the materials.
  98279. */
  98280. /**
  98281. * Texture used in all pbr material as the reflection texture.
  98282. * As in the majority of the scene they are the same (exception for multi room and so on),
  98283. * this is easier to set here than in all the materials.
  98284. */
  98285. environmentTexture: Nullable<BaseTexture>;
  98286. /** @hidden */
  98287. protected _environmentIntensity: number;
  98288. /**
  98289. * Intensity of the environment in all pbr material.
  98290. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  98291. * As in the majority of the scene they are the same (exception for multi room and so on),
  98292. * this is easier to reference from here than from all the materials.
  98293. */
  98294. /**
  98295. * Intensity of the environment in all pbr material.
  98296. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  98297. * As in the majority of the scene they are the same (exception for multi room and so on),
  98298. * this is easier to set here than in all the materials.
  98299. */
  98300. environmentIntensity: number;
  98301. /** @hidden */
  98302. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  98303. /**
  98304. * Default image processing configuration used either in the rendering
  98305. * Forward main pass or through the imageProcessingPostProcess if present.
  98306. * As in the majority of the scene they are the same (exception for multi camera),
  98307. * this is easier to reference from here than from all the materials and post process.
  98308. *
  98309. * No setter as we it is a shared configuration, you can set the values instead.
  98310. */
  98311. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  98312. private _forceWireframe;
  98313. /**
  98314. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  98315. */
  98316. forceWireframe: boolean;
  98317. private _forcePointsCloud;
  98318. /**
  98319. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  98320. */
  98321. forcePointsCloud: boolean;
  98322. /**
  98323. * Gets or sets the active clipplane 1
  98324. */
  98325. clipPlane: Nullable<Plane>;
  98326. /**
  98327. * Gets or sets the active clipplane 2
  98328. */
  98329. clipPlane2: Nullable<Plane>;
  98330. /**
  98331. * Gets or sets the active clipplane 3
  98332. */
  98333. clipPlane3: Nullable<Plane>;
  98334. /**
  98335. * Gets or sets the active clipplane 4
  98336. */
  98337. clipPlane4: Nullable<Plane>;
  98338. /**
  98339. * Gets or sets a boolean indicating if animations are enabled
  98340. */
  98341. animationsEnabled: boolean;
  98342. private _animationPropertiesOverride;
  98343. /**
  98344. * Gets or sets the animation properties override
  98345. */
  98346. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  98347. /**
  98348. * Gets or sets a boolean indicating if a constant deltatime has to be used
  98349. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  98350. */
  98351. useConstantAnimationDeltaTime: boolean;
  98352. /**
  98353. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  98354. * Please note that it requires to run a ray cast through the scene on every frame
  98355. */
  98356. constantlyUpdateMeshUnderPointer: boolean;
  98357. /**
  98358. * Defines the HTML cursor to use when hovering over interactive elements
  98359. */
  98360. hoverCursor: string;
  98361. /**
  98362. * Defines the HTML default cursor to use (empty by default)
  98363. */
  98364. defaultCursor: string;
  98365. /**
  98366. * This is used to call preventDefault() on pointer down
  98367. * in order to block unwanted artifacts like system double clicks
  98368. */
  98369. preventDefaultOnPointerDown: boolean;
  98370. /**
  98371. * This is used to call preventDefault() on pointer up
  98372. * in order to block unwanted artifacts like system double clicks
  98373. */
  98374. preventDefaultOnPointerUp: boolean;
  98375. /**
  98376. * Gets or sets user defined metadata
  98377. */
  98378. metadata: any;
  98379. /**
  98380. * For internal use only. Please do not use.
  98381. */
  98382. reservedDataStore: any;
  98383. /**
  98384. * Gets the name of the plugin used to load this scene (null by default)
  98385. */
  98386. loadingPluginName: string;
  98387. /**
  98388. * Use this array to add regular expressions used to disable offline support for specific urls
  98389. */
  98390. disableOfflineSupportExceptionRules: RegExp[];
  98391. /**
  98392. * An event triggered when the scene is disposed.
  98393. */
  98394. onDisposeObservable: Observable<Scene>;
  98395. private _onDisposeObserver;
  98396. /** Sets a function to be executed when this scene is disposed. */
  98397. onDispose: () => void;
  98398. /**
  98399. * An event triggered before rendering the scene (right after animations and physics)
  98400. */
  98401. onBeforeRenderObservable: Observable<Scene>;
  98402. private _onBeforeRenderObserver;
  98403. /** Sets a function to be executed before rendering this scene */
  98404. beforeRender: Nullable<() => void>;
  98405. /**
  98406. * An event triggered after rendering the scene
  98407. */
  98408. onAfterRenderObservable: Observable<Scene>;
  98409. /**
  98410. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  98411. */
  98412. onAfterRenderCameraObservable: Observable<Camera>;
  98413. private _onAfterRenderObserver;
  98414. /** Sets a function to be executed after rendering this scene */
  98415. afterRender: Nullable<() => void>;
  98416. /**
  98417. * An event triggered before animating the scene
  98418. */
  98419. onBeforeAnimationsObservable: Observable<Scene>;
  98420. /**
  98421. * An event triggered after animations processing
  98422. */
  98423. onAfterAnimationsObservable: Observable<Scene>;
  98424. /**
  98425. * An event triggered before draw calls are ready to be sent
  98426. */
  98427. onBeforeDrawPhaseObservable: Observable<Scene>;
  98428. /**
  98429. * An event triggered after draw calls have been sent
  98430. */
  98431. onAfterDrawPhaseObservable: Observable<Scene>;
  98432. /**
  98433. * An event triggered when the scene is ready
  98434. */
  98435. onReadyObservable: Observable<Scene>;
  98436. /**
  98437. * An event triggered before rendering a camera
  98438. */
  98439. onBeforeCameraRenderObservable: Observable<Camera>;
  98440. private _onBeforeCameraRenderObserver;
  98441. /** Sets a function to be executed before rendering a camera*/
  98442. beforeCameraRender: () => void;
  98443. /**
  98444. * An event triggered after rendering a camera
  98445. */
  98446. onAfterCameraRenderObservable: Observable<Camera>;
  98447. private _onAfterCameraRenderObserver;
  98448. /** Sets a function to be executed after rendering a camera*/
  98449. afterCameraRender: () => void;
  98450. /**
  98451. * An event triggered when active meshes evaluation is about to start
  98452. */
  98453. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  98454. /**
  98455. * An event triggered when active meshes evaluation is done
  98456. */
  98457. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  98458. /**
  98459. * An event triggered when particles rendering is about to start
  98460. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  98461. */
  98462. onBeforeParticlesRenderingObservable: Observable<Scene>;
  98463. /**
  98464. * An event triggered when particles rendering is done
  98465. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  98466. */
  98467. onAfterParticlesRenderingObservable: Observable<Scene>;
  98468. /**
  98469. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  98470. */
  98471. onDataLoadedObservable: Observable<Scene>;
  98472. /**
  98473. * An event triggered when a camera is created
  98474. */
  98475. onNewCameraAddedObservable: Observable<Camera>;
  98476. /**
  98477. * An event triggered when a camera is removed
  98478. */
  98479. onCameraRemovedObservable: Observable<Camera>;
  98480. /**
  98481. * An event triggered when a light is created
  98482. */
  98483. onNewLightAddedObservable: Observable<Light>;
  98484. /**
  98485. * An event triggered when a light is removed
  98486. */
  98487. onLightRemovedObservable: Observable<Light>;
  98488. /**
  98489. * An event triggered when a geometry is created
  98490. */
  98491. onNewGeometryAddedObservable: Observable<Geometry>;
  98492. /**
  98493. * An event triggered when a geometry is removed
  98494. */
  98495. onGeometryRemovedObservable: Observable<Geometry>;
  98496. /**
  98497. * An event triggered when a transform node is created
  98498. */
  98499. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  98500. /**
  98501. * An event triggered when a transform node is removed
  98502. */
  98503. onTransformNodeRemovedObservable: Observable<TransformNode>;
  98504. /**
  98505. * An event triggered when a mesh is created
  98506. */
  98507. onNewMeshAddedObservable: Observable<AbstractMesh>;
  98508. /**
  98509. * An event triggered when a mesh is removed
  98510. */
  98511. onMeshRemovedObservable: Observable<AbstractMesh>;
  98512. /**
  98513. * An event triggered when a skeleton is created
  98514. */
  98515. onNewSkeletonAddedObservable: Observable<Skeleton>;
  98516. /**
  98517. * An event triggered when a skeleton is removed
  98518. */
  98519. onSkeletonRemovedObservable: Observable<Skeleton>;
  98520. /**
  98521. * An event triggered when a material is created
  98522. */
  98523. onNewMaterialAddedObservable: Observable<Material>;
  98524. /**
  98525. * An event triggered when a material is removed
  98526. */
  98527. onMaterialRemovedObservable: Observable<Material>;
  98528. /**
  98529. * An event triggered when a texture is created
  98530. */
  98531. onNewTextureAddedObservable: Observable<BaseTexture>;
  98532. /**
  98533. * An event triggered when a texture is removed
  98534. */
  98535. onTextureRemovedObservable: Observable<BaseTexture>;
  98536. /**
  98537. * An event triggered when render targets are about to be rendered
  98538. * Can happen multiple times per frame.
  98539. */
  98540. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  98541. /**
  98542. * An event triggered when render targets were rendered.
  98543. * Can happen multiple times per frame.
  98544. */
  98545. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  98546. /**
  98547. * An event triggered before calculating deterministic simulation step
  98548. */
  98549. onBeforeStepObservable: Observable<Scene>;
  98550. /**
  98551. * An event triggered after calculating deterministic simulation step
  98552. */
  98553. onAfterStepObservable: Observable<Scene>;
  98554. /**
  98555. * An event triggered when the activeCamera property is updated
  98556. */
  98557. onActiveCameraChanged: Observable<Scene>;
  98558. /**
  98559. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  98560. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  98561. * 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)
  98562. */
  98563. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  98564. /**
  98565. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  98566. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  98567. * 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)
  98568. */
  98569. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  98570. /**
  98571. * This Observable will when a mesh has been imported into the scene.
  98572. */
  98573. onMeshImportedObservable: Observable<AbstractMesh>;
  98574. /**
  98575. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  98576. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  98577. */
  98578. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  98579. /** @hidden */
  98580. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  98581. /**
  98582. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  98583. */
  98584. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  98585. /**
  98586. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  98587. */
  98588. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  98589. /**
  98590. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  98591. */
  98592. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  98593. /** Callback called when a pointer move is detected */
  98594. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  98595. /** Callback called when a pointer down is detected */
  98596. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  98597. /** Callback called when a pointer up is detected */
  98598. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  98599. /** Callback called when a pointer pick is detected */
  98600. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  98601. /**
  98602. * 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).
  98603. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  98604. */
  98605. onPrePointerObservable: Observable<PointerInfoPre>;
  98606. /**
  98607. * Observable event triggered each time an input event is received from the rendering canvas
  98608. */
  98609. onPointerObservable: Observable<PointerInfo>;
  98610. /**
  98611. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  98612. */
  98613. readonly unTranslatedPointer: Vector2;
  98614. /**
  98615. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  98616. */
  98617. static DragMovementThreshold: number;
  98618. /**
  98619. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  98620. */
  98621. static LongPressDelay: number;
  98622. /**
  98623. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  98624. */
  98625. static DoubleClickDelay: number;
  98626. /** If you need to check double click without raising a single click at first click, enable this flag */
  98627. static ExclusiveDoubleClickMode: boolean;
  98628. /** @hidden */
  98629. _mirroredCameraPosition: Nullable<Vector3>;
  98630. /**
  98631. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  98632. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  98633. */
  98634. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  98635. /**
  98636. * Observable event triggered each time an keyboard event is received from the hosting window
  98637. */
  98638. onKeyboardObservable: Observable<KeyboardInfo>;
  98639. private _useRightHandedSystem;
  98640. /**
  98641. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  98642. */
  98643. useRightHandedSystem: boolean;
  98644. private _timeAccumulator;
  98645. private _currentStepId;
  98646. private _currentInternalStep;
  98647. /**
  98648. * Sets the step Id used by deterministic lock step
  98649. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98650. * @param newStepId defines the step Id
  98651. */
  98652. setStepId(newStepId: number): void;
  98653. /**
  98654. * Gets the step Id used by deterministic lock step
  98655. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98656. * @returns the step Id
  98657. */
  98658. getStepId(): number;
  98659. /**
  98660. * Gets the internal step used by deterministic lock step
  98661. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98662. * @returns the internal step
  98663. */
  98664. getInternalStep(): number;
  98665. private _fogEnabled;
  98666. /**
  98667. * Gets or sets a boolean indicating if fog is enabled on this scene
  98668. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98669. * (Default is true)
  98670. */
  98671. fogEnabled: boolean;
  98672. private _fogMode;
  98673. /**
  98674. * Gets or sets the fog mode to use
  98675. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98676. * | mode | value |
  98677. * | --- | --- |
  98678. * | FOGMODE_NONE | 0 |
  98679. * | FOGMODE_EXP | 1 |
  98680. * | FOGMODE_EXP2 | 2 |
  98681. * | FOGMODE_LINEAR | 3 |
  98682. */
  98683. fogMode: number;
  98684. /**
  98685. * Gets or sets the fog color to use
  98686. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98687. * (Default is Color3(0.2, 0.2, 0.3))
  98688. */
  98689. fogColor: Color3;
  98690. /**
  98691. * Gets or sets the fog density to use
  98692. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98693. * (Default is 0.1)
  98694. */
  98695. fogDensity: number;
  98696. /**
  98697. * Gets or sets the fog start distance to use
  98698. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98699. * (Default is 0)
  98700. */
  98701. fogStart: number;
  98702. /**
  98703. * Gets or sets the fog end distance to use
  98704. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98705. * (Default is 1000)
  98706. */
  98707. fogEnd: number;
  98708. private _shadowsEnabled;
  98709. /**
  98710. * Gets or sets a boolean indicating if shadows are enabled on this scene
  98711. */
  98712. shadowsEnabled: boolean;
  98713. private _lightsEnabled;
  98714. /**
  98715. * Gets or sets a boolean indicating if lights are enabled on this scene
  98716. */
  98717. lightsEnabled: boolean;
  98718. /** All of the active cameras added to this scene. */
  98719. activeCameras: Camera[];
  98720. /** @hidden */
  98721. _activeCamera: Nullable<Camera>;
  98722. /** Gets or sets the current active camera */
  98723. activeCamera: Nullable<Camera>;
  98724. private _defaultMaterial;
  98725. /** The default material used on meshes when no material is affected */
  98726. /** The default material used on meshes when no material is affected */
  98727. defaultMaterial: Material;
  98728. private _texturesEnabled;
  98729. /**
  98730. * Gets or sets a boolean indicating if textures are enabled on this scene
  98731. */
  98732. texturesEnabled: boolean;
  98733. /**
  98734. * Gets or sets a boolean indicating if particles are enabled on this scene
  98735. */
  98736. particlesEnabled: boolean;
  98737. /**
  98738. * Gets or sets a boolean indicating if sprites are enabled on this scene
  98739. */
  98740. spritesEnabled: boolean;
  98741. private _skeletonsEnabled;
  98742. /**
  98743. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  98744. */
  98745. skeletonsEnabled: boolean;
  98746. /**
  98747. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  98748. */
  98749. lensFlaresEnabled: boolean;
  98750. /**
  98751. * Gets or sets a boolean indicating if collisions are enabled on this scene
  98752. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  98753. */
  98754. collisionsEnabled: boolean;
  98755. private _collisionCoordinator;
  98756. /** @hidden */
  98757. readonly collisionCoordinator: ICollisionCoordinator;
  98758. /**
  98759. * Defines the gravity applied to this scene (used only for collisions)
  98760. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  98761. */
  98762. gravity: Vector3;
  98763. /**
  98764. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  98765. */
  98766. postProcessesEnabled: boolean;
  98767. /**
  98768. * The list of postprocesses added to the scene
  98769. */
  98770. postProcesses: PostProcess[];
  98771. /**
  98772. * Gets the current postprocess manager
  98773. */
  98774. postProcessManager: PostProcessManager;
  98775. /**
  98776. * Gets or sets a boolean indicating if render targets are enabled on this scene
  98777. */
  98778. renderTargetsEnabled: boolean;
  98779. /**
  98780. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  98781. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  98782. */
  98783. dumpNextRenderTargets: boolean;
  98784. /**
  98785. * The list of user defined render targets added to the scene
  98786. */
  98787. customRenderTargets: RenderTargetTexture[];
  98788. /**
  98789. * Defines if texture loading must be delayed
  98790. * If true, textures will only be loaded when they need to be rendered
  98791. */
  98792. useDelayedTextureLoading: boolean;
  98793. /**
  98794. * Gets the list of meshes imported to the scene through SceneLoader
  98795. */
  98796. importedMeshesFiles: String[];
  98797. /**
  98798. * Gets or sets a boolean indicating if probes are enabled on this scene
  98799. */
  98800. probesEnabled: boolean;
  98801. /**
  98802. * Gets or sets the current offline provider to use to store scene data
  98803. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  98804. */
  98805. offlineProvider: IOfflineProvider;
  98806. /**
  98807. * Gets or sets the action manager associated with the scene
  98808. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  98809. */
  98810. actionManager: AbstractActionManager;
  98811. private _meshesForIntersections;
  98812. /**
  98813. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  98814. */
  98815. proceduralTexturesEnabled: boolean;
  98816. private _engine;
  98817. private _totalVertices;
  98818. /** @hidden */
  98819. _activeIndices: PerfCounter;
  98820. /** @hidden */
  98821. _activeParticles: PerfCounter;
  98822. /** @hidden */
  98823. _activeBones: PerfCounter;
  98824. private _animationRatio;
  98825. /** @hidden */
  98826. _animationTimeLast: number;
  98827. /** @hidden */
  98828. _animationTime: number;
  98829. /**
  98830. * Gets or sets a general scale for animation speed
  98831. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  98832. */
  98833. animationTimeScale: number;
  98834. /** @hidden */
  98835. _cachedMaterial: Nullable<Material>;
  98836. /** @hidden */
  98837. _cachedEffect: Nullable<Effect>;
  98838. /** @hidden */
  98839. _cachedVisibility: Nullable<number>;
  98840. private _renderId;
  98841. private _frameId;
  98842. private _executeWhenReadyTimeoutId;
  98843. private _intermediateRendering;
  98844. private _viewUpdateFlag;
  98845. private _projectionUpdateFlag;
  98846. /** @hidden */
  98847. _toBeDisposed: Nullable<IDisposable>[];
  98848. private _activeRequests;
  98849. /** @hidden */
  98850. _pendingData: any[];
  98851. private _isDisposed;
  98852. /**
  98853. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  98854. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  98855. */
  98856. dispatchAllSubMeshesOfActiveMeshes: boolean;
  98857. private _activeMeshes;
  98858. private _processedMaterials;
  98859. private _renderTargets;
  98860. /** @hidden */
  98861. _activeParticleSystems: SmartArray<IParticleSystem>;
  98862. private _activeSkeletons;
  98863. private _softwareSkinnedMeshes;
  98864. private _renderingManager;
  98865. /** @hidden */
  98866. _activeAnimatables: Animatable[];
  98867. private _transformMatrix;
  98868. private _sceneUbo;
  98869. /** @hidden */
  98870. _viewMatrix: Matrix;
  98871. private _projectionMatrix;
  98872. /** @hidden */
  98873. _forcedViewPosition: Nullable<Vector3>;
  98874. /** @hidden */
  98875. _frustumPlanes: Plane[];
  98876. /**
  98877. * Gets the list of frustum planes (built from the active camera)
  98878. */
  98879. readonly frustumPlanes: Plane[];
  98880. /**
  98881. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  98882. * This is useful if there are more lights that the maximum simulteanous authorized
  98883. */
  98884. requireLightSorting: boolean;
  98885. /** @hidden */
  98886. readonly useMaterialMeshMap: boolean;
  98887. /** @hidden */
  98888. readonly useClonedMeshhMap: boolean;
  98889. private _externalData;
  98890. private _uid;
  98891. /**
  98892. * @hidden
  98893. * Backing store of defined scene components.
  98894. */
  98895. _components: ISceneComponent[];
  98896. /**
  98897. * @hidden
  98898. * Backing store of defined scene components.
  98899. */
  98900. _serializableComponents: ISceneSerializableComponent[];
  98901. /**
  98902. * List of components to register on the next registration step.
  98903. */
  98904. private _transientComponents;
  98905. /**
  98906. * Registers the transient components if needed.
  98907. */
  98908. private _registerTransientComponents;
  98909. /**
  98910. * @hidden
  98911. * Add a component to the scene.
  98912. * Note that the ccomponent could be registered on th next frame if this is called after
  98913. * the register component stage.
  98914. * @param component Defines the component to add to the scene
  98915. */
  98916. _addComponent(component: ISceneComponent): void;
  98917. /**
  98918. * @hidden
  98919. * Gets a component from the scene.
  98920. * @param name defines the name of the component to retrieve
  98921. * @returns the component or null if not present
  98922. */
  98923. _getComponent(name: string): Nullable<ISceneComponent>;
  98924. /**
  98925. * @hidden
  98926. * Defines the actions happening before camera updates.
  98927. */
  98928. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  98929. /**
  98930. * @hidden
  98931. * Defines the actions happening before clear the canvas.
  98932. */
  98933. _beforeClearStage: Stage<SimpleStageAction>;
  98934. /**
  98935. * @hidden
  98936. * Defines the actions when collecting render targets for the frame.
  98937. */
  98938. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  98939. /**
  98940. * @hidden
  98941. * Defines the actions happening for one camera in the frame.
  98942. */
  98943. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  98944. /**
  98945. * @hidden
  98946. * Defines the actions happening during the per mesh ready checks.
  98947. */
  98948. _isReadyForMeshStage: Stage<MeshStageAction>;
  98949. /**
  98950. * @hidden
  98951. * Defines the actions happening before evaluate active mesh checks.
  98952. */
  98953. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  98954. /**
  98955. * @hidden
  98956. * Defines the actions happening during the evaluate sub mesh checks.
  98957. */
  98958. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  98959. /**
  98960. * @hidden
  98961. * Defines the actions happening during the active mesh stage.
  98962. */
  98963. _activeMeshStage: Stage<ActiveMeshStageAction>;
  98964. /**
  98965. * @hidden
  98966. * Defines the actions happening during the per camera render target step.
  98967. */
  98968. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  98969. /**
  98970. * @hidden
  98971. * Defines the actions happening just before the active camera is drawing.
  98972. */
  98973. _beforeCameraDrawStage: Stage<CameraStageAction>;
  98974. /**
  98975. * @hidden
  98976. * Defines the actions happening just before a render target is drawing.
  98977. */
  98978. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  98979. /**
  98980. * @hidden
  98981. * Defines the actions happening just before a rendering group is drawing.
  98982. */
  98983. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  98984. /**
  98985. * @hidden
  98986. * Defines the actions happening just before a mesh is drawing.
  98987. */
  98988. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  98989. /**
  98990. * @hidden
  98991. * Defines the actions happening just after a mesh has been drawn.
  98992. */
  98993. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  98994. /**
  98995. * @hidden
  98996. * Defines the actions happening just after a rendering group has been drawn.
  98997. */
  98998. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  98999. /**
  99000. * @hidden
  99001. * Defines the actions happening just after the active camera has been drawn.
  99002. */
  99003. _afterCameraDrawStage: Stage<CameraStageAction>;
  99004. /**
  99005. * @hidden
  99006. * Defines the actions happening just after a render target has been drawn.
  99007. */
  99008. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  99009. /**
  99010. * @hidden
  99011. * Defines the actions happening just after rendering all cameras and computing intersections.
  99012. */
  99013. _afterRenderStage: Stage<SimpleStageAction>;
  99014. /**
  99015. * @hidden
  99016. * Defines the actions happening when a pointer move event happens.
  99017. */
  99018. _pointerMoveStage: Stage<PointerMoveStageAction>;
  99019. /**
  99020. * @hidden
  99021. * Defines the actions happening when a pointer down event happens.
  99022. */
  99023. _pointerDownStage: Stage<PointerUpDownStageAction>;
  99024. /**
  99025. * @hidden
  99026. * Defines the actions happening when a pointer up event happens.
  99027. */
  99028. _pointerUpStage: Stage<PointerUpDownStageAction>;
  99029. /**
  99030. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  99031. */
  99032. private geometriesByUniqueId;
  99033. /**
  99034. * Creates a new Scene
  99035. * @param engine defines the engine to use to render this scene
  99036. * @param options defines the scene options
  99037. */
  99038. constructor(engine: Engine, options?: SceneOptions);
  99039. /**
  99040. * Gets a string idenfifying the name of the class
  99041. * @returns "Scene" string
  99042. */
  99043. getClassName(): string;
  99044. private _defaultMeshCandidates;
  99045. /**
  99046. * @hidden
  99047. */
  99048. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  99049. private _defaultSubMeshCandidates;
  99050. /**
  99051. * @hidden
  99052. */
  99053. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  99054. /**
  99055. * Sets the default candidate providers for the scene.
  99056. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  99057. * and getCollidingSubMeshCandidates to their default function
  99058. */
  99059. setDefaultCandidateProviders(): void;
  99060. /**
  99061. * Gets the mesh that is currently under the pointer
  99062. */
  99063. readonly meshUnderPointer: Nullable<AbstractMesh>;
  99064. /**
  99065. * Gets or sets the current on-screen X position of the pointer
  99066. */
  99067. pointerX: number;
  99068. /**
  99069. * Gets or sets the current on-screen Y position of the pointer
  99070. */
  99071. pointerY: number;
  99072. /**
  99073. * Gets the cached material (ie. the latest rendered one)
  99074. * @returns the cached material
  99075. */
  99076. getCachedMaterial(): Nullable<Material>;
  99077. /**
  99078. * Gets the cached effect (ie. the latest rendered one)
  99079. * @returns the cached effect
  99080. */
  99081. getCachedEffect(): Nullable<Effect>;
  99082. /**
  99083. * Gets the cached visibility state (ie. the latest rendered one)
  99084. * @returns the cached visibility state
  99085. */
  99086. getCachedVisibility(): Nullable<number>;
  99087. /**
  99088. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  99089. * @param material defines the current material
  99090. * @param effect defines the current effect
  99091. * @param visibility defines the current visibility state
  99092. * @returns true if one parameter is not cached
  99093. */
  99094. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  99095. /**
  99096. * Gets the engine associated with the scene
  99097. * @returns an Engine
  99098. */
  99099. getEngine(): Engine;
  99100. /**
  99101. * Gets the total number of vertices rendered per frame
  99102. * @returns the total number of vertices rendered per frame
  99103. */
  99104. getTotalVertices(): number;
  99105. /**
  99106. * Gets the performance counter for total vertices
  99107. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99108. */
  99109. readonly totalVerticesPerfCounter: PerfCounter;
  99110. /**
  99111. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  99112. * @returns the total number of active indices rendered per frame
  99113. */
  99114. getActiveIndices(): number;
  99115. /**
  99116. * Gets the performance counter for active indices
  99117. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99118. */
  99119. readonly totalActiveIndicesPerfCounter: PerfCounter;
  99120. /**
  99121. * Gets the total number of active particles rendered per frame
  99122. * @returns the total number of active particles rendered per frame
  99123. */
  99124. getActiveParticles(): number;
  99125. /**
  99126. * Gets the performance counter for active particles
  99127. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99128. */
  99129. readonly activeParticlesPerfCounter: PerfCounter;
  99130. /**
  99131. * Gets the total number of active bones rendered per frame
  99132. * @returns the total number of active bones rendered per frame
  99133. */
  99134. getActiveBones(): number;
  99135. /**
  99136. * Gets the performance counter for active bones
  99137. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99138. */
  99139. readonly activeBonesPerfCounter: PerfCounter;
  99140. /**
  99141. * Gets the array of active meshes
  99142. * @returns an array of AbstractMesh
  99143. */
  99144. getActiveMeshes(): SmartArray<AbstractMesh>;
  99145. /**
  99146. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  99147. * @returns a number
  99148. */
  99149. getAnimationRatio(): number;
  99150. /**
  99151. * Gets an unique Id for the current render phase
  99152. * @returns a number
  99153. */
  99154. getRenderId(): number;
  99155. /**
  99156. * Gets an unique Id for the current frame
  99157. * @returns a number
  99158. */
  99159. getFrameId(): number;
  99160. /** Call this function if you want to manually increment the render Id*/
  99161. incrementRenderId(): void;
  99162. private _createUbo;
  99163. /**
  99164. * Use this method to simulate a pointer move on a mesh
  99165. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99166. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99167. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99168. * @returns the current scene
  99169. */
  99170. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  99171. /**
  99172. * Use this method to simulate a pointer down on a mesh
  99173. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99174. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99175. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99176. * @returns the current scene
  99177. */
  99178. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  99179. /**
  99180. * Use this method to simulate a pointer up on a mesh
  99181. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99182. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99183. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99184. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  99185. * @returns the current scene
  99186. */
  99187. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  99188. /**
  99189. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  99190. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  99191. * @returns true if the pointer was captured
  99192. */
  99193. isPointerCaptured(pointerId?: number): boolean;
  99194. /**
  99195. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  99196. * @param attachUp defines if you want to attach events to pointerup
  99197. * @param attachDown defines if you want to attach events to pointerdown
  99198. * @param attachMove defines if you want to attach events to pointermove
  99199. */
  99200. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  99201. /** Detaches all event handlers*/
  99202. detachControl(): void;
  99203. /**
  99204. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  99205. * Delay loaded resources are not taking in account
  99206. * @return true if all required resources are ready
  99207. */
  99208. isReady(): boolean;
  99209. /** Resets all cached information relative to material (including effect and visibility) */
  99210. resetCachedMaterial(): void;
  99211. /**
  99212. * Registers a function to be called before every frame render
  99213. * @param func defines the function to register
  99214. */
  99215. registerBeforeRender(func: () => void): void;
  99216. /**
  99217. * Unregisters a function called before every frame render
  99218. * @param func defines the function to unregister
  99219. */
  99220. unregisterBeforeRender(func: () => void): void;
  99221. /**
  99222. * Registers a function to be called after every frame render
  99223. * @param func defines the function to register
  99224. */
  99225. registerAfterRender(func: () => void): void;
  99226. /**
  99227. * Unregisters a function called after every frame render
  99228. * @param func defines the function to unregister
  99229. */
  99230. unregisterAfterRender(func: () => void): void;
  99231. private _executeOnceBeforeRender;
  99232. /**
  99233. * The provided function will run before render once and will be disposed afterwards.
  99234. * A timeout delay can be provided so that the function will be executed in N ms.
  99235. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  99236. * @param func The function to be executed.
  99237. * @param timeout optional delay in ms
  99238. */
  99239. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  99240. /** @hidden */
  99241. _addPendingData(data: any): void;
  99242. /** @hidden */
  99243. _removePendingData(data: any): void;
  99244. /**
  99245. * Returns the number of items waiting to be loaded
  99246. * @returns the number of items waiting to be loaded
  99247. */
  99248. getWaitingItemsCount(): number;
  99249. /**
  99250. * Returns a boolean indicating if the scene is still loading data
  99251. */
  99252. readonly isLoading: boolean;
  99253. /**
  99254. * Registers a function to be executed when the scene is ready
  99255. * @param {Function} func - the function to be executed
  99256. */
  99257. executeWhenReady(func: () => void): void;
  99258. /**
  99259. * Returns a promise that resolves when the scene is ready
  99260. * @returns A promise that resolves when the scene is ready
  99261. */
  99262. whenReadyAsync(): Promise<void>;
  99263. /** @hidden */
  99264. _checkIsReady(): void;
  99265. /**
  99266. * Gets all animatable attached to the scene
  99267. */
  99268. readonly animatables: Animatable[];
  99269. /**
  99270. * Resets the last animation time frame.
  99271. * Useful to override when animations start running when loading a scene for the first time.
  99272. */
  99273. resetLastAnimationTimeFrame(): void;
  99274. /**
  99275. * Gets the current view matrix
  99276. * @returns a Matrix
  99277. */
  99278. getViewMatrix(): Matrix;
  99279. /**
  99280. * Gets the current projection matrix
  99281. * @returns a Matrix
  99282. */
  99283. getProjectionMatrix(): Matrix;
  99284. /**
  99285. * Gets the current transform matrix
  99286. * @returns a Matrix made of View * Projection
  99287. */
  99288. getTransformMatrix(): Matrix;
  99289. /**
  99290. * Sets the current transform matrix
  99291. * @param viewL defines the View matrix to use
  99292. * @param projectionL defines the Projection matrix to use
  99293. * @param viewR defines the right View matrix to use (if provided)
  99294. * @param projectionR defines the right Projection matrix to use (if provided)
  99295. */
  99296. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  99297. /**
  99298. * Gets the uniform buffer used to store scene data
  99299. * @returns a UniformBuffer
  99300. */
  99301. getSceneUniformBuffer(): UniformBuffer;
  99302. /**
  99303. * Gets an unique (relatively to the current scene) Id
  99304. * @returns an unique number for the scene
  99305. */
  99306. getUniqueId(): number;
  99307. /**
  99308. * Add a mesh to the list of scene's meshes
  99309. * @param newMesh defines the mesh to add
  99310. * @param recursive if all child meshes should also be added to the scene
  99311. */
  99312. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  99313. /**
  99314. * Remove a mesh for the list of scene's meshes
  99315. * @param toRemove defines the mesh to remove
  99316. * @param recursive if all child meshes should also be removed from the scene
  99317. * @returns the index where the mesh was in the mesh list
  99318. */
  99319. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  99320. /**
  99321. * Add a transform node to the list of scene's transform nodes
  99322. * @param newTransformNode defines the transform node to add
  99323. */
  99324. addTransformNode(newTransformNode: TransformNode): void;
  99325. /**
  99326. * Remove a transform node for the list of scene's transform nodes
  99327. * @param toRemove defines the transform node to remove
  99328. * @returns the index where the transform node was in the transform node list
  99329. */
  99330. removeTransformNode(toRemove: TransformNode): number;
  99331. /**
  99332. * Remove a skeleton for the list of scene's skeletons
  99333. * @param toRemove defines the skeleton to remove
  99334. * @returns the index where the skeleton was in the skeleton list
  99335. */
  99336. removeSkeleton(toRemove: Skeleton): number;
  99337. /**
  99338. * Remove a morph target for the list of scene's morph targets
  99339. * @param toRemove defines the morph target to remove
  99340. * @returns the index where the morph target was in the morph target list
  99341. */
  99342. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  99343. /**
  99344. * Remove a light for the list of scene's lights
  99345. * @param toRemove defines the light to remove
  99346. * @returns the index where the light was in the light list
  99347. */
  99348. removeLight(toRemove: Light): number;
  99349. /**
  99350. * Remove a camera for the list of scene's cameras
  99351. * @param toRemove defines the camera to remove
  99352. * @returns the index where the camera was in the camera list
  99353. */
  99354. removeCamera(toRemove: Camera): number;
  99355. /**
  99356. * Remove a particle system for the list of scene's particle systems
  99357. * @param toRemove defines the particle system to remove
  99358. * @returns the index where the particle system was in the particle system list
  99359. */
  99360. removeParticleSystem(toRemove: IParticleSystem): number;
  99361. /**
  99362. * Remove a animation for the list of scene's animations
  99363. * @param toRemove defines the animation to remove
  99364. * @returns the index where the animation was in the animation list
  99365. */
  99366. removeAnimation(toRemove: Animation): number;
  99367. /**
  99368. * Will stop the animation of the given target
  99369. * @param target - the target
  99370. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  99371. * @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)
  99372. */
  99373. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  99374. /**
  99375. * Removes the given animation group from this scene.
  99376. * @param toRemove The animation group to remove
  99377. * @returns The index of the removed animation group
  99378. */
  99379. removeAnimationGroup(toRemove: AnimationGroup): number;
  99380. /**
  99381. * Removes the given multi-material from this scene.
  99382. * @param toRemove The multi-material to remove
  99383. * @returns The index of the removed multi-material
  99384. */
  99385. removeMultiMaterial(toRemove: MultiMaterial): number;
  99386. /**
  99387. * Removes the given material from this scene.
  99388. * @param toRemove The material to remove
  99389. * @returns The index of the removed material
  99390. */
  99391. removeMaterial(toRemove: Material): number;
  99392. /**
  99393. * Removes the given action manager from this scene.
  99394. * @param toRemove The action manager to remove
  99395. * @returns The index of the removed action manager
  99396. */
  99397. removeActionManager(toRemove: AbstractActionManager): number;
  99398. /**
  99399. * Removes the given texture from this scene.
  99400. * @param toRemove The texture to remove
  99401. * @returns The index of the removed texture
  99402. */
  99403. removeTexture(toRemove: BaseTexture): number;
  99404. /**
  99405. * Adds the given light to this scene
  99406. * @param newLight The light to add
  99407. */
  99408. addLight(newLight: Light): void;
  99409. /**
  99410. * Sorts the list list based on light priorities
  99411. */
  99412. sortLightsByPriority(): void;
  99413. /**
  99414. * Adds the given camera to this scene
  99415. * @param newCamera The camera to add
  99416. */
  99417. addCamera(newCamera: Camera): void;
  99418. /**
  99419. * Adds the given skeleton to this scene
  99420. * @param newSkeleton The skeleton to add
  99421. */
  99422. addSkeleton(newSkeleton: Skeleton): void;
  99423. /**
  99424. * Adds the given particle system to this scene
  99425. * @param newParticleSystem The particle system to add
  99426. */
  99427. addParticleSystem(newParticleSystem: IParticleSystem): void;
  99428. /**
  99429. * Adds the given animation to this scene
  99430. * @param newAnimation The animation to add
  99431. */
  99432. addAnimation(newAnimation: Animation): void;
  99433. /**
  99434. * Adds the given animation group to this scene.
  99435. * @param newAnimationGroup The animation group to add
  99436. */
  99437. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  99438. /**
  99439. * Adds the given multi-material to this scene
  99440. * @param newMultiMaterial The multi-material to add
  99441. */
  99442. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  99443. /**
  99444. * Adds the given material to this scene
  99445. * @param newMaterial The material to add
  99446. */
  99447. addMaterial(newMaterial: Material): void;
  99448. /**
  99449. * Adds the given morph target to this scene
  99450. * @param newMorphTargetManager The morph target to add
  99451. */
  99452. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  99453. /**
  99454. * Adds the given geometry to this scene
  99455. * @param newGeometry The geometry to add
  99456. */
  99457. addGeometry(newGeometry: Geometry): void;
  99458. /**
  99459. * Adds the given action manager to this scene
  99460. * @param newActionManager The action manager to add
  99461. */
  99462. addActionManager(newActionManager: AbstractActionManager): void;
  99463. /**
  99464. * Adds the given texture to this scene.
  99465. * @param newTexture The texture to add
  99466. */
  99467. addTexture(newTexture: BaseTexture): void;
  99468. /**
  99469. * Switch active camera
  99470. * @param newCamera defines the new active camera
  99471. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  99472. */
  99473. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  99474. /**
  99475. * sets the active camera of the scene using its ID
  99476. * @param id defines the camera's ID
  99477. * @return the new active camera or null if none found.
  99478. */
  99479. setActiveCameraByID(id: string): Nullable<Camera>;
  99480. /**
  99481. * sets the active camera of the scene using its name
  99482. * @param name defines the camera's name
  99483. * @returns the new active camera or null if none found.
  99484. */
  99485. setActiveCameraByName(name: string): Nullable<Camera>;
  99486. /**
  99487. * get an animation group using its name
  99488. * @param name defines the material's name
  99489. * @return the animation group or null if none found.
  99490. */
  99491. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  99492. /**
  99493. * Get a material using its unique id
  99494. * @param uniqueId defines the material's unique id
  99495. * @return the material or null if none found.
  99496. */
  99497. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  99498. /**
  99499. * get a material using its id
  99500. * @param id defines the material's ID
  99501. * @return the material or null if none found.
  99502. */
  99503. getMaterialByID(id: string): Nullable<Material>;
  99504. /**
  99505. * Gets a the last added material using a given id
  99506. * @param id defines the material's ID
  99507. * @return the last material with the given id or null if none found.
  99508. */
  99509. getLastMaterialByID(id: string): Nullable<Material>;
  99510. /**
  99511. * Gets a material using its name
  99512. * @param name defines the material's name
  99513. * @return the material or null if none found.
  99514. */
  99515. getMaterialByName(name: string): Nullable<Material>;
  99516. /**
  99517. * Get a texture using its unique id
  99518. * @param uniqueId defines the texture's unique id
  99519. * @return the texture or null if none found.
  99520. */
  99521. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  99522. /**
  99523. * Gets a camera using its id
  99524. * @param id defines the id to look for
  99525. * @returns the camera or null if not found
  99526. */
  99527. getCameraByID(id: string): Nullable<Camera>;
  99528. /**
  99529. * Gets a camera using its unique id
  99530. * @param uniqueId defines the unique id to look for
  99531. * @returns the camera or null if not found
  99532. */
  99533. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  99534. /**
  99535. * Gets a camera using its name
  99536. * @param name defines the camera's name
  99537. * @return the camera or null if none found.
  99538. */
  99539. getCameraByName(name: string): Nullable<Camera>;
  99540. /**
  99541. * Gets a bone using its id
  99542. * @param id defines the bone's id
  99543. * @return the bone or null if not found
  99544. */
  99545. getBoneByID(id: string): Nullable<Bone>;
  99546. /**
  99547. * Gets a bone using its id
  99548. * @param name defines the bone's name
  99549. * @return the bone or null if not found
  99550. */
  99551. getBoneByName(name: string): Nullable<Bone>;
  99552. /**
  99553. * Gets a light node using its name
  99554. * @param name defines the the light's name
  99555. * @return the light or null if none found.
  99556. */
  99557. getLightByName(name: string): Nullable<Light>;
  99558. /**
  99559. * Gets a light node using its id
  99560. * @param id defines the light's id
  99561. * @return the light or null if none found.
  99562. */
  99563. getLightByID(id: string): Nullable<Light>;
  99564. /**
  99565. * Gets a light node using its scene-generated unique ID
  99566. * @param uniqueId defines the light's unique id
  99567. * @return the light or null if none found.
  99568. */
  99569. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  99570. /**
  99571. * Gets a particle system by id
  99572. * @param id defines the particle system id
  99573. * @return the corresponding system or null if none found
  99574. */
  99575. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  99576. /**
  99577. * Gets a geometry using its ID
  99578. * @param id defines the geometry's id
  99579. * @return the geometry or null if none found.
  99580. */
  99581. getGeometryByID(id: string): Nullable<Geometry>;
  99582. private _getGeometryByUniqueID;
  99583. /**
  99584. * Add a new geometry to this scene
  99585. * @param geometry defines the geometry to be added to the scene.
  99586. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  99587. * @return a boolean defining if the geometry was added or not
  99588. */
  99589. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  99590. /**
  99591. * Removes an existing geometry
  99592. * @param geometry defines the geometry to be removed from the scene
  99593. * @return a boolean defining if the geometry was removed or not
  99594. */
  99595. removeGeometry(geometry: Geometry): boolean;
  99596. /**
  99597. * Gets the list of geometries attached to the scene
  99598. * @returns an array of Geometry
  99599. */
  99600. getGeometries(): Geometry[];
  99601. /**
  99602. * Gets the first added mesh found of a given ID
  99603. * @param id defines the id to search for
  99604. * @return the mesh found or null if not found at all
  99605. */
  99606. getMeshByID(id: string): Nullable<AbstractMesh>;
  99607. /**
  99608. * Gets a list of meshes using their id
  99609. * @param id defines the id to search for
  99610. * @returns a list of meshes
  99611. */
  99612. getMeshesByID(id: string): Array<AbstractMesh>;
  99613. /**
  99614. * Gets the first added transform node found of a given ID
  99615. * @param id defines the id to search for
  99616. * @return the found transform node or null if not found at all.
  99617. */
  99618. getTransformNodeByID(id: string): Nullable<TransformNode>;
  99619. /**
  99620. * Gets a transform node with its auto-generated unique id
  99621. * @param uniqueId efines the unique id to search for
  99622. * @return the found transform node or null if not found at all.
  99623. */
  99624. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  99625. /**
  99626. * Gets a list of transform nodes using their id
  99627. * @param id defines the id to search for
  99628. * @returns a list of transform nodes
  99629. */
  99630. getTransformNodesByID(id: string): Array<TransformNode>;
  99631. /**
  99632. * Gets a mesh with its auto-generated unique id
  99633. * @param uniqueId defines the unique id to search for
  99634. * @return the found mesh or null if not found at all.
  99635. */
  99636. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  99637. /**
  99638. * Gets a the last added mesh using a given id
  99639. * @param id defines the id to search for
  99640. * @return the found mesh or null if not found at all.
  99641. */
  99642. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  99643. /**
  99644. * Gets a the last added node (Mesh, Camera, Light) using a given id
  99645. * @param id defines the id to search for
  99646. * @return the found node or null if not found at all
  99647. */
  99648. getLastEntryByID(id: string): Nullable<Node>;
  99649. /**
  99650. * Gets a node (Mesh, Camera, Light) using a given id
  99651. * @param id defines the id to search for
  99652. * @return the found node or null if not found at all
  99653. */
  99654. getNodeByID(id: string): Nullable<Node>;
  99655. /**
  99656. * Gets a node (Mesh, Camera, Light) using a given name
  99657. * @param name defines the name to search for
  99658. * @return the found node or null if not found at all.
  99659. */
  99660. getNodeByName(name: string): Nullable<Node>;
  99661. /**
  99662. * Gets a mesh using a given name
  99663. * @param name defines the name to search for
  99664. * @return the found mesh or null if not found at all.
  99665. */
  99666. getMeshByName(name: string): Nullable<AbstractMesh>;
  99667. /**
  99668. * Gets a transform node using a given name
  99669. * @param name defines the name to search for
  99670. * @return the found transform node or null if not found at all.
  99671. */
  99672. getTransformNodeByName(name: string): Nullable<TransformNode>;
  99673. /**
  99674. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  99675. * @param id defines the id to search for
  99676. * @return the found skeleton or null if not found at all.
  99677. */
  99678. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  99679. /**
  99680. * Gets a skeleton using a given auto generated unique id
  99681. * @param uniqueId defines the unique id to search for
  99682. * @return the found skeleton or null if not found at all.
  99683. */
  99684. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  99685. /**
  99686. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  99687. * @param id defines the id to search for
  99688. * @return the found skeleton or null if not found at all.
  99689. */
  99690. getSkeletonById(id: string): Nullable<Skeleton>;
  99691. /**
  99692. * Gets a skeleton using a given name
  99693. * @param name defines the name to search for
  99694. * @return the found skeleton or null if not found at all.
  99695. */
  99696. getSkeletonByName(name: string): Nullable<Skeleton>;
  99697. /**
  99698. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  99699. * @param id defines the id to search for
  99700. * @return the found morph target manager or null if not found at all.
  99701. */
  99702. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  99703. /**
  99704. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  99705. * @param id defines the id to search for
  99706. * @return the found morph target or null if not found at all.
  99707. */
  99708. getMorphTargetById(id: string): Nullable<MorphTarget>;
  99709. /**
  99710. * Gets a boolean indicating if the given mesh is active
  99711. * @param mesh defines the mesh to look for
  99712. * @returns true if the mesh is in the active list
  99713. */
  99714. isActiveMesh(mesh: AbstractMesh): boolean;
  99715. /**
  99716. * Return a unique id as a string which can serve as an identifier for the scene
  99717. */
  99718. readonly uid: string;
  99719. /**
  99720. * Add an externaly attached data from its key.
  99721. * This method call will fail and return false, if such key already exists.
  99722. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  99723. * @param key the unique key that identifies the data
  99724. * @param data the data object to associate to the key for this Engine instance
  99725. * @return true if no such key were already present and the data was added successfully, false otherwise
  99726. */
  99727. addExternalData<T>(key: string, data: T): boolean;
  99728. /**
  99729. * Get an externaly attached data from its key
  99730. * @param key the unique key that identifies the data
  99731. * @return the associated data, if present (can be null), or undefined if not present
  99732. */
  99733. getExternalData<T>(key: string): Nullable<T>;
  99734. /**
  99735. * Get an externaly attached data from its key, create it using a factory if it's not already present
  99736. * @param key the unique key that identifies the data
  99737. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  99738. * @return the associated data, can be null if the factory returned null.
  99739. */
  99740. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  99741. /**
  99742. * Remove an externaly attached data from the Engine instance
  99743. * @param key the unique key that identifies the data
  99744. * @return true if the data was successfully removed, false if it doesn't exist
  99745. */
  99746. removeExternalData(key: string): boolean;
  99747. private _evaluateSubMesh;
  99748. /**
  99749. * Clear the processed materials smart array preventing retention point in material dispose.
  99750. */
  99751. freeProcessedMaterials(): void;
  99752. private _preventFreeActiveMeshesAndRenderingGroups;
  99753. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  99754. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  99755. * when disposing several meshes in a row or a hierarchy of meshes.
  99756. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  99757. */
  99758. blockfreeActiveMeshesAndRenderingGroups: boolean;
  99759. /**
  99760. * Clear the active meshes smart array preventing retention point in mesh dispose.
  99761. */
  99762. freeActiveMeshes(): void;
  99763. /**
  99764. * Clear the info related to rendering groups preventing retention points during dispose.
  99765. */
  99766. freeRenderingGroups(): void;
  99767. /** @hidden */
  99768. _isInIntermediateRendering(): boolean;
  99769. /**
  99770. * Lambda returning the list of potentially active meshes.
  99771. */
  99772. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  99773. /**
  99774. * Lambda returning the list of potentially active sub meshes.
  99775. */
  99776. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  99777. /**
  99778. * Lambda returning the list of potentially intersecting sub meshes.
  99779. */
  99780. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  99781. /**
  99782. * Lambda returning the list of potentially colliding sub meshes.
  99783. */
  99784. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  99785. private _activeMeshesFrozen;
  99786. /**
  99787. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  99788. * @returns the current scene
  99789. */
  99790. freezeActiveMeshes(): Scene;
  99791. /**
  99792. * Use this function to restart evaluating active meshes on every frame
  99793. * @returns the current scene
  99794. */
  99795. unfreezeActiveMeshes(): Scene;
  99796. private _evaluateActiveMeshes;
  99797. private _activeMesh;
  99798. /**
  99799. * Update the transform matrix to update from the current active camera
  99800. * @param force defines a boolean used to force the update even if cache is up to date
  99801. */
  99802. updateTransformMatrix(force?: boolean): void;
  99803. private _bindFrameBuffer;
  99804. /** @hidden */
  99805. _allowPostProcessClearColor: boolean;
  99806. /** @hidden */
  99807. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  99808. private _processSubCameras;
  99809. private _checkIntersections;
  99810. /** @hidden */
  99811. _advancePhysicsEngineStep(step: number): void;
  99812. /**
  99813. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  99814. */
  99815. getDeterministicFrameTime: () => number;
  99816. /** @hidden */
  99817. _animate(): void;
  99818. /** Execute all animations (for a frame) */
  99819. animate(): void;
  99820. /**
  99821. * Render the scene
  99822. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  99823. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  99824. */
  99825. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  99826. /**
  99827. * Freeze all materials
  99828. * A frozen material will not be updatable but should be faster to render
  99829. */
  99830. freezeMaterials(): void;
  99831. /**
  99832. * Unfreeze all materials
  99833. * A frozen material will not be updatable but should be faster to render
  99834. */
  99835. unfreezeMaterials(): void;
  99836. /**
  99837. * Releases all held ressources
  99838. */
  99839. dispose(): void;
  99840. /**
  99841. * Gets if the scene is already disposed
  99842. */
  99843. readonly isDisposed: boolean;
  99844. /**
  99845. * Call this function to reduce memory footprint of the scene.
  99846. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  99847. */
  99848. clearCachedVertexData(): void;
  99849. /**
  99850. * This function will remove the local cached buffer data from texture.
  99851. * It will save memory but will prevent the texture from being rebuilt
  99852. */
  99853. cleanCachedTextureBuffer(): void;
  99854. /**
  99855. * Get the world extend vectors with an optional filter
  99856. *
  99857. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  99858. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  99859. */
  99860. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  99861. min: Vector3;
  99862. max: Vector3;
  99863. };
  99864. /**
  99865. * Creates a ray that can be used to pick in the scene
  99866. * @param x defines the x coordinate of the origin (on-screen)
  99867. * @param y defines the y coordinate of the origin (on-screen)
  99868. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  99869. * @param camera defines the camera to use for the picking
  99870. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  99871. * @returns a Ray
  99872. */
  99873. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  99874. /**
  99875. * Creates a ray that can be used to pick in the scene
  99876. * @param x defines the x coordinate of the origin (on-screen)
  99877. * @param y defines the y coordinate of the origin (on-screen)
  99878. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  99879. * @param result defines the ray where to store the picking ray
  99880. * @param camera defines the camera to use for the picking
  99881. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  99882. * @returns the current scene
  99883. */
  99884. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  99885. /**
  99886. * Creates a ray that can be used to pick in the scene
  99887. * @param x defines the x coordinate of the origin (on-screen)
  99888. * @param y defines the y coordinate of the origin (on-screen)
  99889. * @param camera defines the camera to use for the picking
  99890. * @returns a Ray
  99891. */
  99892. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  99893. /**
  99894. * Creates a ray that can be used to pick in the scene
  99895. * @param x defines the x coordinate of the origin (on-screen)
  99896. * @param y defines the y coordinate of the origin (on-screen)
  99897. * @param result defines the ray where to store the picking ray
  99898. * @param camera defines the camera to use for the picking
  99899. * @returns the current scene
  99900. */
  99901. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  99902. /** Launch a ray to try to pick a mesh in the scene
  99903. * @param x position on screen
  99904. * @param y position on screen
  99905. * @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
  99906. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  99907. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  99908. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99909. * @returns a PickingInfo
  99910. */
  99911. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  99912. /** Use the given ray to pick a mesh in the scene
  99913. * @param ray The ray to use to pick meshes
  99914. * @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
  99915. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  99916. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99917. * @returns a PickingInfo
  99918. */
  99919. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  99920. /**
  99921. * Launch a ray to try to pick a mesh in the scene
  99922. * @param x X position on screen
  99923. * @param y Y position on screen
  99924. * @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
  99925. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  99926. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99927. * @returns an array of PickingInfo
  99928. */
  99929. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  99930. /**
  99931. * Launch a ray to try to pick a mesh in the scene
  99932. * @param ray Ray to use
  99933. * @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
  99934. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99935. * @returns an array of PickingInfo
  99936. */
  99937. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  99938. /**
  99939. * Force the value of meshUnderPointer
  99940. * @param mesh defines the mesh to use
  99941. */
  99942. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  99943. /**
  99944. * Gets the mesh under the pointer
  99945. * @returns a Mesh or null if no mesh is under the pointer
  99946. */
  99947. getPointerOverMesh(): Nullable<AbstractMesh>;
  99948. /** @hidden */
  99949. _rebuildGeometries(): void;
  99950. /** @hidden */
  99951. _rebuildTextures(): void;
  99952. private _getByTags;
  99953. /**
  99954. * Get a list of meshes by tags
  99955. * @param tagsQuery defines the tags query to use
  99956. * @param forEach defines a predicate used to filter results
  99957. * @returns an array of Mesh
  99958. */
  99959. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  99960. /**
  99961. * Get a list of cameras by tags
  99962. * @param tagsQuery defines the tags query to use
  99963. * @param forEach defines a predicate used to filter results
  99964. * @returns an array of Camera
  99965. */
  99966. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  99967. /**
  99968. * Get a list of lights by tags
  99969. * @param tagsQuery defines the tags query to use
  99970. * @param forEach defines a predicate used to filter results
  99971. * @returns an array of Light
  99972. */
  99973. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  99974. /**
  99975. * Get a list of materials by tags
  99976. * @param tagsQuery defines the tags query to use
  99977. * @param forEach defines a predicate used to filter results
  99978. * @returns an array of Material
  99979. */
  99980. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  99981. /**
  99982. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  99983. * This allowed control for front to back rendering or reversly depending of the special needs.
  99984. *
  99985. * @param renderingGroupId The rendering group id corresponding to its index
  99986. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  99987. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  99988. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  99989. */
  99990. 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;
  99991. /**
  99992. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  99993. *
  99994. * @param renderingGroupId The rendering group id corresponding to its index
  99995. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  99996. * @param depth Automatically clears depth between groups if true and autoClear is true.
  99997. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  99998. */
  99999. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  100000. /**
  100001. * Gets the current auto clear configuration for one rendering group of the rendering
  100002. * manager.
  100003. * @param index the rendering group index to get the information for
  100004. * @returns The auto clear setup for the requested rendering group
  100005. */
  100006. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  100007. private _blockMaterialDirtyMechanism;
  100008. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  100009. blockMaterialDirtyMechanism: boolean;
  100010. /**
  100011. * Will flag all materials as dirty to trigger new shader compilation
  100012. * @param flag defines the flag used to specify which material part must be marked as dirty
  100013. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  100014. */
  100015. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  100016. /** @hidden */
  100017. _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;
  100018. /** @hidden */
  100019. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  100020. }
  100021. }
  100022. declare module BABYLON {
  100023. /**
  100024. * Set of assets to keep when moving a scene into an asset container.
  100025. */
  100026. export class KeepAssets extends AbstractScene {
  100027. }
  100028. /**
  100029. * Container with a set of assets that can be added or removed from a scene.
  100030. */
  100031. export class AssetContainer extends AbstractScene {
  100032. /**
  100033. * The scene the AssetContainer belongs to.
  100034. */
  100035. scene: Scene;
  100036. /**
  100037. * Instantiates an AssetContainer.
  100038. * @param scene The scene the AssetContainer belongs to.
  100039. */
  100040. constructor(scene: Scene);
  100041. /**
  100042. * Adds all the assets from the container to the scene.
  100043. */
  100044. addAllToScene(): void;
  100045. /**
  100046. * Removes all the assets in the container from the scene
  100047. */
  100048. removeAllFromScene(): void;
  100049. /**
  100050. * Disposes all the assets in the container
  100051. */
  100052. dispose(): void;
  100053. private _moveAssets;
  100054. /**
  100055. * Removes all the assets contained in the scene and adds them to the container.
  100056. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  100057. */
  100058. moveAllFromScene(keepAssets?: KeepAssets): void;
  100059. /**
  100060. * 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.
  100061. * @returns the root mesh
  100062. */
  100063. createRootMesh(): Mesh;
  100064. }
  100065. }
  100066. declare module BABYLON {
  100067. /**
  100068. * Defines how the parser contract is defined.
  100069. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  100070. */
  100071. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  100072. /**
  100073. * Defines how the individual parser contract is defined.
  100074. * These parser can parse an individual asset
  100075. */
  100076. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  100077. /**
  100078. * Base class of the scene acting as a container for the different elements composing a scene.
  100079. * This class is dynamically extended by the different components of the scene increasing
  100080. * flexibility and reducing coupling
  100081. */
  100082. export abstract class AbstractScene {
  100083. /**
  100084. * Stores the list of available parsers in the application.
  100085. */
  100086. private static _BabylonFileParsers;
  100087. /**
  100088. * Stores the list of available individual parsers in the application.
  100089. */
  100090. private static _IndividualBabylonFileParsers;
  100091. /**
  100092. * Adds a parser in the list of available ones
  100093. * @param name Defines the name of the parser
  100094. * @param parser Defines the parser to add
  100095. */
  100096. static AddParser(name: string, parser: BabylonFileParser): void;
  100097. /**
  100098. * Gets a general parser from the list of avaialble ones
  100099. * @param name Defines the name of the parser
  100100. * @returns the requested parser or null
  100101. */
  100102. static GetParser(name: string): Nullable<BabylonFileParser>;
  100103. /**
  100104. * Adds n individual parser in the list of available ones
  100105. * @param name Defines the name of the parser
  100106. * @param parser Defines the parser to add
  100107. */
  100108. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  100109. /**
  100110. * Gets an individual parser from the list of avaialble ones
  100111. * @param name Defines the name of the parser
  100112. * @returns the requested parser or null
  100113. */
  100114. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  100115. /**
  100116. * Parser json data and populate both a scene and its associated container object
  100117. * @param jsonData Defines the data to parse
  100118. * @param scene Defines the scene to parse the data for
  100119. * @param container Defines the container attached to the parsing sequence
  100120. * @param rootUrl Defines the root url of the data
  100121. */
  100122. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  100123. /**
  100124. * Gets the list of root nodes (ie. nodes with no parent)
  100125. */
  100126. rootNodes: Node[];
  100127. /** All of the cameras added to this scene
  100128. * @see http://doc.babylonjs.com/babylon101/cameras
  100129. */
  100130. cameras: Camera[];
  100131. /**
  100132. * All of the lights added to this scene
  100133. * @see http://doc.babylonjs.com/babylon101/lights
  100134. */
  100135. lights: Light[];
  100136. /**
  100137. * All of the (abstract) meshes added to this scene
  100138. */
  100139. meshes: AbstractMesh[];
  100140. /**
  100141. * The list of skeletons added to the scene
  100142. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  100143. */
  100144. skeletons: Skeleton[];
  100145. /**
  100146. * All of the particle systems added to this scene
  100147. * @see http://doc.babylonjs.com/babylon101/particles
  100148. */
  100149. particleSystems: IParticleSystem[];
  100150. /**
  100151. * Gets a list of Animations associated with the scene
  100152. */
  100153. animations: Animation[];
  100154. /**
  100155. * All of the animation groups added to this scene
  100156. * @see http://doc.babylonjs.com/how_to/group
  100157. */
  100158. animationGroups: AnimationGroup[];
  100159. /**
  100160. * All of the multi-materials added to this scene
  100161. * @see http://doc.babylonjs.com/how_to/multi_materials
  100162. */
  100163. multiMaterials: MultiMaterial[];
  100164. /**
  100165. * All of the materials added to this scene
  100166. * In the context of a Scene, it is not supposed to be modified manually.
  100167. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  100168. * Note also that the order of the Material wihin the array is not significant and might change.
  100169. * @see http://doc.babylonjs.com/babylon101/materials
  100170. */
  100171. materials: Material[];
  100172. /**
  100173. * The list of morph target managers added to the scene
  100174. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  100175. */
  100176. morphTargetManagers: MorphTargetManager[];
  100177. /**
  100178. * The list of geometries used in the scene.
  100179. */
  100180. geometries: Geometry[];
  100181. /**
  100182. * All of the tranform nodes added to this scene
  100183. * In the context of a Scene, it is not supposed to be modified manually.
  100184. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  100185. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  100186. * @see http://doc.babylonjs.com/how_to/transformnode
  100187. */
  100188. transformNodes: TransformNode[];
  100189. /**
  100190. * ActionManagers available on the scene.
  100191. */
  100192. actionManagers: AbstractActionManager[];
  100193. /**
  100194. * Textures to keep.
  100195. */
  100196. textures: BaseTexture[];
  100197. /**
  100198. * Environment texture for the scene
  100199. */
  100200. environmentTexture: Nullable<BaseTexture>;
  100201. }
  100202. }
  100203. declare module BABYLON {
  100204. /**
  100205. * Interface used to define options for Sound class
  100206. */
  100207. export interface ISoundOptions {
  100208. /**
  100209. * Does the sound autoplay once loaded.
  100210. */
  100211. autoplay?: boolean;
  100212. /**
  100213. * Does the sound loop after it finishes playing once.
  100214. */
  100215. loop?: boolean;
  100216. /**
  100217. * Sound's volume
  100218. */
  100219. volume?: number;
  100220. /**
  100221. * Is it a spatial sound?
  100222. */
  100223. spatialSound?: boolean;
  100224. /**
  100225. * Maximum distance to hear that sound
  100226. */
  100227. maxDistance?: number;
  100228. /**
  100229. * Uses user defined attenuation function
  100230. */
  100231. useCustomAttenuation?: boolean;
  100232. /**
  100233. * Define the roll off factor of spatial sounds.
  100234. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100235. */
  100236. rolloffFactor?: number;
  100237. /**
  100238. * Define the reference distance the sound should be heard perfectly.
  100239. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100240. */
  100241. refDistance?: number;
  100242. /**
  100243. * Define the distance attenuation model the sound will follow.
  100244. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100245. */
  100246. distanceModel?: string;
  100247. /**
  100248. * Defines the playback speed (1 by default)
  100249. */
  100250. playbackRate?: number;
  100251. /**
  100252. * Defines if the sound is from a streaming source
  100253. */
  100254. streaming?: boolean;
  100255. /**
  100256. * Defines an optional length (in seconds) inside the sound file
  100257. */
  100258. length?: number;
  100259. /**
  100260. * Defines an optional offset (in seconds) inside the sound file
  100261. */
  100262. offset?: number;
  100263. /**
  100264. * If true, URLs will not be required to state the audio file codec to use.
  100265. */
  100266. skipCodecCheck?: boolean;
  100267. }
  100268. /**
  100269. * Defines a sound that can be played in the application.
  100270. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  100271. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100272. */
  100273. export class Sound {
  100274. /**
  100275. * The name of the sound in the scene.
  100276. */
  100277. name: string;
  100278. /**
  100279. * Does the sound autoplay once loaded.
  100280. */
  100281. autoplay: boolean;
  100282. /**
  100283. * Does the sound loop after it finishes playing once.
  100284. */
  100285. loop: boolean;
  100286. /**
  100287. * Does the sound use a custom attenuation curve to simulate the falloff
  100288. * happening when the source gets further away from the camera.
  100289. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  100290. */
  100291. useCustomAttenuation: boolean;
  100292. /**
  100293. * The sound track id this sound belongs to.
  100294. */
  100295. soundTrackId: number;
  100296. /**
  100297. * Is this sound currently played.
  100298. */
  100299. isPlaying: boolean;
  100300. /**
  100301. * Is this sound currently paused.
  100302. */
  100303. isPaused: boolean;
  100304. /**
  100305. * Does this sound enables spatial sound.
  100306. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100307. */
  100308. spatialSound: boolean;
  100309. /**
  100310. * Define the reference distance the sound should be heard perfectly.
  100311. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100312. */
  100313. refDistance: number;
  100314. /**
  100315. * Define the roll off factor of spatial sounds.
  100316. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100317. */
  100318. rolloffFactor: number;
  100319. /**
  100320. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  100321. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100322. */
  100323. maxDistance: number;
  100324. /**
  100325. * Define the distance attenuation model the sound will follow.
  100326. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100327. */
  100328. distanceModel: string;
  100329. /**
  100330. * @hidden
  100331. * Back Compat
  100332. **/
  100333. onended: () => any;
  100334. /**
  100335. * Observable event when the current playing sound finishes.
  100336. */
  100337. onEndedObservable: Observable<Sound>;
  100338. private _panningModel;
  100339. private _playbackRate;
  100340. private _streaming;
  100341. private _startTime;
  100342. private _startOffset;
  100343. private _position;
  100344. /** @hidden */
  100345. _positionInEmitterSpace: boolean;
  100346. private _localDirection;
  100347. private _volume;
  100348. private _isReadyToPlay;
  100349. private _isDirectional;
  100350. private _readyToPlayCallback;
  100351. private _audioBuffer;
  100352. private _soundSource;
  100353. private _streamingSource;
  100354. private _soundPanner;
  100355. private _soundGain;
  100356. private _inputAudioNode;
  100357. private _outputAudioNode;
  100358. private _coneInnerAngle;
  100359. private _coneOuterAngle;
  100360. private _coneOuterGain;
  100361. private _scene;
  100362. private _connectedTransformNode;
  100363. private _customAttenuationFunction;
  100364. private _registerFunc;
  100365. private _isOutputConnected;
  100366. private _htmlAudioElement;
  100367. private _urlType;
  100368. private _length?;
  100369. private _offset?;
  100370. /** @hidden */
  100371. static _SceneComponentInitialization: (scene: Scene) => void;
  100372. /**
  100373. * Create a sound and attach it to a scene
  100374. * @param name Name of your sound
  100375. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  100376. * @param scene defines the scene the sound belongs to
  100377. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  100378. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  100379. */
  100380. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  100381. /**
  100382. * Release the sound and its associated resources
  100383. */
  100384. dispose(): void;
  100385. /**
  100386. * Gets if the sounds is ready to be played or not.
  100387. * @returns true if ready, otherwise false
  100388. */
  100389. isReady(): boolean;
  100390. private _soundLoaded;
  100391. /**
  100392. * Sets the data of the sound from an audiobuffer
  100393. * @param audioBuffer The audioBuffer containing the data
  100394. */
  100395. setAudioBuffer(audioBuffer: AudioBuffer): void;
  100396. /**
  100397. * Updates the current sounds options such as maxdistance, loop...
  100398. * @param options A JSON object containing values named as the object properties
  100399. */
  100400. updateOptions(options: ISoundOptions): void;
  100401. private _createSpatialParameters;
  100402. private _updateSpatialParameters;
  100403. /**
  100404. * Switch the panning model to HRTF:
  100405. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  100406. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100407. */
  100408. switchPanningModelToHRTF(): void;
  100409. /**
  100410. * Switch the panning model to Equal Power:
  100411. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  100412. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100413. */
  100414. switchPanningModelToEqualPower(): void;
  100415. private _switchPanningModel;
  100416. /**
  100417. * Connect this sound to a sound track audio node like gain...
  100418. * @param soundTrackAudioNode the sound track audio node to connect to
  100419. */
  100420. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  100421. /**
  100422. * Transform this sound into a directional source
  100423. * @param coneInnerAngle Size of the inner cone in degree
  100424. * @param coneOuterAngle Size of the outer cone in degree
  100425. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  100426. */
  100427. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  100428. /**
  100429. * Gets or sets the inner angle for the directional cone.
  100430. */
  100431. /**
  100432. * Gets or sets the inner angle for the directional cone.
  100433. */
  100434. directionalConeInnerAngle: number;
  100435. /**
  100436. * Gets or sets the outer angle for the directional cone.
  100437. */
  100438. /**
  100439. * Gets or sets the outer angle for the directional cone.
  100440. */
  100441. directionalConeOuterAngle: number;
  100442. /**
  100443. * Sets the position of the emitter if spatial sound is enabled
  100444. * @param newPosition Defines the new posisiton
  100445. */
  100446. setPosition(newPosition: Vector3): void;
  100447. /**
  100448. * Sets the local direction of the emitter if spatial sound is enabled
  100449. * @param newLocalDirection Defines the new local direction
  100450. */
  100451. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  100452. private _updateDirection;
  100453. /** @hidden */
  100454. updateDistanceFromListener(): void;
  100455. /**
  100456. * Sets a new custom attenuation function for the sound.
  100457. * @param callback Defines the function used for the attenuation
  100458. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  100459. */
  100460. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  100461. /**
  100462. * Play the sound
  100463. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  100464. * @param offset (optional) Start the sound at a specific time in seconds
  100465. * @param length (optional) Sound duration (in seconds)
  100466. */
  100467. play(time?: number, offset?: number, length?: number): void;
  100468. private _onended;
  100469. /**
  100470. * Stop the sound
  100471. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  100472. */
  100473. stop(time?: number): void;
  100474. /**
  100475. * Put the sound in pause
  100476. */
  100477. pause(): void;
  100478. /**
  100479. * Sets a dedicated volume for this sounds
  100480. * @param newVolume Define the new volume of the sound
  100481. * @param time Define time for gradual change to new volume
  100482. */
  100483. setVolume(newVolume: number, time?: number): void;
  100484. /**
  100485. * Set the sound play back rate
  100486. * @param newPlaybackRate Define the playback rate the sound should be played at
  100487. */
  100488. setPlaybackRate(newPlaybackRate: number): void;
  100489. /**
  100490. * Gets the volume of the sound.
  100491. * @returns the volume of the sound
  100492. */
  100493. getVolume(): number;
  100494. /**
  100495. * Attach the sound to a dedicated mesh
  100496. * @param transformNode The transform node to connect the sound with
  100497. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  100498. */
  100499. attachToMesh(transformNode: TransformNode): void;
  100500. /**
  100501. * Detach the sound from the previously attached mesh
  100502. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  100503. */
  100504. detachFromMesh(): void;
  100505. private _onRegisterAfterWorldMatrixUpdate;
  100506. /**
  100507. * Clone the current sound in the scene.
  100508. * @returns the new sound clone
  100509. */
  100510. clone(): Nullable<Sound>;
  100511. /**
  100512. * Gets the current underlying audio buffer containing the data
  100513. * @returns the audio buffer
  100514. */
  100515. getAudioBuffer(): Nullable<AudioBuffer>;
  100516. /**
  100517. * Serializes the Sound in a JSON representation
  100518. * @returns the JSON representation of the sound
  100519. */
  100520. serialize(): any;
  100521. /**
  100522. * Parse a JSON representation of a sound to innstantiate in a given scene
  100523. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  100524. * @param scene Define the scene the new parsed sound should be created in
  100525. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  100526. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  100527. * @returns the newly parsed sound
  100528. */
  100529. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  100530. }
  100531. }
  100532. declare module BABYLON {
  100533. /**
  100534. * This defines an action helpful to play a defined sound on a triggered action.
  100535. */
  100536. export class PlaySoundAction extends Action {
  100537. private _sound;
  100538. /**
  100539. * Instantiate the action
  100540. * @param triggerOptions defines the trigger options
  100541. * @param sound defines the sound to play
  100542. * @param condition defines the trigger related conditions
  100543. */
  100544. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  100545. /** @hidden */
  100546. _prepare(): void;
  100547. /**
  100548. * Execute the action and play the sound.
  100549. */
  100550. execute(): void;
  100551. /**
  100552. * Serializes the actions and its related information.
  100553. * @param parent defines the object to serialize in
  100554. * @returns the serialized object
  100555. */
  100556. serialize(parent: any): any;
  100557. }
  100558. /**
  100559. * This defines an action helpful to stop a defined sound on a triggered action.
  100560. */
  100561. export class StopSoundAction extends Action {
  100562. private _sound;
  100563. /**
  100564. * Instantiate the action
  100565. * @param triggerOptions defines the trigger options
  100566. * @param sound defines the sound to stop
  100567. * @param condition defines the trigger related conditions
  100568. */
  100569. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  100570. /** @hidden */
  100571. _prepare(): void;
  100572. /**
  100573. * Execute the action and stop the sound.
  100574. */
  100575. execute(): void;
  100576. /**
  100577. * Serializes the actions and its related information.
  100578. * @param parent defines the object to serialize in
  100579. * @returns the serialized object
  100580. */
  100581. serialize(parent: any): any;
  100582. }
  100583. }
  100584. declare module BABYLON {
  100585. /**
  100586. * This defines an action responsible to change the value of a property
  100587. * by interpolating between its current value and the newly set one once triggered.
  100588. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  100589. */
  100590. export class InterpolateValueAction extends Action {
  100591. /**
  100592. * Defines the path of the property where the value should be interpolated
  100593. */
  100594. propertyPath: string;
  100595. /**
  100596. * Defines the target value at the end of the interpolation.
  100597. */
  100598. value: any;
  100599. /**
  100600. * Defines the time it will take for the property to interpolate to the value.
  100601. */
  100602. duration: number;
  100603. /**
  100604. * Defines if the other scene animations should be stopped when the action has been triggered
  100605. */
  100606. stopOtherAnimations?: boolean;
  100607. /**
  100608. * Defines a callback raised once the interpolation animation has been done.
  100609. */
  100610. onInterpolationDone?: () => void;
  100611. /**
  100612. * Observable triggered once the interpolation animation has been done.
  100613. */
  100614. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  100615. private _target;
  100616. private _effectiveTarget;
  100617. private _property;
  100618. /**
  100619. * Instantiate the action
  100620. * @param triggerOptions defines the trigger options
  100621. * @param target defines the object containing the value to interpolate
  100622. * @param propertyPath defines the path to the property in the target object
  100623. * @param value defines the target value at the end of the interpolation
  100624. * @param duration deines the time it will take for the property to interpolate to the value.
  100625. * @param condition defines the trigger related conditions
  100626. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  100627. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  100628. */
  100629. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  100630. /** @hidden */
  100631. _prepare(): void;
  100632. /**
  100633. * Execute the action starts the value interpolation.
  100634. */
  100635. execute(): void;
  100636. /**
  100637. * Serializes the actions and its related information.
  100638. * @param parent defines the object to serialize in
  100639. * @returns the serialized object
  100640. */
  100641. serialize(parent: any): any;
  100642. }
  100643. }
  100644. declare module BABYLON {
  100645. /**
  100646. * Options allowed during the creation of a sound track.
  100647. */
  100648. export interface ISoundTrackOptions {
  100649. /**
  100650. * The volume the sound track should take during creation
  100651. */
  100652. volume?: number;
  100653. /**
  100654. * Define if the sound track is the main sound track of the scene
  100655. */
  100656. mainTrack?: boolean;
  100657. }
  100658. /**
  100659. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  100660. * It will be also used in a future release to apply effects on a specific track.
  100661. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  100662. */
  100663. export class SoundTrack {
  100664. /**
  100665. * The unique identifier of the sound track in the scene.
  100666. */
  100667. id: number;
  100668. /**
  100669. * The list of sounds included in the sound track.
  100670. */
  100671. soundCollection: Array<Sound>;
  100672. private _outputAudioNode;
  100673. private _scene;
  100674. private _isMainTrack;
  100675. private _connectedAnalyser;
  100676. private _options;
  100677. private _isInitialized;
  100678. /**
  100679. * Creates a new sound track.
  100680. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  100681. * @param scene Define the scene the sound track belongs to
  100682. * @param options
  100683. */
  100684. constructor(scene: Scene, options?: ISoundTrackOptions);
  100685. private _initializeSoundTrackAudioGraph;
  100686. /**
  100687. * Release the sound track and its associated resources
  100688. */
  100689. dispose(): void;
  100690. /**
  100691. * Adds a sound to this sound track
  100692. * @param sound define the cound to add
  100693. * @ignoreNaming
  100694. */
  100695. AddSound(sound: Sound): void;
  100696. /**
  100697. * Removes a sound to this sound track
  100698. * @param sound define the cound to remove
  100699. * @ignoreNaming
  100700. */
  100701. RemoveSound(sound: Sound): void;
  100702. /**
  100703. * Set a global volume for the full sound track.
  100704. * @param newVolume Define the new volume of the sound track
  100705. */
  100706. setVolume(newVolume: number): void;
  100707. /**
  100708. * Switch the panning model to HRTF:
  100709. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  100710. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100711. */
  100712. switchPanningModelToHRTF(): void;
  100713. /**
  100714. * Switch the panning model to Equal Power:
  100715. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  100716. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100717. */
  100718. switchPanningModelToEqualPower(): void;
  100719. /**
  100720. * Connect the sound track to an audio analyser allowing some amazing
  100721. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  100722. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  100723. * @param analyser The analyser to connect to the engine
  100724. */
  100725. connectToAnalyser(analyser: Analyser): void;
  100726. }
  100727. }
  100728. declare module BABYLON {
  100729. interface AbstractScene {
  100730. /**
  100731. * The list of sounds used in the scene.
  100732. */
  100733. sounds: Nullable<Array<Sound>>;
  100734. }
  100735. interface Scene {
  100736. /**
  100737. * @hidden
  100738. * Backing field
  100739. */
  100740. _mainSoundTrack: SoundTrack;
  100741. /**
  100742. * The main sound track played by the scene.
  100743. * It cotains your primary collection of sounds.
  100744. */
  100745. mainSoundTrack: SoundTrack;
  100746. /**
  100747. * The list of sound tracks added to the scene
  100748. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100749. */
  100750. soundTracks: Nullable<Array<SoundTrack>>;
  100751. /**
  100752. * Gets a sound using a given name
  100753. * @param name defines the name to search for
  100754. * @return the found sound or null if not found at all.
  100755. */
  100756. getSoundByName(name: string): Nullable<Sound>;
  100757. /**
  100758. * Gets or sets if audio support is enabled
  100759. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100760. */
  100761. audioEnabled: boolean;
  100762. /**
  100763. * Gets or sets if audio will be output to headphones
  100764. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100765. */
  100766. headphone: boolean;
  100767. /**
  100768. * Gets or sets custom audio listener position provider
  100769. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100770. */
  100771. audioListenerPositionProvider: Nullable<() => Vector3>;
  100772. }
  100773. /**
  100774. * Defines the sound scene component responsible to manage any sounds
  100775. * in a given scene.
  100776. */
  100777. export class AudioSceneComponent implements ISceneSerializableComponent {
  100778. /**
  100779. * The component name helpfull to identify the component in the list of scene components.
  100780. */
  100781. readonly name: string;
  100782. /**
  100783. * The scene the component belongs to.
  100784. */
  100785. scene: Scene;
  100786. private _audioEnabled;
  100787. /**
  100788. * Gets whether audio is enabled or not.
  100789. * Please use related enable/disable method to switch state.
  100790. */
  100791. readonly audioEnabled: boolean;
  100792. private _headphone;
  100793. /**
  100794. * Gets whether audio is outputing to headphone or not.
  100795. * Please use the according Switch methods to change output.
  100796. */
  100797. readonly headphone: boolean;
  100798. private _audioListenerPositionProvider;
  100799. /**
  100800. * Gets the current audio listener position provider
  100801. */
  100802. /**
  100803. * Sets a custom listener position for all sounds in the scene
  100804. * By default, this is the position of the first active camera
  100805. */
  100806. audioListenerPositionProvider: Nullable<() => Vector3>;
  100807. /**
  100808. * Creates a new instance of the component for the given scene
  100809. * @param scene Defines the scene to register the component in
  100810. */
  100811. constructor(scene: Scene);
  100812. /**
  100813. * Registers the component in a given scene
  100814. */
  100815. register(): void;
  100816. /**
  100817. * Rebuilds the elements related to this component in case of
  100818. * context lost for instance.
  100819. */
  100820. rebuild(): void;
  100821. /**
  100822. * Serializes the component data to the specified json object
  100823. * @param serializationObject The object to serialize to
  100824. */
  100825. serialize(serializationObject: any): void;
  100826. /**
  100827. * Adds all the elements from the container to the scene
  100828. * @param container the container holding the elements
  100829. */
  100830. addFromContainer(container: AbstractScene): void;
  100831. /**
  100832. * Removes all the elements in the container from the scene
  100833. * @param container contains the elements to remove
  100834. * @param dispose if the removed element should be disposed (default: false)
  100835. */
  100836. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  100837. /**
  100838. * Disposes the component and the associated ressources.
  100839. */
  100840. dispose(): void;
  100841. /**
  100842. * Disables audio in the associated scene.
  100843. */
  100844. disableAudio(): void;
  100845. /**
  100846. * Enables audio in the associated scene.
  100847. */
  100848. enableAudio(): void;
  100849. /**
  100850. * Switch audio to headphone output.
  100851. */
  100852. switchAudioModeForHeadphones(): void;
  100853. /**
  100854. * Switch audio to normal speakers.
  100855. */
  100856. switchAudioModeForNormalSpeakers(): void;
  100857. private _afterRender;
  100858. }
  100859. }
  100860. declare module BABYLON {
  100861. /**
  100862. * Wraps one or more Sound objects and selects one with random weight for playback.
  100863. */
  100864. export class WeightedSound {
  100865. /** When true a Sound will be selected and played when the current playing Sound completes. */
  100866. loop: boolean;
  100867. private _coneInnerAngle;
  100868. private _coneOuterAngle;
  100869. private _volume;
  100870. /** A Sound is currently playing. */
  100871. isPlaying: boolean;
  100872. /** A Sound is currently paused. */
  100873. isPaused: boolean;
  100874. private _sounds;
  100875. private _weights;
  100876. private _currentIndex?;
  100877. /**
  100878. * Creates a new WeightedSound from the list of sounds given.
  100879. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  100880. * @param sounds Array of Sounds that will be selected from.
  100881. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  100882. */
  100883. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  100884. /**
  100885. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  100886. */
  100887. /**
  100888. * The size of cone in degress for a directional sound in which there will be no attenuation.
  100889. */
  100890. directionalConeInnerAngle: number;
  100891. /**
  100892. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  100893. * Listener angles between innerAngle and outerAngle will falloff linearly.
  100894. */
  100895. /**
  100896. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  100897. * Listener angles between innerAngle and outerAngle will falloff linearly.
  100898. */
  100899. directionalConeOuterAngle: number;
  100900. /**
  100901. * Playback volume.
  100902. */
  100903. /**
  100904. * Playback volume.
  100905. */
  100906. volume: number;
  100907. private _onended;
  100908. /**
  100909. * Suspend playback
  100910. */
  100911. pause(): void;
  100912. /**
  100913. * Stop playback
  100914. */
  100915. stop(): void;
  100916. /**
  100917. * Start playback.
  100918. * @param startOffset Position the clip head at a specific time in seconds.
  100919. */
  100920. play(startOffset?: number): void;
  100921. }
  100922. }
  100923. declare module BABYLON {
  100924. /**
  100925. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  100926. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100927. */
  100928. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  100929. /**
  100930. * Gets the name of the behavior.
  100931. */
  100932. readonly name: string;
  100933. /**
  100934. * The easing function used by animations
  100935. */
  100936. static EasingFunction: BackEase;
  100937. /**
  100938. * The easing mode used by animations
  100939. */
  100940. static EasingMode: number;
  100941. /**
  100942. * The duration of the animation, in milliseconds
  100943. */
  100944. transitionDuration: number;
  100945. /**
  100946. * Length of the distance animated by the transition when lower radius is reached
  100947. */
  100948. lowerRadiusTransitionRange: number;
  100949. /**
  100950. * Length of the distance animated by the transition when upper radius is reached
  100951. */
  100952. upperRadiusTransitionRange: number;
  100953. private _autoTransitionRange;
  100954. /**
  100955. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  100956. */
  100957. /**
  100958. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  100959. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  100960. */
  100961. autoTransitionRange: boolean;
  100962. private _attachedCamera;
  100963. private _onAfterCheckInputsObserver;
  100964. private _onMeshTargetChangedObserver;
  100965. /**
  100966. * Initializes the behavior.
  100967. */
  100968. init(): void;
  100969. /**
  100970. * Attaches the behavior to its arc rotate camera.
  100971. * @param camera Defines the camera to attach the behavior to
  100972. */
  100973. attach(camera: ArcRotateCamera): void;
  100974. /**
  100975. * Detaches the behavior from its current arc rotate camera.
  100976. */
  100977. detach(): void;
  100978. private _radiusIsAnimating;
  100979. private _radiusBounceTransition;
  100980. private _animatables;
  100981. private _cachedWheelPrecision;
  100982. /**
  100983. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  100984. * @param radiusLimit The limit to check against.
  100985. * @return Bool to indicate if at limit.
  100986. */
  100987. private _isRadiusAtLimit;
  100988. /**
  100989. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  100990. * @param radiusDelta The delta by which to animate to. Can be negative.
  100991. */
  100992. private _applyBoundRadiusAnimation;
  100993. /**
  100994. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  100995. */
  100996. protected _clearAnimationLocks(): void;
  100997. /**
  100998. * Stops and removes all animations that have been applied to the camera
  100999. */
  101000. stopAllAnimations(): void;
  101001. }
  101002. }
  101003. declare module BABYLON {
  101004. /**
  101005. * 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.
  101006. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101007. */
  101008. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  101009. /**
  101010. * Gets the name of the behavior.
  101011. */
  101012. readonly name: string;
  101013. private _mode;
  101014. private _radiusScale;
  101015. private _positionScale;
  101016. private _defaultElevation;
  101017. private _elevationReturnTime;
  101018. private _elevationReturnWaitTime;
  101019. private _zoomStopsAnimation;
  101020. private _framingTime;
  101021. /**
  101022. * The easing function used by animations
  101023. */
  101024. static EasingFunction: ExponentialEase;
  101025. /**
  101026. * The easing mode used by animations
  101027. */
  101028. static EasingMode: number;
  101029. /**
  101030. * Sets the current mode used by the behavior
  101031. */
  101032. /**
  101033. * Gets current mode used by the behavior.
  101034. */
  101035. mode: number;
  101036. /**
  101037. * Sets the scale applied to the radius (1 by default)
  101038. */
  101039. /**
  101040. * Gets the scale applied to the radius
  101041. */
  101042. radiusScale: number;
  101043. /**
  101044. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  101045. */
  101046. /**
  101047. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  101048. */
  101049. positionScale: number;
  101050. /**
  101051. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  101052. * behaviour is triggered, in radians.
  101053. */
  101054. /**
  101055. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  101056. * behaviour is triggered, in radians.
  101057. */
  101058. defaultElevation: number;
  101059. /**
  101060. * Sets the time (in milliseconds) taken to return to the default beta position.
  101061. * Negative value indicates camera should not return to default.
  101062. */
  101063. /**
  101064. * Gets the time (in milliseconds) taken to return to the default beta position.
  101065. * Negative value indicates camera should not return to default.
  101066. */
  101067. elevationReturnTime: number;
  101068. /**
  101069. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  101070. */
  101071. /**
  101072. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  101073. */
  101074. elevationReturnWaitTime: number;
  101075. /**
  101076. * Sets the flag that indicates if user zooming should stop animation.
  101077. */
  101078. /**
  101079. * Gets the flag that indicates if user zooming should stop animation.
  101080. */
  101081. zoomStopsAnimation: boolean;
  101082. /**
  101083. * Sets the transition time when framing the mesh, in milliseconds
  101084. */
  101085. /**
  101086. * Gets the transition time when framing the mesh, in milliseconds
  101087. */
  101088. framingTime: number;
  101089. /**
  101090. * Define if the behavior should automatically change the configured
  101091. * camera limits and sensibilities.
  101092. */
  101093. autoCorrectCameraLimitsAndSensibility: boolean;
  101094. private _onPrePointerObservableObserver;
  101095. private _onAfterCheckInputsObserver;
  101096. private _onMeshTargetChangedObserver;
  101097. private _attachedCamera;
  101098. private _isPointerDown;
  101099. private _lastInteractionTime;
  101100. /**
  101101. * Initializes the behavior.
  101102. */
  101103. init(): void;
  101104. /**
  101105. * Attaches the behavior to its arc rotate camera.
  101106. * @param camera Defines the camera to attach the behavior to
  101107. */
  101108. attach(camera: ArcRotateCamera): void;
  101109. /**
  101110. * Detaches the behavior from its current arc rotate camera.
  101111. */
  101112. detach(): void;
  101113. private _animatables;
  101114. private _betaIsAnimating;
  101115. private _betaTransition;
  101116. private _radiusTransition;
  101117. private _vectorTransition;
  101118. /**
  101119. * Targets the given mesh and updates zoom level accordingly.
  101120. * @param mesh The mesh to target.
  101121. * @param radius Optional. If a cached radius position already exists, overrides default.
  101122. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101123. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101124. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101125. */
  101126. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101127. /**
  101128. * Targets the given mesh with its children and updates zoom level accordingly.
  101129. * @param mesh The mesh to target.
  101130. * @param radius Optional. If a cached radius position already exists, overrides default.
  101131. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101132. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101133. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101134. */
  101135. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101136. /**
  101137. * Targets the given meshes with their children and updates zoom level accordingly.
  101138. * @param meshes The mesh to target.
  101139. * @param radius Optional. If a cached radius position already exists, overrides default.
  101140. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101141. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101142. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101143. */
  101144. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101145. /**
  101146. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  101147. * @param minimumWorld Determines the smaller position of the bounding box extend
  101148. * @param maximumWorld Determines the bigger position of the bounding box extend
  101149. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101150. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101151. */
  101152. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101153. /**
  101154. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  101155. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  101156. * frustum width.
  101157. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  101158. * to fully enclose the mesh in the viewing frustum.
  101159. */
  101160. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  101161. /**
  101162. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  101163. * is automatically returned to its default position (expected to be above ground plane).
  101164. */
  101165. private _maintainCameraAboveGround;
  101166. /**
  101167. * Returns the frustum slope based on the canvas ratio and camera FOV
  101168. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  101169. */
  101170. private _getFrustumSlope;
  101171. /**
  101172. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  101173. */
  101174. private _clearAnimationLocks;
  101175. /**
  101176. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  101177. */
  101178. private _applyUserInteraction;
  101179. /**
  101180. * Stops and removes all animations that have been applied to the camera
  101181. */
  101182. stopAllAnimations(): void;
  101183. /**
  101184. * Gets a value indicating if the user is moving the camera
  101185. */
  101186. readonly isUserIsMoving: boolean;
  101187. /**
  101188. * The camera can move all the way towards the mesh.
  101189. */
  101190. static IgnoreBoundsSizeMode: number;
  101191. /**
  101192. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  101193. */
  101194. static FitFrustumSidesMode: number;
  101195. }
  101196. }
  101197. declare module BABYLON {
  101198. /**
  101199. * Base class for Camera Pointer Inputs.
  101200. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  101201. * for example usage.
  101202. */
  101203. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  101204. /**
  101205. * Defines the camera the input is attached to.
  101206. */
  101207. abstract camera: Camera;
  101208. /**
  101209. * Whether keyboard modifier keys are pressed at time of last mouse event.
  101210. */
  101211. protected _altKey: boolean;
  101212. protected _ctrlKey: boolean;
  101213. protected _metaKey: boolean;
  101214. protected _shiftKey: boolean;
  101215. /**
  101216. * Which mouse buttons were pressed at time of last mouse event.
  101217. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  101218. */
  101219. protected _buttonsPressed: number;
  101220. /**
  101221. * Defines the buttons associated with the input to handle camera move.
  101222. */
  101223. buttons: number[];
  101224. /**
  101225. * Attach the input controls to a specific dom element to get the input from.
  101226. * @param element Defines the element the controls should be listened from
  101227. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101228. */
  101229. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101230. /**
  101231. * Detach the current controls from the specified dom element.
  101232. * @param element Defines the element to stop listening the inputs from
  101233. */
  101234. detachControl(element: Nullable<HTMLElement>): void;
  101235. /**
  101236. * Gets the class name of the current input.
  101237. * @returns the class name
  101238. */
  101239. getClassName(): string;
  101240. /**
  101241. * Get the friendly name associated with the input class.
  101242. * @returns the input friendly name
  101243. */
  101244. getSimpleName(): string;
  101245. /**
  101246. * Called on pointer POINTERDOUBLETAP event.
  101247. * Override this method to provide functionality on POINTERDOUBLETAP event.
  101248. */
  101249. protected onDoubleTap(type: string): void;
  101250. /**
  101251. * Called on pointer POINTERMOVE event if only a single touch is active.
  101252. * Override this method to provide functionality.
  101253. */
  101254. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101255. /**
  101256. * Called on pointer POINTERMOVE event if multiple touches are active.
  101257. * Override this method to provide functionality.
  101258. */
  101259. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101260. /**
  101261. * Called on JS contextmenu event.
  101262. * Override this method to provide functionality.
  101263. */
  101264. protected onContextMenu(evt: PointerEvent): void;
  101265. /**
  101266. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  101267. * press.
  101268. * Override this method to provide functionality.
  101269. */
  101270. protected onButtonDown(evt: PointerEvent): void;
  101271. /**
  101272. * Called each time a new POINTERUP event occurs. Ie, for each button
  101273. * release.
  101274. * Override this method to provide functionality.
  101275. */
  101276. protected onButtonUp(evt: PointerEvent): void;
  101277. /**
  101278. * Called when window becomes inactive.
  101279. * Override this method to provide functionality.
  101280. */
  101281. protected onLostFocus(): void;
  101282. private _pointerInput;
  101283. private _observer;
  101284. private _onLostFocus;
  101285. private pointA;
  101286. private pointB;
  101287. }
  101288. }
  101289. declare module BABYLON {
  101290. /**
  101291. * Manage the pointers inputs to control an arc rotate camera.
  101292. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101293. */
  101294. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  101295. /**
  101296. * Defines the camera the input is attached to.
  101297. */
  101298. camera: ArcRotateCamera;
  101299. /**
  101300. * Gets the class name of the current input.
  101301. * @returns the class name
  101302. */
  101303. getClassName(): string;
  101304. /**
  101305. * Defines the buttons associated with the input to handle camera move.
  101306. */
  101307. buttons: number[];
  101308. /**
  101309. * Defines the pointer angular sensibility along the X axis or how fast is
  101310. * the camera rotating.
  101311. */
  101312. angularSensibilityX: number;
  101313. /**
  101314. * Defines the pointer angular sensibility along the Y axis or how fast is
  101315. * the camera rotating.
  101316. */
  101317. angularSensibilityY: number;
  101318. /**
  101319. * Defines the pointer pinch precision or how fast is the camera zooming.
  101320. */
  101321. pinchPrecision: number;
  101322. /**
  101323. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  101324. * from 0.
  101325. * It defines the percentage of current camera.radius to use as delta when
  101326. * pinch zoom is used.
  101327. */
  101328. pinchDeltaPercentage: number;
  101329. /**
  101330. * Defines the pointer panning sensibility or how fast is the camera moving.
  101331. */
  101332. panningSensibility: number;
  101333. /**
  101334. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  101335. */
  101336. multiTouchPanning: boolean;
  101337. /**
  101338. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  101339. * zoom (pinch) through multitouch.
  101340. */
  101341. multiTouchPanAndZoom: boolean;
  101342. /**
  101343. * Revers pinch action direction.
  101344. */
  101345. pinchInwards: boolean;
  101346. private _isPanClick;
  101347. private _twoFingerActivityCount;
  101348. private _isPinching;
  101349. /**
  101350. * Called on pointer POINTERMOVE event if only a single touch is active.
  101351. */
  101352. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101353. /**
  101354. * Called on pointer POINTERDOUBLETAP event.
  101355. */
  101356. protected onDoubleTap(type: string): void;
  101357. /**
  101358. * Called on pointer POINTERMOVE event if multiple touches are active.
  101359. */
  101360. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101361. /**
  101362. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  101363. * press.
  101364. */
  101365. protected onButtonDown(evt: PointerEvent): void;
  101366. /**
  101367. * Called each time a new POINTERUP event occurs. Ie, for each button
  101368. * release.
  101369. */
  101370. protected onButtonUp(evt: PointerEvent): void;
  101371. /**
  101372. * Called when window becomes inactive.
  101373. */
  101374. protected onLostFocus(): void;
  101375. }
  101376. }
  101377. declare module BABYLON {
  101378. /**
  101379. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  101380. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101381. */
  101382. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  101383. /**
  101384. * Defines the camera the input is attached to.
  101385. */
  101386. camera: ArcRotateCamera;
  101387. /**
  101388. * Defines the list of key codes associated with the up action (increase alpha)
  101389. */
  101390. keysUp: number[];
  101391. /**
  101392. * Defines the list of key codes associated with the down action (decrease alpha)
  101393. */
  101394. keysDown: number[];
  101395. /**
  101396. * Defines the list of key codes associated with the left action (increase beta)
  101397. */
  101398. keysLeft: number[];
  101399. /**
  101400. * Defines the list of key codes associated with the right action (decrease beta)
  101401. */
  101402. keysRight: number[];
  101403. /**
  101404. * Defines the list of key codes associated with the reset action.
  101405. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  101406. */
  101407. keysReset: number[];
  101408. /**
  101409. * Defines the panning sensibility of the inputs.
  101410. * (How fast is the camera paning)
  101411. */
  101412. panningSensibility: number;
  101413. /**
  101414. * Defines the zooming sensibility of the inputs.
  101415. * (How fast is the camera zooming)
  101416. */
  101417. zoomingSensibility: number;
  101418. /**
  101419. * Defines wether maintaining the alt key down switch the movement mode from
  101420. * orientation to zoom.
  101421. */
  101422. useAltToZoom: boolean;
  101423. /**
  101424. * Rotation speed of the camera
  101425. */
  101426. angularSpeed: number;
  101427. private _keys;
  101428. private _ctrlPressed;
  101429. private _altPressed;
  101430. private _onCanvasBlurObserver;
  101431. private _onKeyboardObserver;
  101432. private _engine;
  101433. private _scene;
  101434. /**
  101435. * Attach the input controls to a specific dom element to get the input from.
  101436. * @param element Defines the element the controls should be listened from
  101437. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101438. */
  101439. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101440. /**
  101441. * Detach the current controls from the specified dom element.
  101442. * @param element Defines the element to stop listening the inputs from
  101443. */
  101444. detachControl(element: Nullable<HTMLElement>): void;
  101445. /**
  101446. * Update the current camera state depending on the inputs that have been used this frame.
  101447. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101448. */
  101449. checkInputs(): void;
  101450. /**
  101451. * Gets the class name of the current intput.
  101452. * @returns the class name
  101453. */
  101454. getClassName(): string;
  101455. /**
  101456. * Get the friendly name associated with the input class.
  101457. * @returns the input friendly name
  101458. */
  101459. getSimpleName(): string;
  101460. }
  101461. }
  101462. declare module BABYLON {
  101463. /**
  101464. * Manage the mouse wheel inputs to control an arc rotate camera.
  101465. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101466. */
  101467. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  101468. /**
  101469. * Defines the camera the input is attached to.
  101470. */
  101471. camera: ArcRotateCamera;
  101472. /**
  101473. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  101474. */
  101475. wheelPrecision: number;
  101476. /**
  101477. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  101478. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  101479. */
  101480. wheelDeltaPercentage: number;
  101481. private _wheel;
  101482. private _observer;
  101483. private computeDeltaFromMouseWheelLegacyEvent;
  101484. /**
  101485. * Attach the input controls to a specific dom element to get the input from.
  101486. * @param element Defines the element the controls should be listened from
  101487. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101488. */
  101489. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101490. /**
  101491. * Detach the current controls from the specified dom element.
  101492. * @param element Defines the element to stop listening the inputs from
  101493. */
  101494. detachControl(element: Nullable<HTMLElement>): void;
  101495. /**
  101496. * Gets the class name of the current intput.
  101497. * @returns the class name
  101498. */
  101499. getClassName(): string;
  101500. /**
  101501. * Get the friendly name associated with the input class.
  101502. * @returns the input friendly name
  101503. */
  101504. getSimpleName(): string;
  101505. }
  101506. }
  101507. declare module BABYLON {
  101508. /**
  101509. * Default Inputs manager for the ArcRotateCamera.
  101510. * It groups all the default supported inputs for ease of use.
  101511. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101512. */
  101513. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  101514. /**
  101515. * Instantiates a new ArcRotateCameraInputsManager.
  101516. * @param camera Defines the camera the inputs belong to
  101517. */
  101518. constructor(camera: ArcRotateCamera);
  101519. /**
  101520. * Add mouse wheel input support to the input manager.
  101521. * @returns the current input manager
  101522. */
  101523. addMouseWheel(): ArcRotateCameraInputsManager;
  101524. /**
  101525. * Add pointers input support to the input manager.
  101526. * @returns the current input manager
  101527. */
  101528. addPointers(): ArcRotateCameraInputsManager;
  101529. /**
  101530. * Add keyboard input support to the input manager.
  101531. * @returns the current input manager
  101532. */
  101533. addKeyboard(): ArcRotateCameraInputsManager;
  101534. }
  101535. }
  101536. declare module BABYLON {
  101537. /**
  101538. * This represents an orbital type of camera.
  101539. *
  101540. * 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.
  101541. * 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.
  101542. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  101543. */
  101544. export class ArcRotateCamera extends TargetCamera {
  101545. /**
  101546. * Defines the rotation angle of the camera along the longitudinal axis.
  101547. */
  101548. alpha: number;
  101549. /**
  101550. * Defines the rotation angle of the camera along the latitudinal axis.
  101551. */
  101552. beta: number;
  101553. /**
  101554. * Defines the radius of the camera from it s target point.
  101555. */
  101556. radius: number;
  101557. protected _target: Vector3;
  101558. protected _targetHost: Nullable<AbstractMesh>;
  101559. /**
  101560. * Defines the target point of the camera.
  101561. * The camera looks towards it form the radius distance.
  101562. */
  101563. target: Vector3;
  101564. /**
  101565. * Define the current local position of the camera in the scene
  101566. */
  101567. position: Vector3;
  101568. protected _upVector: Vector3;
  101569. protected _upToYMatrix: Matrix;
  101570. protected _YToUpMatrix: Matrix;
  101571. /**
  101572. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  101573. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  101574. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  101575. */
  101576. upVector: Vector3;
  101577. /**
  101578. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  101579. */
  101580. setMatUp(): void;
  101581. /**
  101582. * Current inertia value on the longitudinal axis.
  101583. * The bigger this number the longer it will take for the camera to stop.
  101584. */
  101585. inertialAlphaOffset: number;
  101586. /**
  101587. * Current inertia value on the latitudinal axis.
  101588. * The bigger this number the longer it will take for the camera to stop.
  101589. */
  101590. inertialBetaOffset: number;
  101591. /**
  101592. * Current inertia value on the radius axis.
  101593. * The bigger this number the longer it will take for the camera to stop.
  101594. */
  101595. inertialRadiusOffset: number;
  101596. /**
  101597. * Minimum allowed angle on the longitudinal axis.
  101598. * This can help limiting how the Camera is able to move in the scene.
  101599. */
  101600. lowerAlphaLimit: Nullable<number>;
  101601. /**
  101602. * Maximum allowed angle on the longitudinal axis.
  101603. * This can help limiting how the Camera is able to move in the scene.
  101604. */
  101605. upperAlphaLimit: Nullable<number>;
  101606. /**
  101607. * Minimum allowed angle on the latitudinal axis.
  101608. * This can help limiting how the Camera is able to move in the scene.
  101609. */
  101610. lowerBetaLimit: number;
  101611. /**
  101612. * Maximum allowed angle on the latitudinal axis.
  101613. * This can help limiting how the Camera is able to move in the scene.
  101614. */
  101615. upperBetaLimit: number;
  101616. /**
  101617. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  101618. * This can help limiting how the Camera is able to move in the scene.
  101619. */
  101620. lowerRadiusLimit: Nullable<number>;
  101621. /**
  101622. * Maximum allowed distance of the camera to the target (The camera can not get further).
  101623. * This can help limiting how the Camera is able to move in the scene.
  101624. */
  101625. upperRadiusLimit: Nullable<number>;
  101626. /**
  101627. * Defines the current inertia value used during panning of the camera along the X axis.
  101628. */
  101629. inertialPanningX: number;
  101630. /**
  101631. * Defines the current inertia value used during panning of the camera along the Y axis.
  101632. */
  101633. inertialPanningY: number;
  101634. /**
  101635. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  101636. * Basically if your fingers moves away from more than this distance you will be considered
  101637. * in pinch mode.
  101638. */
  101639. pinchToPanMaxDistance: number;
  101640. /**
  101641. * Defines the maximum distance the camera can pan.
  101642. * This could help keeping the cammera always in your scene.
  101643. */
  101644. panningDistanceLimit: Nullable<number>;
  101645. /**
  101646. * Defines the target of the camera before paning.
  101647. */
  101648. panningOriginTarget: Vector3;
  101649. /**
  101650. * Defines the value of the inertia used during panning.
  101651. * 0 would mean stop inertia and one would mean no decelleration at all.
  101652. */
  101653. panningInertia: number;
  101654. /**
  101655. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  101656. */
  101657. angularSensibilityX: number;
  101658. /**
  101659. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  101660. */
  101661. angularSensibilityY: number;
  101662. /**
  101663. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  101664. */
  101665. pinchPrecision: number;
  101666. /**
  101667. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  101668. * It will be used instead of pinchDeltaPrecision if different from 0.
  101669. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  101670. */
  101671. pinchDeltaPercentage: number;
  101672. /**
  101673. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  101674. */
  101675. panningSensibility: number;
  101676. /**
  101677. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  101678. */
  101679. keysUp: number[];
  101680. /**
  101681. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  101682. */
  101683. keysDown: number[];
  101684. /**
  101685. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  101686. */
  101687. keysLeft: number[];
  101688. /**
  101689. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  101690. */
  101691. keysRight: number[];
  101692. /**
  101693. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  101694. */
  101695. wheelPrecision: number;
  101696. /**
  101697. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  101698. * It will be used instead of pinchDeltaPrecision if different from 0.
  101699. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  101700. */
  101701. wheelDeltaPercentage: number;
  101702. /**
  101703. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  101704. */
  101705. zoomOnFactor: number;
  101706. /**
  101707. * Defines a screen offset for the camera position.
  101708. */
  101709. targetScreenOffset: Vector2;
  101710. /**
  101711. * Allows the camera to be completely reversed.
  101712. * If false the camera can not arrive upside down.
  101713. */
  101714. allowUpsideDown: boolean;
  101715. /**
  101716. * Define if double tap/click is used to restore the previously saved state of the camera.
  101717. */
  101718. useInputToRestoreState: boolean;
  101719. /** @hidden */
  101720. _viewMatrix: Matrix;
  101721. /** @hidden */
  101722. _useCtrlForPanning: boolean;
  101723. /** @hidden */
  101724. _panningMouseButton: number;
  101725. /**
  101726. * Defines the input associated to the camera.
  101727. */
  101728. inputs: ArcRotateCameraInputsManager;
  101729. /** @hidden */
  101730. _reset: () => void;
  101731. /**
  101732. * Defines the allowed panning axis.
  101733. */
  101734. panningAxis: Vector3;
  101735. protected _localDirection: Vector3;
  101736. protected _transformedDirection: Vector3;
  101737. private _bouncingBehavior;
  101738. /**
  101739. * Gets the bouncing behavior of the camera if it has been enabled.
  101740. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101741. */
  101742. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  101743. /**
  101744. * Defines if the bouncing behavior of the camera is enabled on the camera.
  101745. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101746. */
  101747. useBouncingBehavior: boolean;
  101748. private _framingBehavior;
  101749. /**
  101750. * Gets the framing behavior of the camera if it has been enabled.
  101751. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101752. */
  101753. readonly framingBehavior: Nullable<FramingBehavior>;
  101754. /**
  101755. * Defines if the framing behavior of the camera is enabled on the camera.
  101756. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101757. */
  101758. useFramingBehavior: boolean;
  101759. private _autoRotationBehavior;
  101760. /**
  101761. * Gets the auto rotation behavior of the camera if it has been enabled.
  101762. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101763. */
  101764. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  101765. /**
  101766. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  101767. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101768. */
  101769. useAutoRotationBehavior: boolean;
  101770. /**
  101771. * Observable triggered when the mesh target has been changed on the camera.
  101772. */
  101773. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  101774. /**
  101775. * Event raised when the camera is colliding with a mesh.
  101776. */
  101777. onCollide: (collidedMesh: AbstractMesh) => void;
  101778. /**
  101779. * Defines whether the camera should check collision with the objects oh the scene.
  101780. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  101781. */
  101782. checkCollisions: boolean;
  101783. /**
  101784. * Defines the collision radius of the camera.
  101785. * This simulates a sphere around the camera.
  101786. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  101787. */
  101788. collisionRadius: Vector3;
  101789. protected _collider: Collider;
  101790. protected _previousPosition: Vector3;
  101791. protected _collisionVelocity: Vector3;
  101792. protected _newPosition: Vector3;
  101793. protected _previousAlpha: number;
  101794. protected _previousBeta: number;
  101795. protected _previousRadius: number;
  101796. protected _collisionTriggered: boolean;
  101797. protected _targetBoundingCenter: Nullable<Vector3>;
  101798. private _computationVector;
  101799. /**
  101800. * Instantiates a new ArcRotateCamera in a given scene
  101801. * @param name Defines the name of the camera
  101802. * @param alpha Defines the camera rotation along the logitudinal axis
  101803. * @param beta Defines the camera rotation along the latitudinal axis
  101804. * @param radius Defines the camera distance from its target
  101805. * @param target Defines the camera target
  101806. * @param scene Defines the scene the camera belongs to
  101807. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  101808. */
  101809. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  101810. /** @hidden */
  101811. _initCache(): void;
  101812. /** @hidden */
  101813. _updateCache(ignoreParentClass?: boolean): void;
  101814. protected _getTargetPosition(): Vector3;
  101815. private _storedAlpha;
  101816. private _storedBeta;
  101817. private _storedRadius;
  101818. private _storedTarget;
  101819. private _storedTargetScreenOffset;
  101820. /**
  101821. * Stores the current state of the camera (alpha, beta, radius and target)
  101822. * @returns the camera itself
  101823. */
  101824. storeState(): Camera;
  101825. /**
  101826. * @hidden
  101827. * Restored camera state. You must call storeState() first
  101828. */
  101829. _restoreStateValues(): boolean;
  101830. /** @hidden */
  101831. _isSynchronizedViewMatrix(): boolean;
  101832. /**
  101833. * Attached controls to the current camera.
  101834. * @param element Defines the element the controls should be listened from
  101835. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101836. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  101837. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  101838. */
  101839. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  101840. /**
  101841. * Detach the current controls from the camera.
  101842. * The camera will stop reacting to inputs.
  101843. * @param element Defines the element to stop listening the inputs from
  101844. */
  101845. detachControl(element: HTMLElement): void;
  101846. /** @hidden */
  101847. _checkInputs(): void;
  101848. protected _checkLimits(): void;
  101849. /**
  101850. * Rebuilds angles (alpha, beta) and radius from the give position and target
  101851. */
  101852. rebuildAnglesAndRadius(): void;
  101853. /**
  101854. * Use a position to define the current camera related information like aplha, beta and radius
  101855. * @param position Defines the position to set the camera at
  101856. */
  101857. setPosition(position: Vector3): void;
  101858. /**
  101859. * Defines the target the camera should look at.
  101860. * This will automatically adapt alpha beta and radius to fit within the new target.
  101861. * @param target Defines the new target as a Vector or a mesh
  101862. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  101863. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  101864. */
  101865. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  101866. /** @hidden */
  101867. _getViewMatrix(): Matrix;
  101868. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  101869. /**
  101870. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  101871. * @param meshes Defines the mesh to zoom on
  101872. * @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)
  101873. */
  101874. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  101875. /**
  101876. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  101877. * The target will be changed but the radius
  101878. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  101879. * @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)
  101880. */
  101881. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  101882. min: Vector3;
  101883. max: Vector3;
  101884. distance: number;
  101885. }, doNotUpdateMaxZ?: boolean): void;
  101886. /**
  101887. * @override
  101888. * Override Camera.createRigCamera
  101889. */
  101890. createRigCamera(name: string, cameraIndex: number): Camera;
  101891. /**
  101892. * @hidden
  101893. * @override
  101894. * Override Camera._updateRigCameras
  101895. */
  101896. _updateRigCameras(): void;
  101897. /**
  101898. * Destroy the camera and release the current resources hold by it.
  101899. */
  101900. dispose(): void;
  101901. /**
  101902. * Gets the current object class name.
  101903. * @return the class name
  101904. */
  101905. getClassName(): string;
  101906. }
  101907. }
  101908. declare module BABYLON {
  101909. /**
  101910. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  101911. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101912. */
  101913. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  101914. /**
  101915. * Gets the name of the behavior.
  101916. */
  101917. readonly name: string;
  101918. private _zoomStopsAnimation;
  101919. private _idleRotationSpeed;
  101920. private _idleRotationWaitTime;
  101921. private _idleRotationSpinupTime;
  101922. /**
  101923. * Sets the flag that indicates if user zooming should stop animation.
  101924. */
  101925. /**
  101926. * Gets the flag that indicates if user zooming should stop animation.
  101927. */
  101928. zoomStopsAnimation: boolean;
  101929. /**
  101930. * Sets the default speed at which the camera rotates around the model.
  101931. */
  101932. /**
  101933. * Gets the default speed at which the camera rotates around the model.
  101934. */
  101935. idleRotationSpeed: number;
  101936. /**
  101937. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  101938. */
  101939. /**
  101940. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  101941. */
  101942. idleRotationWaitTime: number;
  101943. /**
  101944. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  101945. */
  101946. /**
  101947. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  101948. */
  101949. idleRotationSpinupTime: number;
  101950. /**
  101951. * Gets a value indicating if the camera is currently rotating because of this behavior
  101952. */
  101953. readonly rotationInProgress: boolean;
  101954. private _onPrePointerObservableObserver;
  101955. private _onAfterCheckInputsObserver;
  101956. private _attachedCamera;
  101957. private _isPointerDown;
  101958. private _lastFrameTime;
  101959. private _lastInteractionTime;
  101960. private _cameraRotationSpeed;
  101961. /**
  101962. * Initializes the behavior.
  101963. */
  101964. init(): void;
  101965. /**
  101966. * Attaches the behavior to its arc rotate camera.
  101967. * @param camera Defines the camera to attach the behavior to
  101968. */
  101969. attach(camera: ArcRotateCamera): void;
  101970. /**
  101971. * Detaches the behavior from its current arc rotate camera.
  101972. */
  101973. detach(): void;
  101974. /**
  101975. * Returns true if user is scrolling.
  101976. * @return true if user is scrolling.
  101977. */
  101978. private _userIsZooming;
  101979. private _lastFrameRadius;
  101980. private _shouldAnimationStopForInteraction;
  101981. /**
  101982. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  101983. */
  101984. private _applyUserInteraction;
  101985. private _userIsMoving;
  101986. }
  101987. }
  101988. declare module BABYLON {
  101989. /**
  101990. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  101991. */
  101992. export class AttachToBoxBehavior implements Behavior<Mesh> {
  101993. private ui;
  101994. /**
  101995. * The name of the behavior
  101996. */
  101997. name: string;
  101998. /**
  101999. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  102000. */
  102001. distanceAwayFromFace: number;
  102002. /**
  102003. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  102004. */
  102005. distanceAwayFromBottomOfFace: number;
  102006. private _faceVectors;
  102007. private _target;
  102008. private _scene;
  102009. private _onRenderObserver;
  102010. private _tmpMatrix;
  102011. private _tmpVector;
  102012. /**
  102013. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  102014. * @param ui The transform node that should be attched to the mesh
  102015. */
  102016. constructor(ui: TransformNode);
  102017. /**
  102018. * Initializes the behavior
  102019. */
  102020. init(): void;
  102021. private _closestFace;
  102022. private _zeroVector;
  102023. private _lookAtTmpMatrix;
  102024. private _lookAtToRef;
  102025. /**
  102026. * Attaches the AttachToBoxBehavior to the passed in mesh
  102027. * @param target The mesh that the specified node will be attached to
  102028. */
  102029. attach(target: Mesh): void;
  102030. /**
  102031. * Detaches the behavior from the mesh
  102032. */
  102033. detach(): void;
  102034. }
  102035. }
  102036. declare module BABYLON {
  102037. /**
  102038. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  102039. */
  102040. export class FadeInOutBehavior implements Behavior<Mesh> {
  102041. /**
  102042. * Time in milliseconds to delay before fading in (Default: 0)
  102043. */
  102044. delay: number;
  102045. /**
  102046. * Time in milliseconds for the mesh to fade in (Default: 300)
  102047. */
  102048. fadeInTime: number;
  102049. private _millisecondsPerFrame;
  102050. private _hovered;
  102051. private _hoverValue;
  102052. private _ownerNode;
  102053. /**
  102054. * Instatiates the FadeInOutBehavior
  102055. */
  102056. constructor();
  102057. /**
  102058. * The name of the behavior
  102059. */
  102060. readonly name: string;
  102061. /**
  102062. * Initializes the behavior
  102063. */
  102064. init(): void;
  102065. /**
  102066. * Attaches the fade behavior on the passed in mesh
  102067. * @param ownerNode The mesh that will be faded in/out once attached
  102068. */
  102069. attach(ownerNode: Mesh): void;
  102070. /**
  102071. * Detaches the behavior from the mesh
  102072. */
  102073. detach(): void;
  102074. /**
  102075. * Triggers the mesh to begin fading in or out
  102076. * @param value if the object should fade in or out (true to fade in)
  102077. */
  102078. fadeIn(value: boolean): void;
  102079. private _update;
  102080. private _setAllVisibility;
  102081. }
  102082. }
  102083. declare module BABYLON {
  102084. /**
  102085. * Class containing a set of static utilities functions for managing Pivots
  102086. * @hidden
  102087. */
  102088. export class PivotTools {
  102089. private static _PivotCached;
  102090. private static _OldPivotPoint;
  102091. private static _PivotTranslation;
  102092. private static _PivotTmpVector;
  102093. /** @hidden */
  102094. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  102095. /** @hidden */
  102096. static _RestorePivotPoint(mesh: AbstractMesh): void;
  102097. }
  102098. }
  102099. declare module BABYLON {
  102100. /**
  102101. * Class containing static functions to help procedurally build meshes
  102102. */
  102103. export class PlaneBuilder {
  102104. /**
  102105. * Creates a plane mesh
  102106. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  102107. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  102108. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  102109. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  102110. * * If you create a double-sided mesh, you can choose what parts of 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
  102111. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  102112. * @param name defines the name of the mesh
  102113. * @param options defines the options used to create the mesh
  102114. * @param scene defines the hosting scene
  102115. * @returns the plane mesh
  102116. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  102117. */
  102118. static CreatePlane(name: string, options: {
  102119. size?: number;
  102120. width?: number;
  102121. height?: number;
  102122. sideOrientation?: number;
  102123. frontUVs?: Vector4;
  102124. backUVs?: Vector4;
  102125. updatable?: boolean;
  102126. sourcePlane?: Plane;
  102127. }, scene?: Nullable<Scene>): Mesh;
  102128. }
  102129. }
  102130. declare module BABYLON {
  102131. /**
  102132. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  102133. */
  102134. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  102135. private static _AnyMouseID;
  102136. /**
  102137. * Abstract mesh the behavior is set on
  102138. */
  102139. attachedNode: AbstractMesh;
  102140. private _dragPlane;
  102141. private _scene;
  102142. private _pointerObserver;
  102143. private _beforeRenderObserver;
  102144. private static _planeScene;
  102145. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  102146. /**
  102147. * 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)
  102148. */
  102149. maxDragAngle: number;
  102150. /**
  102151. * @hidden
  102152. */
  102153. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  102154. /**
  102155. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102156. */
  102157. currentDraggingPointerID: number;
  102158. /**
  102159. * The last position where the pointer hit the drag plane in world space
  102160. */
  102161. lastDragPosition: Vector3;
  102162. /**
  102163. * If the behavior is currently in a dragging state
  102164. */
  102165. dragging: boolean;
  102166. /**
  102167. * 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)
  102168. */
  102169. dragDeltaRatio: number;
  102170. /**
  102171. * If the drag plane orientation should be updated during the dragging (Default: true)
  102172. */
  102173. updateDragPlane: boolean;
  102174. private _debugMode;
  102175. private _moving;
  102176. /**
  102177. * Fires each time the attached mesh is dragged with the pointer
  102178. * * delta between last drag position and current drag position in world space
  102179. * * dragDistance along the drag axis
  102180. * * dragPlaneNormal normal of the current drag plane used during the drag
  102181. * * dragPlanePoint in world space where the drag intersects the drag plane
  102182. */
  102183. onDragObservable: Observable<{
  102184. delta: Vector3;
  102185. dragPlanePoint: Vector3;
  102186. dragPlaneNormal: Vector3;
  102187. dragDistance: number;
  102188. pointerId: number;
  102189. }>;
  102190. /**
  102191. * Fires each time a drag begins (eg. mouse down on mesh)
  102192. */
  102193. onDragStartObservable: Observable<{
  102194. dragPlanePoint: Vector3;
  102195. pointerId: number;
  102196. }>;
  102197. /**
  102198. * Fires each time a drag ends (eg. mouse release after drag)
  102199. */
  102200. onDragEndObservable: Observable<{
  102201. dragPlanePoint: Vector3;
  102202. pointerId: number;
  102203. }>;
  102204. /**
  102205. * If the attached mesh should be moved when dragged
  102206. */
  102207. moveAttached: boolean;
  102208. /**
  102209. * If the drag behavior will react to drag events (Default: true)
  102210. */
  102211. enabled: boolean;
  102212. /**
  102213. * If pointer events should start and release the drag (Default: true)
  102214. */
  102215. startAndReleaseDragOnPointerEvents: boolean;
  102216. /**
  102217. * If camera controls should be detached during the drag
  102218. */
  102219. detachCameraControls: boolean;
  102220. /**
  102221. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  102222. */
  102223. useObjectOrienationForDragging: boolean;
  102224. private _options;
  102225. /**
  102226. * Creates a pointer drag behavior that can be attached to a mesh
  102227. * @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)
  102228. */
  102229. constructor(options?: {
  102230. dragAxis?: Vector3;
  102231. dragPlaneNormal?: Vector3;
  102232. });
  102233. /**
  102234. * Predicate to determine if it is valid to move the object to a new position when it is moved
  102235. */
  102236. validateDrag: (targetPosition: Vector3) => boolean;
  102237. /**
  102238. * The name of the behavior
  102239. */
  102240. readonly name: string;
  102241. /**
  102242. * Initializes the behavior
  102243. */
  102244. init(): void;
  102245. private _tmpVector;
  102246. private _alternatePickedPoint;
  102247. private _worldDragAxis;
  102248. private _targetPosition;
  102249. private _attachedElement;
  102250. /**
  102251. * Attaches the drag behavior the passed in mesh
  102252. * @param ownerNode The mesh that will be dragged around once attached
  102253. * @param predicate Predicate to use for pick filtering
  102254. */
  102255. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  102256. /**
  102257. * Force relase the drag action by code.
  102258. */
  102259. releaseDrag(): void;
  102260. private _startDragRay;
  102261. private _lastPointerRay;
  102262. /**
  102263. * Simulates the start of a pointer drag event on the behavior
  102264. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  102265. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  102266. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  102267. */
  102268. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  102269. private _startDrag;
  102270. private _dragDelta;
  102271. private _moveDrag;
  102272. private _pickWithRayOnDragPlane;
  102273. private _pointA;
  102274. private _pointB;
  102275. private _pointC;
  102276. private _lineA;
  102277. private _lineB;
  102278. private _localAxis;
  102279. private _lookAt;
  102280. private _updateDragPlanePosition;
  102281. /**
  102282. * Detaches the behavior from the mesh
  102283. */
  102284. detach(): void;
  102285. }
  102286. }
  102287. declare module BABYLON {
  102288. /**
  102289. * A behavior that when attached to a mesh will allow the mesh to be scaled
  102290. */
  102291. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  102292. private _dragBehaviorA;
  102293. private _dragBehaviorB;
  102294. private _startDistance;
  102295. private _initialScale;
  102296. private _targetScale;
  102297. private _ownerNode;
  102298. private _sceneRenderObserver;
  102299. /**
  102300. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  102301. */
  102302. constructor();
  102303. /**
  102304. * The name of the behavior
  102305. */
  102306. readonly name: string;
  102307. /**
  102308. * Initializes the behavior
  102309. */
  102310. init(): void;
  102311. private _getCurrentDistance;
  102312. /**
  102313. * Attaches the scale behavior the passed in mesh
  102314. * @param ownerNode The mesh that will be scaled around once attached
  102315. */
  102316. attach(ownerNode: Mesh): void;
  102317. /**
  102318. * Detaches the behavior from the mesh
  102319. */
  102320. detach(): void;
  102321. }
  102322. }
  102323. declare module BABYLON {
  102324. /**
  102325. * 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
  102326. */
  102327. export class SixDofDragBehavior implements Behavior<Mesh> {
  102328. private static _virtualScene;
  102329. private _ownerNode;
  102330. private _sceneRenderObserver;
  102331. private _scene;
  102332. private _targetPosition;
  102333. private _virtualOriginMesh;
  102334. private _virtualDragMesh;
  102335. private _pointerObserver;
  102336. private _moving;
  102337. private _startingOrientation;
  102338. /**
  102339. * 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)
  102340. */
  102341. private zDragFactor;
  102342. /**
  102343. * If the object should rotate to face the drag origin
  102344. */
  102345. rotateDraggedObject: boolean;
  102346. /**
  102347. * If the behavior is currently in a dragging state
  102348. */
  102349. dragging: boolean;
  102350. /**
  102351. * 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)
  102352. */
  102353. dragDeltaRatio: number;
  102354. /**
  102355. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102356. */
  102357. currentDraggingPointerID: number;
  102358. /**
  102359. * If camera controls should be detached during the drag
  102360. */
  102361. detachCameraControls: boolean;
  102362. /**
  102363. * Fires each time a drag starts
  102364. */
  102365. onDragStartObservable: Observable<{}>;
  102366. /**
  102367. * Fires each time a drag ends (eg. mouse release after drag)
  102368. */
  102369. onDragEndObservable: Observable<{}>;
  102370. /**
  102371. * 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
  102372. */
  102373. constructor();
  102374. /**
  102375. * The name of the behavior
  102376. */
  102377. readonly name: string;
  102378. /**
  102379. * Initializes the behavior
  102380. */
  102381. init(): void;
  102382. /**
  102383. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  102384. */
  102385. private readonly _pointerCamera;
  102386. /**
  102387. * Attaches the scale behavior the passed in mesh
  102388. * @param ownerNode The mesh that will be scaled around once attached
  102389. */
  102390. attach(ownerNode: Mesh): void;
  102391. /**
  102392. * Detaches the behavior from the mesh
  102393. */
  102394. detach(): void;
  102395. }
  102396. }
  102397. declare module BABYLON {
  102398. /**
  102399. * Class used to apply inverse kinematics to bones
  102400. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  102401. */
  102402. export class BoneIKController {
  102403. private static _tmpVecs;
  102404. private static _tmpQuat;
  102405. private static _tmpMats;
  102406. /**
  102407. * Gets or sets the target mesh
  102408. */
  102409. targetMesh: AbstractMesh;
  102410. /** Gets or sets the mesh used as pole */
  102411. poleTargetMesh: AbstractMesh;
  102412. /**
  102413. * Gets or sets the bone used as pole
  102414. */
  102415. poleTargetBone: Nullable<Bone>;
  102416. /**
  102417. * Gets or sets the target position
  102418. */
  102419. targetPosition: Vector3;
  102420. /**
  102421. * Gets or sets the pole target position
  102422. */
  102423. poleTargetPosition: Vector3;
  102424. /**
  102425. * Gets or sets the pole target local offset
  102426. */
  102427. poleTargetLocalOffset: Vector3;
  102428. /**
  102429. * Gets or sets the pole angle
  102430. */
  102431. poleAngle: number;
  102432. /**
  102433. * Gets or sets the mesh associated with the controller
  102434. */
  102435. mesh: AbstractMesh;
  102436. /**
  102437. * 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)
  102438. */
  102439. slerpAmount: number;
  102440. private _bone1Quat;
  102441. private _bone1Mat;
  102442. private _bone2Ang;
  102443. private _bone1;
  102444. private _bone2;
  102445. private _bone1Length;
  102446. private _bone2Length;
  102447. private _maxAngle;
  102448. private _maxReach;
  102449. private _rightHandedSystem;
  102450. private _bendAxis;
  102451. private _slerping;
  102452. private _adjustRoll;
  102453. /**
  102454. * Gets or sets maximum allowed angle
  102455. */
  102456. maxAngle: number;
  102457. /**
  102458. * Creates a new BoneIKController
  102459. * @param mesh defines the mesh to control
  102460. * @param bone defines the bone to control
  102461. * @param options defines options to set up the controller
  102462. */
  102463. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  102464. targetMesh?: AbstractMesh;
  102465. poleTargetMesh?: AbstractMesh;
  102466. poleTargetBone?: Bone;
  102467. poleTargetLocalOffset?: Vector3;
  102468. poleAngle?: number;
  102469. bendAxis?: Vector3;
  102470. maxAngle?: number;
  102471. slerpAmount?: number;
  102472. });
  102473. private _setMaxAngle;
  102474. /**
  102475. * Force the controller to update the bones
  102476. */
  102477. update(): void;
  102478. }
  102479. }
  102480. declare module BABYLON {
  102481. /**
  102482. * Class used to make a bone look toward a point in space
  102483. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  102484. */
  102485. export class BoneLookController {
  102486. private static _tmpVecs;
  102487. private static _tmpQuat;
  102488. private static _tmpMats;
  102489. /**
  102490. * The target Vector3 that the bone will look at
  102491. */
  102492. target: Vector3;
  102493. /**
  102494. * The mesh that the bone is attached to
  102495. */
  102496. mesh: AbstractMesh;
  102497. /**
  102498. * The bone that will be looking to the target
  102499. */
  102500. bone: Bone;
  102501. /**
  102502. * The up axis of the coordinate system that is used when the bone is rotated
  102503. */
  102504. upAxis: Vector3;
  102505. /**
  102506. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  102507. */
  102508. upAxisSpace: Space;
  102509. /**
  102510. * Used to make an adjustment to the yaw of the bone
  102511. */
  102512. adjustYaw: number;
  102513. /**
  102514. * Used to make an adjustment to the pitch of the bone
  102515. */
  102516. adjustPitch: number;
  102517. /**
  102518. * Used to make an adjustment to the roll of the bone
  102519. */
  102520. adjustRoll: number;
  102521. /**
  102522. * 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)
  102523. */
  102524. slerpAmount: number;
  102525. private _minYaw;
  102526. private _maxYaw;
  102527. private _minPitch;
  102528. private _maxPitch;
  102529. private _minYawSin;
  102530. private _minYawCos;
  102531. private _maxYawSin;
  102532. private _maxYawCos;
  102533. private _midYawConstraint;
  102534. private _minPitchTan;
  102535. private _maxPitchTan;
  102536. private _boneQuat;
  102537. private _slerping;
  102538. private _transformYawPitch;
  102539. private _transformYawPitchInv;
  102540. private _firstFrameSkipped;
  102541. private _yawRange;
  102542. private _fowardAxis;
  102543. /**
  102544. * Gets or sets the minimum yaw angle that the bone can look to
  102545. */
  102546. minYaw: number;
  102547. /**
  102548. * Gets or sets the maximum yaw angle that the bone can look to
  102549. */
  102550. maxYaw: number;
  102551. /**
  102552. * Gets or sets the minimum pitch angle that the bone can look to
  102553. */
  102554. minPitch: number;
  102555. /**
  102556. * Gets or sets the maximum pitch angle that the bone can look to
  102557. */
  102558. maxPitch: number;
  102559. /**
  102560. * Create a BoneLookController
  102561. * @param mesh the mesh that the bone belongs to
  102562. * @param bone the bone that will be looking to the target
  102563. * @param target the target Vector3 to look at
  102564. * @param options optional settings:
  102565. * * maxYaw: the maximum angle the bone will yaw to
  102566. * * minYaw: the minimum angle the bone will yaw to
  102567. * * maxPitch: the maximum angle the bone will pitch to
  102568. * * minPitch: the minimum angle the bone will yaw to
  102569. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  102570. * * upAxis: the up axis of the coordinate system
  102571. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  102572. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  102573. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  102574. * * adjustYaw: used to make an adjustment to the yaw of the bone
  102575. * * adjustPitch: used to make an adjustment to the pitch of the bone
  102576. * * adjustRoll: used to make an adjustment to the roll of the bone
  102577. **/
  102578. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  102579. maxYaw?: number;
  102580. minYaw?: number;
  102581. maxPitch?: number;
  102582. minPitch?: number;
  102583. slerpAmount?: number;
  102584. upAxis?: Vector3;
  102585. upAxisSpace?: Space;
  102586. yawAxis?: Vector3;
  102587. pitchAxis?: Vector3;
  102588. adjustYaw?: number;
  102589. adjustPitch?: number;
  102590. adjustRoll?: number;
  102591. });
  102592. /**
  102593. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  102594. */
  102595. update(): void;
  102596. private _getAngleDiff;
  102597. private _getAngleBetween;
  102598. private _isAngleBetween;
  102599. }
  102600. }
  102601. declare module BABYLON {
  102602. /**
  102603. * Manage the gamepad inputs to control an arc rotate camera.
  102604. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102605. */
  102606. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  102607. /**
  102608. * Defines the camera the input is attached to.
  102609. */
  102610. camera: ArcRotateCamera;
  102611. /**
  102612. * Defines the gamepad the input is gathering event from.
  102613. */
  102614. gamepad: Nullable<Gamepad>;
  102615. /**
  102616. * Defines the gamepad rotation sensiblity.
  102617. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102618. */
  102619. gamepadRotationSensibility: number;
  102620. /**
  102621. * Defines the gamepad move sensiblity.
  102622. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102623. */
  102624. gamepadMoveSensibility: number;
  102625. private _onGamepadConnectedObserver;
  102626. private _onGamepadDisconnectedObserver;
  102627. /**
  102628. * Attach the input controls to a specific dom element to get the input from.
  102629. * @param element Defines the element the controls should be listened from
  102630. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102631. */
  102632. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102633. /**
  102634. * Detach the current controls from the specified dom element.
  102635. * @param element Defines the element to stop listening the inputs from
  102636. */
  102637. detachControl(element: Nullable<HTMLElement>): void;
  102638. /**
  102639. * Update the current camera state depending on the inputs that have been used this frame.
  102640. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102641. */
  102642. checkInputs(): void;
  102643. /**
  102644. * Gets the class name of the current intput.
  102645. * @returns the class name
  102646. */
  102647. getClassName(): string;
  102648. /**
  102649. * Get the friendly name associated with the input class.
  102650. * @returns the input friendly name
  102651. */
  102652. getSimpleName(): string;
  102653. }
  102654. }
  102655. declare module BABYLON {
  102656. interface ArcRotateCameraInputsManager {
  102657. /**
  102658. * Add orientation input support to the input manager.
  102659. * @returns the current input manager
  102660. */
  102661. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  102662. }
  102663. /**
  102664. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  102665. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102666. */
  102667. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  102668. /**
  102669. * Defines the camera the input is attached to.
  102670. */
  102671. camera: ArcRotateCamera;
  102672. /**
  102673. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  102674. */
  102675. alphaCorrection: number;
  102676. /**
  102677. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  102678. */
  102679. gammaCorrection: number;
  102680. private _alpha;
  102681. private _gamma;
  102682. private _dirty;
  102683. private _deviceOrientationHandler;
  102684. /**
  102685. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  102686. */
  102687. constructor();
  102688. /**
  102689. * Attach the input controls to a specific dom element to get the input from.
  102690. * @param element Defines the element the controls should be listened from
  102691. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102692. */
  102693. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102694. /** @hidden */
  102695. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  102696. /**
  102697. * Update the current camera state depending on the inputs that have been used this frame.
  102698. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102699. */
  102700. checkInputs(): void;
  102701. /**
  102702. * Detach the current controls from the specified dom element.
  102703. * @param element Defines the element to stop listening the inputs from
  102704. */
  102705. detachControl(element: Nullable<HTMLElement>): void;
  102706. /**
  102707. * Gets the class name of the current intput.
  102708. * @returns the class name
  102709. */
  102710. getClassName(): string;
  102711. /**
  102712. * Get the friendly name associated with the input class.
  102713. * @returns the input friendly name
  102714. */
  102715. getSimpleName(): string;
  102716. }
  102717. }
  102718. declare module BABYLON {
  102719. /**
  102720. * Listen to mouse events to control the camera.
  102721. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102722. */
  102723. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  102724. /**
  102725. * Defines the camera the input is attached to.
  102726. */
  102727. camera: FlyCamera;
  102728. /**
  102729. * Defines if touch is enabled. (Default is true.)
  102730. */
  102731. touchEnabled: boolean;
  102732. /**
  102733. * Defines the buttons associated with the input to handle camera rotation.
  102734. */
  102735. buttons: number[];
  102736. /**
  102737. * Assign buttons for Yaw control.
  102738. */
  102739. buttonsYaw: number[];
  102740. /**
  102741. * Assign buttons for Pitch control.
  102742. */
  102743. buttonsPitch: number[];
  102744. /**
  102745. * Assign buttons for Roll control.
  102746. */
  102747. buttonsRoll: number[];
  102748. /**
  102749. * Detect if any button is being pressed while mouse is moved.
  102750. * -1 = Mouse locked.
  102751. * 0 = Left button.
  102752. * 1 = Middle Button.
  102753. * 2 = Right Button.
  102754. */
  102755. activeButton: number;
  102756. /**
  102757. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  102758. * Higher values reduce its sensitivity.
  102759. */
  102760. angularSensibility: number;
  102761. private _mousemoveCallback;
  102762. private _observer;
  102763. private _rollObserver;
  102764. private previousPosition;
  102765. private noPreventDefault;
  102766. private element;
  102767. /**
  102768. * Listen to mouse events to control the camera.
  102769. * @param touchEnabled Define if touch is enabled. (Default is true.)
  102770. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102771. */
  102772. constructor(touchEnabled?: boolean);
  102773. /**
  102774. * Attach the mouse control to the HTML DOM element.
  102775. * @param element Defines the element that listens to the input events.
  102776. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  102777. */
  102778. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102779. /**
  102780. * Detach the current controls from the specified dom element.
  102781. * @param element Defines the element to stop listening the inputs from
  102782. */
  102783. detachControl(element: Nullable<HTMLElement>): void;
  102784. /**
  102785. * Gets the class name of the current input.
  102786. * @returns the class name.
  102787. */
  102788. getClassName(): string;
  102789. /**
  102790. * Get the friendly name associated with the input class.
  102791. * @returns the input's friendly name.
  102792. */
  102793. getSimpleName(): string;
  102794. private _pointerInput;
  102795. private _onMouseMove;
  102796. /**
  102797. * Rotate camera by mouse offset.
  102798. */
  102799. private rotateCamera;
  102800. }
  102801. }
  102802. declare module BABYLON {
  102803. /**
  102804. * Default Inputs manager for the FlyCamera.
  102805. * It groups all the default supported inputs for ease of use.
  102806. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102807. */
  102808. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  102809. /**
  102810. * Instantiates a new FlyCameraInputsManager.
  102811. * @param camera Defines the camera the inputs belong to.
  102812. */
  102813. constructor(camera: FlyCamera);
  102814. /**
  102815. * Add keyboard input support to the input manager.
  102816. * @returns the new FlyCameraKeyboardMoveInput().
  102817. */
  102818. addKeyboard(): FlyCameraInputsManager;
  102819. /**
  102820. * Add mouse input support to the input manager.
  102821. * @param touchEnabled Enable touch screen support.
  102822. * @returns the new FlyCameraMouseInput().
  102823. */
  102824. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  102825. }
  102826. }
  102827. declare module BABYLON {
  102828. /**
  102829. * This is a flying camera, designed for 3D movement and rotation in all directions,
  102830. * such as in a 3D Space Shooter or a Flight Simulator.
  102831. */
  102832. export class FlyCamera extends TargetCamera {
  102833. /**
  102834. * Define the collision ellipsoid of the camera.
  102835. * This is helpful for simulating a camera body, like a player's body.
  102836. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  102837. */
  102838. ellipsoid: Vector3;
  102839. /**
  102840. * Define an offset for the position of the ellipsoid around the camera.
  102841. * This can be helpful if the camera is attached away from the player's body center,
  102842. * such as at its head.
  102843. */
  102844. ellipsoidOffset: Vector3;
  102845. /**
  102846. * Enable or disable collisions of the camera with the rest of the scene objects.
  102847. */
  102848. checkCollisions: boolean;
  102849. /**
  102850. * Enable or disable gravity on the camera.
  102851. */
  102852. applyGravity: boolean;
  102853. /**
  102854. * Define the current direction the camera is moving to.
  102855. */
  102856. cameraDirection: Vector3;
  102857. /**
  102858. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  102859. * This overrides and empties cameraRotation.
  102860. */
  102861. rotationQuaternion: Quaternion;
  102862. /**
  102863. * Track Roll to maintain the wanted Rolling when looking around.
  102864. */
  102865. _trackRoll: number;
  102866. /**
  102867. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  102868. */
  102869. rollCorrect: number;
  102870. /**
  102871. * Mimic a banked turn, Rolling the camera when Yawing.
  102872. * It's recommended to use rollCorrect = 10 for faster banking correction.
  102873. */
  102874. bankedTurn: boolean;
  102875. /**
  102876. * Limit in radians for how much Roll banking will add. (Default: 90°)
  102877. */
  102878. bankedTurnLimit: number;
  102879. /**
  102880. * Value of 0 disables the banked Roll.
  102881. * Value of 1 is equal to the Yaw angle in radians.
  102882. */
  102883. bankedTurnMultiplier: number;
  102884. /**
  102885. * The inputs manager loads all the input sources, such as keyboard and mouse.
  102886. */
  102887. inputs: FlyCameraInputsManager;
  102888. /**
  102889. * Gets the input sensibility for mouse input.
  102890. * Higher values reduce sensitivity.
  102891. */
  102892. /**
  102893. * Sets the input sensibility for a mouse input.
  102894. * Higher values reduce sensitivity.
  102895. */
  102896. angularSensibility: number;
  102897. /**
  102898. * Get the keys for camera movement forward.
  102899. */
  102900. /**
  102901. * Set the keys for camera movement forward.
  102902. */
  102903. keysForward: number[];
  102904. /**
  102905. * Get the keys for camera movement backward.
  102906. */
  102907. keysBackward: number[];
  102908. /**
  102909. * Get the keys for camera movement up.
  102910. */
  102911. /**
  102912. * Set the keys for camera movement up.
  102913. */
  102914. keysUp: number[];
  102915. /**
  102916. * Get the keys for camera movement down.
  102917. */
  102918. /**
  102919. * Set the keys for camera movement down.
  102920. */
  102921. keysDown: number[];
  102922. /**
  102923. * Get the keys for camera movement left.
  102924. */
  102925. /**
  102926. * Set the keys for camera movement left.
  102927. */
  102928. keysLeft: number[];
  102929. /**
  102930. * Set the keys for camera movement right.
  102931. */
  102932. /**
  102933. * Set the keys for camera movement right.
  102934. */
  102935. keysRight: number[];
  102936. /**
  102937. * Event raised when the camera collides with a mesh in the scene.
  102938. */
  102939. onCollide: (collidedMesh: AbstractMesh) => void;
  102940. private _collider;
  102941. private _needMoveForGravity;
  102942. private _oldPosition;
  102943. private _diffPosition;
  102944. private _newPosition;
  102945. /** @hidden */
  102946. _localDirection: Vector3;
  102947. /** @hidden */
  102948. _transformedDirection: Vector3;
  102949. /**
  102950. * Instantiates a FlyCamera.
  102951. * This is a flying camera, designed for 3D movement and rotation in all directions,
  102952. * such as in a 3D Space Shooter or a Flight Simulator.
  102953. * @param name Define the name of the camera in the scene.
  102954. * @param position Define the starting position of the camera in the scene.
  102955. * @param scene Define the scene the camera belongs to.
  102956. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  102957. */
  102958. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  102959. /**
  102960. * Attach a control to the HTML DOM element.
  102961. * @param element Defines the element that listens to the input events.
  102962. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  102963. */
  102964. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102965. /**
  102966. * Detach a control from the HTML DOM element.
  102967. * The camera will stop reacting to that input.
  102968. * @param element Defines the element that listens to the input events.
  102969. */
  102970. detachControl(element: HTMLElement): void;
  102971. private _collisionMask;
  102972. /**
  102973. * Get the mask that the camera ignores in collision events.
  102974. */
  102975. /**
  102976. * Set the mask that the camera ignores in collision events.
  102977. */
  102978. collisionMask: number;
  102979. /** @hidden */
  102980. _collideWithWorld(displacement: Vector3): void;
  102981. /** @hidden */
  102982. private _onCollisionPositionChange;
  102983. /** @hidden */
  102984. _checkInputs(): void;
  102985. /** @hidden */
  102986. _decideIfNeedsToMove(): boolean;
  102987. /** @hidden */
  102988. _updatePosition(): void;
  102989. /**
  102990. * Restore the Roll to its target value at the rate specified.
  102991. * @param rate - Higher means slower restoring.
  102992. * @hidden
  102993. */
  102994. restoreRoll(rate: number): void;
  102995. /**
  102996. * Destroy the camera and release the current resources held by it.
  102997. */
  102998. dispose(): void;
  102999. /**
  103000. * Get the current object class name.
  103001. * @returns the class name.
  103002. */
  103003. getClassName(): string;
  103004. }
  103005. }
  103006. declare module BABYLON {
  103007. /**
  103008. * Listen to keyboard events to control the camera.
  103009. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103010. */
  103011. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  103012. /**
  103013. * Defines the camera the input is attached to.
  103014. */
  103015. camera: FlyCamera;
  103016. /**
  103017. * The list of keyboard keys used to control the forward move of the camera.
  103018. */
  103019. keysForward: number[];
  103020. /**
  103021. * The list of keyboard keys used to control the backward move of the camera.
  103022. */
  103023. keysBackward: number[];
  103024. /**
  103025. * The list of keyboard keys used to control the forward move of the camera.
  103026. */
  103027. keysUp: number[];
  103028. /**
  103029. * The list of keyboard keys used to control the backward move of the camera.
  103030. */
  103031. keysDown: number[];
  103032. /**
  103033. * The list of keyboard keys used to control the right strafe move of the camera.
  103034. */
  103035. keysRight: number[];
  103036. /**
  103037. * The list of keyboard keys used to control the left strafe move of the camera.
  103038. */
  103039. keysLeft: number[];
  103040. private _keys;
  103041. private _onCanvasBlurObserver;
  103042. private _onKeyboardObserver;
  103043. private _engine;
  103044. private _scene;
  103045. /**
  103046. * Attach the input controls to a specific dom element to get the input from.
  103047. * @param element Defines the element the controls should be listened from
  103048. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103049. */
  103050. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103051. /**
  103052. * Detach the current controls from the specified dom element.
  103053. * @param element Defines the element to stop listening the inputs from
  103054. */
  103055. detachControl(element: Nullable<HTMLElement>): void;
  103056. /**
  103057. * Gets the class name of the current intput.
  103058. * @returns the class name
  103059. */
  103060. getClassName(): string;
  103061. /** @hidden */
  103062. _onLostFocus(e: FocusEvent): void;
  103063. /**
  103064. * Get the friendly name associated with the input class.
  103065. * @returns the input friendly name
  103066. */
  103067. getSimpleName(): string;
  103068. /**
  103069. * Update the current camera state depending on the inputs that have been used this frame.
  103070. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103071. */
  103072. checkInputs(): void;
  103073. }
  103074. }
  103075. declare module BABYLON {
  103076. /**
  103077. * Manage the mouse wheel inputs to control a follow camera.
  103078. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103079. */
  103080. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  103081. /**
  103082. * Defines the camera the input is attached to.
  103083. */
  103084. camera: FollowCamera;
  103085. /**
  103086. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  103087. */
  103088. axisControlRadius: boolean;
  103089. /**
  103090. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  103091. */
  103092. axisControlHeight: boolean;
  103093. /**
  103094. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  103095. */
  103096. axisControlRotation: boolean;
  103097. /**
  103098. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  103099. * relation to mouseWheel events.
  103100. */
  103101. wheelPrecision: number;
  103102. /**
  103103. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  103104. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  103105. */
  103106. wheelDeltaPercentage: number;
  103107. private _wheel;
  103108. private _observer;
  103109. /**
  103110. * Attach the input controls to a specific dom element to get the input from.
  103111. * @param element Defines the element the controls should be listened from
  103112. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103113. */
  103114. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103115. /**
  103116. * Detach the current controls from the specified dom element.
  103117. * @param element Defines the element to stop listening the inputs from
  103118. */
  103119. detachControl(element: Nullable<HTMLElement>): void;
  103120. /**
  103121. * Gets the class name of the current intput.
  103122. * @returns the class name
  103123. */
  103124. getClassName(): string;
  103125. /**
  103126. * Get the friendly name associated with the input class.
  103127. * @returns the input friendly name
  103128. */
  103129. getSimpleName(): string;
  103130. }
  103131. }
  103132. declare module BABYLON {
  103133. /**
  103134. * Manage the pointers inputs to control an follow camera.
  103135. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103136. */
  103137. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  103138. /**
  103139. * Defines the camera the input is attached to.
  103140. */
  103141. camera: FollowCamera;
  103142. /**
  103143. * Gets the class name of the current input.
  103144. * @returns the class name
  103145. */
  103146. getClassName(): string;
  103147. /**
  103148. * Defines the pointer angular sensibility along the X axis or how fast is
  103149. * the camera rotating.
  103150. * A negative number will reverse the axis direction.
  103151. */
  103152. angularSensibilityX: number;
  103153. /**
  103154. * Defines the pointer angular sensibility along the Y axis or how fast is
  103155. * the camera rotating.
  103156. * A negative number will reverse the axis direction.
  103157. */
  103158. angularSensibilityY: number;
  103159. /**
  103160. * Defines the pointer pinch precision or how fast is the camera zooming.
  103161. * A negative number will reverse the axis direction.
  103162. */
  103163. pinchPrecision: number;
  103164. /**
  103165. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  103166. * from 0.
  103167. * It defines the percentage of current camera.radius to use as delta when
  103168. * pinch zoom is used.
  103169. */
  103170. pinchDeltaPercentage: number;
  103171. /**
  103172. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  103173. */
  103174. axisXControlRadius: boolean;
  103175. /**
  103176. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  103177. */
  103178. axisXControlHeight: boolean;
  103179. /**
  103180. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  103181. */
  103182. axisXControlRotation: boolean;
  103183. /**
  103184. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  103185. */
  103186. axisYControlRadius: boolean;
  103187. /**
  103188. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  103189. */
  103190. axisYControlHeight: boolean;
  103191. /**
  103192. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  103193. */
  103194. axisYControlRotation: boolean;
  103195. /**
  103196. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  103197. */
  103198. axisPinchControlRadius: boolean;
  103199. /**
  103200. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  103201. */
  103202. axisPinchControlHeight: boolean;
  103203. /**
  103204. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  103205. */
  103206. axisPinchControlRotation: boolean;
  103207. /**
  103208. * Log error messages if basic misconfiguration has occurred.
  103209. */
  103210. warningEnable: boolean;
  103211. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  103212. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  103213. private _warningCounter;
  103214. private _warning;
  103215. }
  103216. }
  103217. declare module BABYLON {
  103218. /**
  103219. * Default Inputs manager for the FollowCamera.
  103220. * It groups all the default supported inputs for ease of use.
  103221. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103222. */
  103223. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  103224. /**
  103225. * Instantiates a new FollowCameraInputsManager.
  103226. * @param camera Defines the camera the inputs belong to
  103227. */
  103228. constructor(camera: FollowCamera);
  103229. /**
  103230. * Add keyboard input support to the input manager.
  103231. * @returns the current input manager
  103232. */
  103233. addKeyboard(): FollowCameraInputsManager;
  103234. /**
  103235. * Add mouse wheel input support to the input manager.
  103236. * @returns the current input manager
  103237. */
  103238. addMouseWheel(): FollowCameraInputsManager;
  103239. /**
  103240. * Add pointers input support to the input manager.
  103241. * @returns the current input manager
  103242. */
  103243. addPointers(): FollowCameraInputsManager;
  103244. /**
  103245. * Add orientation input support to the input manager.
  103246. * @returns the current input manager
  103247. */
  103248. addVRDeviceOrientation(): FollowCameraInputsManager;
  103249. }
  103250. }
  103251. declare module BABYLON {
  103252. /**
  103253. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  103254. * an arc rotate version arcFollowCamera are available.
  103255. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103256. */
  103257. export class FollowCamera extends TargetCamera {
  103258. /**
  103259. * Distance the follow camera should follow an object at
  103260. */
  103261. radius: number;
  103262. /**
  103263. * Minimum allowed distance of the camera to the axis of rotation
  103264. * (The camera can not get closer).
  103265. * This can help limiting how the Camera is able to move in the scene.
  103266. */
  103267. lowerRadiusLimit: Nullable<number>;
  103268. /**
  103269. * Maximum allowed distance of the camera to the axis of rotation
  103270. * (The camera can not get further).
  103271. * This can help limiting how the Camera is able to move in the scene.
  103272. */
  103273. upperRadiusLimit: Nullable<number>;
  103274. /**
  103275. * Define a rotation offset between the camera and the object it follows
  103276. */
  103277. rotationOffset: number;
  103278. /**
  103279. * Minimum allowed angle to camera position relative to target object.
  103280. * This can help limiting how the Camera is able to move in the scene.
  103281. */
  103282. lowerRotationOffsetLimit: Nullable<number>;
  103283. /**
  103284. * Maximum allowed angle to camera position relative to target object.
  103285. * This can help limiting how the Camera is able to move in the scene.
  103286. */
  103287. upperRotationOffsetLimit: Nullable<number>;
  103288. /**
  103289. * Define a height offset between the camera and the object it follows.
  103290. * It can help following an object from the top (like a car chaing a plane)
  103291. */
  103292. heightOffset: number;
  103293. /**
  103294. * Minimum allowed height of camera position relative to target object.
  103295. * This can help limiting how the Camera is able to move in the scene.
  103296. */
  103297. lowerHeightOffsetLimit: Nullable<number>;
  103298. /**
  103299. * Maximum allowed height of camera position relative to target object.
  103300. * This can help limiting how the Camera is able to move in the scene.
  103301. */
  103302. upperHeightOffsetLimit: Nullable<number>;
  103303. /**
  103304. * Define how fast the camera can accelerate to follow it s target.
  103305. */
  103306. cameraAcceleration: number;
  103307. /**
  103308. * Define the speed limit of the camera following an object.
  103309. */
  103310. maxCameraSpeed: number;
  103311. /**
  103312. * Define the target of the camera.
  103313. */
  103314. lockedTarget: Nullable<AbstractMesh>;
  103315. /**
  103316. * Defines the input associated with the camera.
  103317. */
  103318. inputs: FollowCameraInputsManager;
  103319. /**
  103320. * Instantiates the follow camera.
  103321. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103322. * @param name Define the name of the camera in the scene
  103323. * @param position Define the position of the camera
  103324. * @param scene Define the scene the camera belong to
  103325. * @param lockedTarget Define the target of the camera
  103326. */
  103327. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  103328. private _follow;
  103329. /**
  103330. * Attached controls to the current camera.
  103331. * @param element Defines the element the controls should be listened from
  103332. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103333. */
  103334. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103335. /**
  103336. * Detach the current controls from the camera.
  103337. * The camera will stop reacting to inputs.
  103338. * @param element Defines the element to stop listening the inputs from
  103339. */
  103340. detachControl(element: HTMLElement): void;
  103341. /** @hidden */
  103342. _checkInputs(): void;
  103343. private _checkLimits;
  103344. /**
  103345. * Gets the camera class name.
  103346. * @returns the class name
  103347. */
  103348. getClassName(): string;
  103349. }
  103350. /**
  103351. * Arc Rotate version of the follow camera.
  103352. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  103353. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103354. */
  103355. export class ArcFollowCamera extends TargetCamera {
  103356. /** The longitudinal angle of the camera */
  103357. alpha: number;
  103358. /** The latitudinal angle of the camera */
  103359. beta: number;
  103360. /** The radius of the camera from its target */
  103361. radius: number;
  103362. /** Define the camera target (the messh it should follow) */
  103363. target: Nullable<AbstractMesh>;
  103364. private _cartesianCoordinates;
  103365. /**
  103366. * Instantiates a new ArcFollowCamera
  103367. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103368. * @param name Define the name of the camera
  103369. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  103370. * @param beta Define the rotation angle of the camera around the elevation axis
  103371. * @param radius Define the radius of the camera from its target point
  103372. * @param target Define the target of the camera
  103373. * @param scene Define the scene the camera belongs to
  103374. */
  103375. constructor(name: string,
  103376. /** The longitudinal angle of the camera */
  103377. alpha: number,
  103378. /** The latitudinal angle of the camera */
  103379. beta: number,
  103380. /** The radius of the camera from its target */
  103381. radius: number,
  103382. /** Define the camera target (the messh it should follow) */
  103383. target: Nullable<AbstractMesh>, scene: Scene);
  103384. private _follow;
  103385. /** @hidden */
  103386. _checkInputs(): void;
  103387. /**
  103388. * Returns the class name of the object.
  103389. * It is mostly used internally for serialization purposes.
  103390. */
  103391. getClassName(): string;
  103392. }
  103393. }
  103394. declare module BABYLON {
  103395. /**
  103396. * Manage the keyboard inputs to control the movement of a follow camera.
  103397. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103398. */
  103399. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  103400. /**
  103401. * Defines the camera the input is attached to.
  103402. */
  103403. camera: FollowCamera;
  103404. /**
  103405. * Defines the list of key codes associated with the up action (increase heightOffset)
  103406. */
  103407. keysHeightOffsetIncr: number[];
  103408. /**
  103409. * Defines the list of key codes associated with the down action (decrease heightOffset)
  103410. */
  103411. keysHeightOffsetDecr: number[];
  103412. /**
  103413. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  103414. */
  103415. keysHeightOffsetModifierAlt: boolean;
  103416. /**
  103417. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  103418. */
  103419. keysHeightOffsetModifierCtrl: boolean;
  103420. /**
  103421. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  103422. */
  103423. keysHeightOffsetModifierShift: boolean;
  103424. /**
  103425. * Defines the list of key codes associated with the left action (increase rotationOffset)
  103426. */
  103427. keysRotationOffsetIncr: number[];
  103428. /**
  103429. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  103430. */
  103431. keysRotationOffsetDecr: number[];
  103432. /**
  103433. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  103434. */
  103435. keysRotationOffsetModifierAlt: boolean;
  103436. /**
  103437. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  103438. */
  103439. keysRotationOffsetModifierCtrl: boolean;
  103440. /**
  103441. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  103442. */
  103443. keysRotationOffsetModifierShift: boolean;
  103444. /**
  103445. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  103446. */
  103447. keysRadiusIncr: number[];
  103448. /**
  103449. * Defines the list of key codes associated with the zoom-out action (increase radius)
  103450. */
  103451. keysRadiusDecr: number[];
  103452. /**
  103453. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  103454. */
  103455. keysRadiusModifierAlt: boolean;
  103456. /**
  103457. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  103458. */
  103459. keysRadiusModifierCtrl: boolean;
  103460. /**
  103461. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  103462. */
  103463. keysRadiusModifierShift: boolean;
  103464. /**
  103465. * Defines the rate of change of heightOffset.
  103466. */
  103467. heightSensibility: number;
  103468. /**
  103469. * Defines the rate of change of rotationOffset.
  103470. */
  103471. rotationSensibility: number;
  103472. /**
  103473. * Defines the rate of change of radius.
  103474. */
  103475. radiusSensibility: number;
  103476. private _keys;
  103477. private _ctrlPressed;
  103478. private _altPressed;
  103479. private _shiftPressed;
  103480. private _onCanvasBlurObserver;
  103481. private _onKeyboardObserver;
  103482. private _engine;
  103483. private _scene;
  103484. /**
  103485. * Attach the input controls to a specific dom element to get the input from.
  103486. * @param element Defines the element the controls should be listened from
  103487. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103488. */
  103489. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103490. /**
  103491. * Detach the current controls from the specified dom element.
  103492. * @param element Defines the element to stop listening the inputs from
  103493. */
  103494. detachControl(element: Nullable<HTMLElement>): void;
  103495. /**
  103496. * Update the current camera state depending on the inputs that have been used this frame.
  103497. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103498. */
  103499. checkInputs(): void;
  103500. /**
  103501. * Gets the class name of the current input.
  103502. * @returns the class name
  103503. */
  103504. getClassName(): string;
  103505. /**
  103506. * Get the friendly name associated with the input class.
  103507. * @returns the input friendly name
  103508. */
  103509. getSimpleName(): string;
  103510. /**
  103511. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103512. * allow modification of the heightOffset value.
  103513. */
  103514. private _modifierHeightOffset;
  103515. /**
  103516. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103517. * allow modification of the rotationOffset value.
  103518. */
  103519. private _modifierRotationOffset;
  103520. /**
  103521. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103522. * allow modification of the radius value.
  103523. */
  103524. private _modifierRadius;
  103525. }
  103526. }
  103527. declare module BABYLON {
  103528. interface FreeCameraInputsManager {
  103529. /**
  103530. * @hidden
  103531. */
  103532. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  103533. /**
  103534. * Add orientation input support to the input manager.
  103535. * @returns the current input manager
  103536. */
  103537. addDeviceOrientation(): FreeCameraInputsManager;
  103538. }
  103539. /**
  103540. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  103541. * Screen rotation is taken into account.
  103542. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103543. */
  103544. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  103545. private _camera;
  103546. private _screenOrientationAngle;
  103547. private _constantTranform;
  103548. private _screenQuaternion;
  103549. private _alpha;
  103550. private _beta;
  103551. private _gamma;
  103552. /**
  103553. * Can be used to detect if a device orientation sensor is availible on a device
  103554. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  103555. * @returns a promise that will resolve on orientation change
  103556. */
  103557. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  103558. /**
  103559. * @hidden
  103560. */
  103561. _onDeviceOrientationChangedObservable: Observable<void>;
  103562. /**
  103563. * Instantiates a new input
  103564. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103565. */
  103566. constructor();
  103567. /**
  103568. * Define the camera controlled by the input.
  103569. */
  103570. camera: FreeCamera;
  103571. /**
  103572. * Attach the input controls to a specific dom element to get the input from.
  103573. * @param element Defines the element the controls should be listened from
  103574. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103575. */
  103576. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103577. private _orientationChanged;
  103578. private _deviceOrientation;
  103579. /**
  103580. * Detach the current controls from the specified dom element.
  103581. * @param element Defines the element to stop listening the inputs from
  103582. */
  103583. detachControl(element: Nullable<HTMLElement>): void;
  103584. /**
  103585. * Update the current camera state depending on the inputs that have been used this frame.
  103586. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103587. */
  103588. checkInputs(): void;
  103589. /**
  103590. * Gets the class name of the current intput.
  103591. * @returns the class name
  103592. */
  103593. getClassName(): string;
  103594. /**
  103595. * Get the friendly name associated with the input class.
  103596. * @returns the input friendly name
  103597. */
  103598. getSimpleName(): string;
  103599. }
  103600. }
  103601. declare module BABYLON {
  103602. /**
  103603. * Manage the gamepad inputs to control a free camera.
  103604. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103605. */
  103606. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  103607. /**
  103608. * Define the camera the input is attached to.
  103609. */
  103610. camera: FreeCamera;
  103611. /**
  103612. * Define the Gamepad controlling the input
  103613. */
  103614. gamepad: Nullable<Gamepad>;
  103615. /**
  103616. * Defines the gamepad rotation sensiblity.
  103617. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  103618. */
  103619. gamepadAngularSensibility: number;
  103620. /**
  103621. * Defines the gamepad move sensiblity.
  103622. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  103623. */
  103624. gamepadMoveSensibility: number;
  103625. private _onGamepadConnectedObserver;
  103626. private _onGamepadDisconnectedObserver;
  103627. private _cameraTransform;
  103628. private _deltaTransform;
  103629. private _vector3;
  103630. private _vector2;
  103631. /**
  103632. * Attach the input controls to a specific dom element to get the input from.
  103633. * @param element Defines the element the controls should be listened from
  103634. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103635. */
  103636. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103637. /**
  103638. * Detach the current controls from the specified dom element.
  103639. * @param element Defines the element to stop listening the inputs from
  103640. */
  103641. detachControl(element: Nullable<HTMLElement>): void;
  103642. /**
  103643. * Update the current camera state depending on the inputs that have been used this frame.
  103644. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103645. */
  103646. checkInputs(): void;
  103647. /**
  103648. * Gets the class name of the current intput.
  103649. * @returns the class name
  103650. */
  103651. getClassName(): string;
  103652. /**
  103653. * Get the friendly name associated with the input class.
  103654. * @returns the input friendly name
  103655. */
  103656. getSimpleName(): string;
  103657. }
  103658. }
  103659. declare module BABYLON {
  103660. /**
  103661. * Defines the potential axis of a Joystick
  103662. */
  103663. export enum JoystickAxis {
  103664. /** X axis */
  103665. X = 0,
  103666. /** Y axis */
  103667. Y = 1,
  103668. /** Z axis */
  103669. Z = 2
  103670. }
  103671. /**
  103672. * Class used to define virtual joystick (used in touch mode)
  103673. */
  103674. export class VirtualJoystick {
  103675. /**
  103676. * Gets or sets a boolean indicating that left and right values must be inverted
  103677. */
  103678. reverseLeftRight: boolean;
  103679. /**
  103680. * Gets or sets a boolean indicating that up and down values must be inverted
  103681. */
  103682. reverseUpDown: boolean;
  103683. /**
  103684. * Gets the offset value for the position (ie. the change of the position value)
  103685. */
  103686. deltaPosition: Vector3;
  103687. /**
  103688. * Gets a boolean indicating if the virtual joystick was pressed
  103689. */
  103690. pressed: boolean;
  103691. /**
  103692. * Canvas the virtual joystick will render onto, default z-index of this is 5
  103693. */
  103694. static Canvas: Nullable<HTMLCanvasElement>;
  103695. private static _globalJoystickIndex;
  103696. private static vjCanvasContext;
  103697. private static vjCanvasWidth;
  103698. private static vjCanvasHeight;
  103699. private static halfWidth;
  103700. private _action;
  103701. private _axisTargetedByLeftAndRight;
  103702. private _axisTargetedByUpAndDown;
  103703. private _joystickSensibility;
  103704. private _inversedSensibility;
  103705. private _joystickPointerID;
  103706. private _joystickColor;
  103707. private _joystickPointerPos;
  103708. private _joystickPreviousPointerPos;
  103709. private _joystickPointerStartPos;
  103710. private _deltaJoystickVector;
  103711. private _leftJoystick;
  103712. private _touches;
  103713. private _onPointerDownHandlerRef;
  103714. private _onPointerMoveHandlerRef;
  103715. private _onPointerUpHandlerRef;
  103716. private _onResize;
  103717. /**
  103718. * Creates a new virtual joystick
  103719. * @param leftJoystick defines that the joystick is for left hand (false by default)
  103720. */
  103721. constructor(leftJoystick?: boolean);
  103722. /**
  103723. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  103724. * @param newJoystickSensibility defines the new sensibility
  103725. */
  103726. setJoystickSensibility(newJoystickSensibility: number): void;
  103727. private _onPointerDown;
  103728. private _onPointerMove;
  103729. private _onPointerUp;
  103730. /**
  103731. * Change the color of the virtual joystick
  103732. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  103733. */
  103734. setJoystickColor(newColor: string): void;
  103735. /**
  103736. * Defines a callback to call when the joystick is touched
  103737. * @param action defines the callback
  103738. */
  103739. setActionOnTouch(action: () => any): void;
  103740. /**
  103741. * Defines which axis you'd like to control for left & right
  103742. * @param axis defines the axis to use
  103743. */
  103744. setAxisForLeftRight(axis: JoystickAxis): void;
  103745. /**
  103746. * Defines which axis you'd like to control for up & down
  103747. * @param axis defines the axis to use
  103748. */
  103749. setAxisForUpDown(axis: JoystickAxis): void;
  103750. private _drawVirtualJoystick;
  103751. /**
  103752. * Release internal HTML canvas
  103753. */
  103754. releaseCanvas(): void;
  103755. }
  103756. }
  103757. declare module BABYLON {
  103758. interface FreeCameraInputsManager {
  103759. /**
  103760. * Add virtual joystick input support to the input manager.
  103761. * @returns the current input manager
  103762. */
  103763. addVirtualJoystick(): FreeCameraInputsManager;
  103764. }
  103765. /**
  103766. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  103767. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103768. */
  103769. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  103770. /**
  103771. * Defines the camera the input is attached to.
  103772. */
  103773. camera: FreeCamera;
  103774. private _leftjoystick;
  103775. private _rightjoystick;
  103776. /**
  103777. * Gets the left stick of the virtual joystick.
  103778. * @returns The virtual Joystick
  103779. */
  103780. getLeftJoystick(): VirtualJoystick;
  103781. /**
  103782. * Gets the right stick of the virtual joystick.
  103783. * @returns The virtual Joystick
  103784. */
  103785. getRightJoystick(): VirtualJoystick;
  103786. /**
  103787. * Update the current camera state depending on the inputs that have been used this frame.
  103788. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103789. */
  103790. checkInputs(): void;
  103791. /**
  103792. * Attach the input controls to a specific dom element to get the input from.
  103793. * @param element Defines the element the controls should be listened from
  103794. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103795. */
  103796. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103797. /**
  103798. * Detach the current controls from the specified dom element.
  103799. * @param element Defines the element to stop listening the inputs from
  103800. */
  103801. detachControl(element: Nullable<HTMLElement>): void;
  103802. /**
  103803. * Gets the class name of the current intput.
  103804. * @returns the class name
  103805. */
  103806. getClassName(): string;
  103807. /**
  103808. * Get the friendly name associated with the input class.
  103809. * @returns the input friendly name
  103810. */
  103811. getSimpleName(): string;
  103812. }
  103813. }
  103814. declare module BABYLON {
  103815. /**
  103816. * This represents a FPS type of camera controlled by touch.
  103817. * This is like a universal camera minus the Gamepad controls.
  103818. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103819. */
  103820. export class TouchCamera extends FreeCamera {
  103821. /**
  103822. * Defines the touch sensibility for rotation.
  103823. * The higher the faster.
  103824. */
  103825. touchAngularSensibility: number;
  103826. /**
  103827. * Defines the touch sensibility for move.
  103828. * The higher the faster.
  103829. */
  103830. touchMoveSensibility: number;
  103831. /**
  103832. * Instantiates a new touch camera.
  103833. * This represents a FPS type of camera controlled by touch.
  103834. * This is like a universal camera minus the Gamepad controls.
  103835. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103836. * @param name Define the name of the camera in the scene
  103837. * @param position Define the start position of the camera in the scene
  103838. * @param scene Define the scene the camera belongs to
  103839. */
  103840. constructor(name: string, position: Vector3, scene: Scene);
  103841. /**
  103842. * Gets the current object class name.
  103843. * @return the class name
  103844. */
  103845. getClassName(): string;
  103846. /** @hidden */
  103847. _setupInputs(): void;
  103848. }
  103849. }
  103850. declare module BABYLON {
  103851. /**
  103852. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  103853. * being tilted forward or back and left or right.
  103854. */
  103855. export class DeviceOrientationCamera extends FreeCamera {
  103856. private _initialQuaternion;
  103857. private _quaternionCache;
  103858. private _tmpDragQuaternion;
  103859. private _disablePointerInputWhenUsingDeviceOrientation;
  103860. /**
  103861. * Creates a new device orientation camera
  103862. * @param name The name of the camera
  103863. * @param position The start position camera
  103864. * @param scene The scene the camera belongs to
  103865. */
  103866. constructor(name: string, position: Vector3, scene: Scene);
  103867. /**
  103868. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  103869. */
  103870. disablePointerInputWhenUsingDeviceOrientation: boolean;
  103871. private _dragFactor;
  103872. /**
  103873. * Enabled turning on the y axis when the orientation sensor is active
  103874. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  103875. */
  103876. enableHorizontalDragging(dragFactor?: number): void;
  103877. /**
  103878. * Gets the current instance class name ("DeviceOrientationCamera").
  103879. * This helps avoiding instanceof at run time.
  103880. * @returns the class name
  103881. */
  103882. getClassName(): string;
  103883. /**
  103884. * @hidden
  103885. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  103886. */
  103887. _checkInputs(): void;
  103888. /**
  103889. * Reset the camera to its default orientation on the specified axis only.
  103890. * @param axis The axis to reset
  103891. */
  103892. resetToCurrentRotation(axis?: Axis): void;
  103893. }
  103894. }
  103895. declare module BABYLON {
  103896. /**
  103897. * Defines supported buttons for XBox360 compatible gamepads
  103898. */
  103899. export enum Xbox360Button {
  103900. /** A */
  103901. A = 0,
  103902. /** B */
  103903. B = 1,
  103904. /** X */
  103905. X = 2,
  103906. /** Y */
  103907. Y = 3,
  103908. /** Start */
  103909. Start = 4,
  103910. /** Back */
  103911. Back = 5,
  103912. /** Left button */
  103913. LB = 6,
  103914. /** Right button */
  103915. RB = 7,
  103916. /** Left stick */
  103917. LeftStick = 8,
  103918. /** Right stick */
  103919. RightStick = 9
  103920. }
  103921. /** Defines values for XBox360 DPad */
  103922. export enum Xbox360Dpad {
  103923. /** Up */
  103924. Up = 0,
  103925. /** Down */
  103926. Down = 1,
  103927. /** Left */
  103928. Left = 2,
  103929. /** Right */
  103930. Right = 3
  103931. }
  103932. /**
  103933. * Defines a XBox360 gamepad
  103934. */
  103935. export class Xbox360Pad extends Gamepad {
  103936. private _leftTrigger;
  103937. private _rightTrigger;
  103938. private _onlefttriggerchanged;
  103939. private _onrighttriggerchanged;
  103940. private _onbuttondown;
  103941. private _onbuttonup;
  103942. private _ondpaddown;
  103943. private _ondpadup;
  103944. /** Observable raised when a button is pressed */
  103945. onButtonDownObservable: Observable<Xbox360Button>;
  103946. /** Observable raised when a button is released */
  103947. onButtonUpObservable: Observable<Xbox360Button>;
  103948. /** Observable raised when a pad is pressed */
  103949. onPadDownObservable: Observable<Xbox360Dpad>;
  103950. /** Observable raised when a pad is released */
  103951. onPadUpObservable: Observable<Xbox360Dpad>;
  103952. private _buttonA;
  103953. private _buttonB;
  103954. private _buttonX;
  103955. private _buttonY;
  103956. private _buttonBack;
  103957. private _buttonStart;
  103958. private _buttonLB;
  103959. private _buttonRB;
  103960. private _buttonLeftStick;
  103961. private _buttonRightStick;
  103962. private _dPadUp;
  103963. private _dPadDown;
  103964. private _dPadLeft;
  103965. private _dPadRight;
  103966. private _isXboxOnePad;
  103967. /**
  103968. * Creates a new XBox360 gamepad object
  103969. * @param id defines the id of this gamepad
  103970. * @param index defines its index
  103971. * @param gamepad defines the internal HTML gamepad object
  103972. * @param xboxOne defines if it is a XBox One gamepad
  103973. */
  103974. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  103975. /**
  103976. * Defines the callback to call when left trigger is pressed
  103977. * @param callback defines the callback to use
  103978. */
  103979. onlefttriggerchanged(callback: (value: number) => void): void;
  103980. /**
  103981. * Defines the callback to call when right trigger is pressed
  103982. * @param callback defines the callback to use
  103983. */
  103984. onrighttriggerchanged(callback: (value: number) => void): void;
  103985. /**
  103986. * Gets the left trigger value
  103987. */
  103988. /**
  103989. * Sets the left trigger value
  103990. */
  103991. leftTrigger: number;
  103992. /**
  103993. * Gets the right trigger value
  103994. */
  103995. /**
  103996. * Sets the right trigger value
  103997. */
  103998. rightTrigger: number;
  103999. /**
  104000. * Defines the callback to call when a button is pressed
  104001. * @param callback defines the callback to use
  104002. */
  104003. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  104004. /**
  104005. * Defines the callback to call when a button is released
  104006. * @param callback defines the callback to use
  104007. */
  104008. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  104009. /**
  104010. * Defines the callback to call when a pad is pressed
  104011. * @param callback defines the callback to use
  104012. */
  104013. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  104014. /**
  104015. * Defines the callback to call when a pad is released
  104016. * @param callback defines the callback to use
  104017. */
  104018. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  104019. private _setButtonValue;
  104020. private _setDPadValue;
  104021. /**
  104022. * Gets the value of the `A` button
  104023. */
  104024. /**
  104025. * Sets the value of the `A` button
  104026. */
  104027. buttonA: number;
  104028. /**
  104029. * Gets the value of the `B` button
  104030. */
  104031. /**
  104032. * Sets the value of the `B` button
  104033. */
  104034. buttonB: number;
  104035. /**
  104036. * Gets the value of the `X` button
  104037. */
  104038. /**
  104039. * Sets the value of the `X` button
  104040. */
  104041. buttonX: number;
  104042. /**
  104043. * Gets the value of the `Y` button
  104044. */
  104045. /**
  104046. * Sets the value of the `Y` button
  104047. */
  104048. buttonY: number;
  104049. /**
  104050. * Gets the value of the `Start` button
  104051. */
  104052. /**
  104053. * Sets the value of the `Start` button
  104054. */
  104055. buttonStart: number;
  104056. /**
  104057. * Gets the value of the `Back` button
  104058. */
  104059. /**
  104060. * Sets the value of the `Back` button
  104061. */
  104062. buttonBack: number;
  104063. /**
  104064. * Gets the value of the `Left` button
  104065. */
  104066. /**
  104067. * Sets the value of the `Left` button
  104068. */
  104069. buttonLB: number;
  104070. /**
  104071. * Gets the value of the `Right` button
  104072. */
  104073. /**
  104074. * Sets the value of the `Right` button
  104075. */
  104076. buttonRB: number;
  104077. /**
  104078. * Gets the value of the Left joystick
  104079. */
  104080. /**
  104081. * Sets the value of the Left joystick
  104082. */
  104083. buttonLeftStick: number;
  104084. /**
  104085. * Gets the value of the Right joystick
  104086. */
  104087. /**
  104088. * Sets the value of the Right joystick
  104089. */
  104090. buttonRightStick: number;
  104091. /**
  104092. * Gets the value of D-pad up
  104093. */
  104094. /**
  104095. * Sets the value of D-pad up
  104096. */
  104097. dPadUp: number;
  104098. /**
  104099. * Gets the value of D-pad down
  104100. */
  104101. /**
  104102. * Sets the value of D-pad down
  104103. */
  104104. dPadDown: number;
  104105. /**
  104106. * Gets the value of D-pad left
  104107. */
  104108. /**
  104109. * Sets the value of D-pad left
  104110. */
  104111. dPadLeft: number;
  104112. /**
  104113. * Gets the value of D-pad right
  104114. */
  104115. /**
  104116. * Sets the value of D-pad right
  104117. */
  104118. dPadRight: number;
  104119. /**
  104120. * Force the gamepad to synchronize with device values
  104121. */
  104122. update(): void;
  104123. /**
  104124. * Disposes the gamepad
  104125. */
  104126. dispose(): void;
  104127. }
  104128. }
  104129. declare module BABYLON {
  104130. /**
  104131. * Defines supported buttons for DualShock compatible gamepads
  104132. */
  104133. export enum DualShockButton {
  104134. /** Cross */
  104135. Cross = 0,
  104136. /** Circle */
  104137. Circle = 1,
  104138. /** Square */
  104139. Square = 2,
  104140. /** Triangle */
  104141. Triangle = 3,
  104142. /** Options */
  104143. Options = 4,
  104144. /** Share */
  104145. Share = 5,
  104146. /** L1 */
  104147. L1 = 6,
  104148. /** R1 */
  104149. R1 = 7,
  104150. /** Left stick */
  104151. LeftStick = 8,
  104152. /** Right stick */
  104153. RightStick = 9
  104154. }
  104155. /** Defines values for DualShock DPad */
  104156. export enum DualShockDpad {
  104157. /** Up */
  104158. Up = 0,
  104159. /** Down */
  104160. Down = 1,
  104161. /** Left */
  104162. Left = 2,
  104163. /** Right */
  104164. Right = 3
  104165. }
  104166. /**
  104167. * Defines a DualShock gamepad
  104168. */
  104169. export class DualShockPad extends Gamepad {
  104170. private _leftTrigger;
  104171. private _rightTrigger;
  104172. private _onlefttriggerchanged;
  104173. private _onrighttriggerchanged;
  104174. private _onbuttondown;
  104175. private _onbuttonup;
  104176. private _ondpaddown;
  104177. private _ondpadup;
  104178. /** Observable raised when a button is pressed */
  104179. onButtonDownObservable: Observable<DualShockButton>;
  104180. /** Observable raised when a button is released */
  104181. onButtonUpObservable: Observable<DualShockButton>;
  104182. /** Observable raised when a pad is pressed */
  104183. onPadDownObservable: Observable<DualShockDpad>;
  104184. /** Observable raised when a pad is released */
  104185. onPadUpObservable: Observable<DualShockDpad>;
  104186. private _buttonCross;
  104187. private _buttonCircle;
  104188. private _buttonSquare;
  104189. private _buttonTriangle;
  104190. private _buttonShare;
  104191. private _buttonOptions;
  104192. private _buttonL1;
  104193. private _buttonR1;
  104194. private _buttonLeftStick;
  104195. private _buttonRightStick;
  104196. private _dPadUp;
  104197. private _dPadDown;
  104198. private _dPadLeft;
  104199. private _dPadRight;
  104200. /**
  104201. * Creates a new DualShock gamepad object
  104202. * @param id defines the id of this gamepad
  104203. * @param index defines its index
  104204. * @param gamepad defines the internal HTML gamepad object
  104205. */
  104206. constructor(id: string, index: number, gamepad: any);
  104207. /**
  104208. * Defines the callback to call when left trigger is pressed
  104209. * @param callback defines the callback to use
  104210. */
  104211. onlefttriggerchanged(callback: (value: number) => void): void;
  104212. /**
  104213. * Defines the callback to call when right trigger is pressed
  104214. * @param callback defines the callback to use
  104215. */
  104216. onrighttriggerchanged(callback: (value: number) => void): void;
  104217. /**
  104218. * Gets the left trigger value
  104219. */
  104220. /**
  104221. * Sets the left trigger value
  104222. */
  104223. leftTrigger: number;
  104224. /**
  104225. * Gets the right trigger value
  104226. */
  104227. /**
  104228. * Sets the right trigger value
  104229. */
  104230. rightTrigger: number;
  104231. /**
  104232. * Defines the callback to call when a button is pressed
  104233. * @param callback defines the callback to use
  104234. */
  104235. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  104236. /**
  104237. * Defines the callback to call when a button is released
  104238. * @param callback defines the callback to use
  104239. */
  104240. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  104241. /**
  104242. * Defines the callback to call when a pad is pressed
  104243. * @param callback defines the callback to use
  104244. */
  104245. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  104246. /**
  104247. * Defines the callback to call when a pad is released
  104248. * @param callback defines the callback to use
  104249. */
  104250. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  104251. private _setButtonValue;
  104252. private _setDPadValue;
  104253. /**
  104254. * Gets the value of the `Cross` button
  104255. */
  104256. /**
  104257. * Sets the value of the `Cross` button
  104258. */
  104259. buttonCross: number;
  104260. /**
  104261. * Gets the value of the `Circle` button
  104262. */
  104263. /**
  104264. * Sets the value of the `Circle` button
  104265. */
  104266. buttonCircle: number;
  104267. /**
  104268. * Gets the value of the `Square` button
  104269. */
  104270. /**
  104271. * Sets the value of the `Square` button
  104272. */
  104273. buttonSquare: number;
  104274. /**
  104275. * Gets the value of the `Triangle` button
  104276. */
  104277. /**
  104278. * Sets the value of the `Triangle` button
  104279. */
  104280. buttonTriangle: number;
  104281. /**
  104282. * Gets the value of the `Options` button
  104283. */
  104284. /**
  104285. * Sets the value of the `Options` button
  104286. */
  104287. buttonOptions: number;
  104288. /**
  104289. * Gets the value of the `Share` button
  104290. */
  104291. /**
  104292. * Sets the value of the `Share` button
  104293. */
  104294. buttonShare: number;
  104295. /**
  104296. * Gets the value of the `L1` button
  104297. */
  104298. /**
  104299. * Sets the value of the `L1` button
  104300. */
  104301. buttonL1: number;
  104302. /**
  104303. * Gets the value of the `R1` button
  104304. */
  104305. /**
  104306. * Sets the value of the `R1` button
  104307. */
  104308. buttonR1: number;
  104309. /**
  104310. * Gets the value of the Left joystick
  104311. */
  104312. /**
  104313. * Sets the value of the Left joystick
  104314. */
  104315. buttonLeftStick: number;
  104316. /**
  104317. * Gets the value of the Right joystick
  104318. */
  104319. /**
  104320. * Sets the value of the Right joystick
  104321. */
  104322. buttonRightStick: number;
  104323. /**
  104324. * Gets the value of D-pad up
  104325. */
  104326. /**
  104327. * Sets the value of D-pad up
  104328. */
  104329. dPadUp: number;
  104330. /**
  104331. * Gets the value of D-pad down
  104332. */
  104333. /**
  104334. * Sets the value of D-pad down
  104335. */
  104336. dPadDown: number;
  104337. /**
  104338. * Gets the value of D-pad left
  104339. */
  104340. /**
  104341. * Sets the value of D-pad left
  104342. */
  104343. dPadLeft: number;
  104344. /**
  104345. * Gets the value of D-pad right
  104346. */
  104347. /**
  104348. * Sets the value of D-pad right
  104349. */
  104350. dPadRight: number;
  104351. /**
  104352. * Force the gamepad to synchronize with device values
  104353. */
  104354. update(): void;
  104355. /**
  104356. * Disposes the gamepad
  104357. */
  104358. dispose(): void;
  104359. }
  104360. }
  104361. declare module BABYLON {
  104362. /**
  104363. * Manager for handling gamepads
  104364. */
  104365. export class GamepadManager {
  104366. private _scene?;
  104367. private _babylonGamepads;
  104368. private _oneGamepadConnected;
  104369. /** @hidden */
  104370. _isMonitoring: boolean;
  104371. private _gamepadEventSupported;
  104372. private _gamepadSupport;
  104373. /**
  104374. * observable to be triggered when the gamepad controller has been connected
  104375. */
  104376. onGamepadConnectedObservable: Observable<Gamepad>;
  104377. /**
  104378. * observable to be triggered when the gamepad controller has been disconnected
  104379. */
  104380. onGamepadDisconnectedObservable: Observable<Gamepad>;
  104381. private _onGamepadConnectedEvent;
  104382. private _onGamepadDisconnectedEvent;
  104383. /**
  104384. * Initializes the gamepad manager
  104385. * @param _scene BabylonJS scene
  104386. */
  104387. constructor(_scene?: Scene | undefined);
  104388. /**
  104389. * The gamepads in the game pad manager
  104390. */
  104391. readonly gamepads: Gamepad[];
  104392. /**
  104393. * Get the gamepad controllers based on type
  104394. * @param type The type of gamepad controller
  104395. * @returns Nullable gamepad
  104396. */
  104397. getGamepadByType(type?: number): Nullable<Gamepad>;
  104398. /**
  104399. * Disposes the gamepad manager
  104400. */
  104401. dispose(): void;
  104402. private _addNewGamepad;
  104403. private _startMonitoringGamepads;
  104404. private _stopMonitoringGamepads;
  104405. /** @hidden */
  104406. _checkGamepadsStatus(): void;
  104407. private _updateGamepadObjects;
  104408. }
  104409. }
  104410. declare module BABYLON {
  104411. interface Scene {
  104412. /** @hidden */
  104413. _gamepadManager: Nullable<GamepadManager>;
  104414. /**
  104415. * Gets the gamepad manager associated with the scene
  104416. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  104417. */
  104418. gamepadManager: GamepadManager;
  104419. }
  104420. /**
  104421. * Interface representing a free camera inputs manager
  104422. */
  104423. interface FreeCameraInputsManager {
  104424. /**
  104425. * Adds gamepad input support to the FreeCameraInputsManager.
  104426. * @returns the FreeCameraInputsManager
  104427. */
  104428. addGamepad(): FreeCameraInputsManager;
  104429. }
  104430. /**
  104431. * Interface representing an arc rotate camera inputs manager
  104432. */
  104433. interface ArcRotateCameraInputsManager {
  104434. /**
  104435. * Adds gamepad input support to the ArcRotateCamera InputManager.
  104436. * @returns the camera inputs manager
  104437. */
  104438. addGamepad(): ArcRotateCameraInputsManager;
  104439. }
  104440. /**
  104441. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  104442. */
  104443. export class GamepadSystemSceneComponent implements ISceneComponent {
  104444. /**
  104445. * The component name helpfull to identify the component in the list of scene components.
  104446. */
  104447. readonly name: string;
  104448. /**
  104449. * The scene the component belongs to.
  104450. */
  104451. scene: Scene;
  104452. /**
  104453. * Creates a new instance of the component for the given scene
  104454. * @param scene Defines the scene to register the component in
  104455. */
  104456. constructor(scene: Scene);
  104457. /**
  104458. * Registers the component in a given scene
  104459. */
  104460. register(): void;
  104461. /**
  104462. * Rebuilds the elements related to this component in case of
  104463. * context lost for instance.
  104464. */
  104465. rebuild(): void;
  104466. /**
  104467. * Disposes the component and the associated ressources
  104468. */
  104469. dispose(): void;
  104470. private _beforeCameraUpdate;
  104471. }
  104472. }
  104473. declare module BABYLON {
  104474. /**
  104475. * 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,
  104476. * which still works and will still be found in many Playgrounds.
  104477. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104478. */
  104479. export class UniversalCamera extends TouchCamera {
  104480. /**
  104481. * Defines the gamepad rotation sensiblity.
  104482. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  104483. */
  104484. gamepadAngularSensibility: number;
  104485. /**
  104486. * Defines the gamepad move sensiblity.
  104487. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  104488. */
  104489. gamepadMoveSensibility: number;
  104490. /**
  104491. * 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,
  104492. * which still works and will still be found in many Playgrounds.
  104493. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104494. * @param name Define the name of the camera in the scene
  104495. * @param position Define the start position of the camera in the scene
  104496. * @param scene Define the scene the camera belongs to
  104497. */
  104498. constructor(name: string, position: Vector3, scene: Scene);
  104499. /**
  104500. * Gets the current object class name.
  104501. * @return the class name
  104502. */
  104503. getClassName(): string;
  104504. }
  104505. }
  104506. declare module BABYLON {
  104507. /**
  104508. * This represents a FPS type of camera. This is only here for back compat purpose.
  104509. * Please use the UniversalCamera instead as both are identical.
  104510. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104511. */
  104512. export class GamepadCamera extends UniversalCamera {
  104513. /**
  104514. * Instantiates a new Gamepad Camera
  104515. * This represents a FPS type of camera. This is only here for back compat purpose.
  104516. * Please use the UniversalCamera instead as both are identical.
  104517. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104518. * @param name Define the name of the camera in the scene
  104519. * @param position Define the start position of the camera in the scene
  104520. * @param scene Define the scene the camera belongs to
  104521. */
  104522. constructor(name: string, position: Vector3, scene: Scene);
  104523. /**
  104524. * Gets the current object class name.
  104525. * @return the class name
  104526. */
  104527. getClassName(): string;
  104528. }
  104529. }
  104530. declare module BABYLON {
  104531. /** @hidden */
  104532. export var passPixelShader: {
  104533. name: string;
  104534. shader: string;
  104535. };
  104536. }
  104537. declare module BABYLON {
  104538. /** @hidden */
  104539. export var passCubePixelShader: {
  104540. name: string;
  104541. shader: string;
  104542. };
  104543. }
  104544. declare module BABYLON {
  104545. /**
  104546. * PassPostProcess which produces an output the same as it's input
  104547. */
  104548. export class PassPostProcess extends PostProcess {
  104549. /**
  104550. * Creates the PassPostProcess
  104551. * @param name The name of the effect.
  104552. * @param options The required width/height ratio to downsize to before computing the render pass.
  104553. * @param camera The camera to apply the render pass to.
  104554. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104555. * @param engine The engine which the post process will be applied. (default: current engine)
  104556. * @param reusable If the post process can be reused on the same frame. (default: false)
  104557. * @param textureType The type of texture to be used when performing the post processing.
  104558. * @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)
  104559. */
  104560. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  104561. }
  104562. /**
  104563. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  104564. */
  104565. export class PassCubePostProcess extends PostProcess {
  104566. private _face;
  104567. /**
  104568. * Gets or sets the cube face to display.
  104569. * * 0 is +X
  104570. * * 1 is -X
  104571. * * 2 is +Y
  104572. * * 3 is -Y
  104573. * * 4 is +Z
  104574. * * 5 is -Z
  104575. */
  104576. face: number;
  104577. /**
  104578. * Creates the PassCubePostProcess
  104579. * @param name The name of the effect.
  104580. * @param options The required width/height ratio to downsize to before computing the render pass.
  104581. * @param camera The camera to apply the render pass to.
  104582. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104583. * @param engine The engine which the post process will be applied. (default: current engine)
  104584. * @param reusable If the post process can be reused on the same frame. (default: false)
  104585. * @param textureType The type of texture to be used when performing the post processing.
  104586. * @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)
  104587. */
  104588. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  104589. }
  104590. }
  104591. declare module BABYLON {
  104592. /** @hidden */
  104593. export var anaglyphPixelShader: {
  104594. name: string;
  104595. shader: string;
  104596. };
  104597. }
  104598. declare module BABYLON {
  104599. /**
  104600. * Postprocess used to generate anaglyphic rendering
  104601. */
  104602. export class AnaglyphPostProcess extends PostProcess {
  104603. private _passedProcess;
  104604. /**
  104605. * Creates a new AnaglyphPostProcess
  104606. * @param name defines postprocess name
  104607. * @param options defines creation options or target ratio scale
  104608. * @param rigCameras defines cameras using this postprocess
  104609. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  104610. * @param engine defines hosting engine
  104611. * @param reusable defines if the postprocess will be reused multiple times per frame
  104612. */
  104613. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  104614. }
  104615. }
  104616. declare module BABYLON {
  104617. /**
  104618. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  104619. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104620. */
  104621. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  104622. /**
  104623. * Creates a new AnaglyphArcRotateCamera
  104624. * @param name defines camera name
  104625. * @param alpha defines alpha angle (in radians)
  104626. * @param beta defines beta angle (in radians)
  104627. * @param radius defines radius
  104628. * @param target defines camera target
  104629. * @param interaxialDistance defines distance between each color axis
  104630. * @param scene defines the hosting scene
  104631. */
  104632. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  104633. /**
  104634. * Gets camera class name
  104635. * @returns AnaglyphArcRotateCamera
  104636. */
  104637. getClassName(): string;
  104638. }
  104639. }
  104640. declare module BABYLON {
  104641. /**
  104642. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  104643. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104644. */
  104645. export class AnaglyphFreeCamera extends FreeCamera {
  104646. /**
  104647. * Creates a new AnaglyphFreeCamera
  104648. * @param name defines camera name
  104649. * @param position defines initial position
  104650. * @param interaxialDistance defines distance between each color axis
  104651. * @param scene defines the hosting scene
  104652. */
  104653. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104654. /**
  104655. * Gets camera class name
  104656. * @returns AnaglyphFreeCamera
  104657. */
  104658. getClassName(): string;
  104659. }
  104660. }
  104661. declare module BABYLON {
  104662. /**
  104663. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  104664. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104665. */
  104666. export class AnaglyphGamepadCamera extends GamepadCamera {
  104667. /**
  104668. * Creates a new AnaglyphGamepadCamera
  104669. * @param name defines camera name
  104670. * @param position defines initial position
  104671. * @param interaxialDistance defines distance between each color axis
  104672. * @param scene defines the hosting scene
  104673. */
  104674. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104675. /**
  104676. * Gets camera class name
  104677. * @returns AnaglyphGamepadCamera
  104678. */
  104679. getClassName(): string;
  104680. }
  104681. }
  104682. declare module BABYLON {
  104683. /**
  104684. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  104685. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104686. */
  104687. export class AnaglyphUniversalCamera extends UniversalCamera {
  104688. /**
  104689. * Creates a new AnaglyphUniversalCamera
  104690. * @param name defines camera name
  104691. * @param position defines initial position
  104692. * @param interaxialDistance defines distance between each color axis
  104693. * @param scene defines the hosting scene
  104694. */
  104695. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104696. /**
  104697. * Gets camera class name
  104698. * @returns AnaglyphUniversalCamera
  104699. */
  104700. getClassName(): string;
  104701. }
  104702. }
  104703. declare module BABYLON {
  104704. /** @hidden */
  104705. export var stereoscopicInterlacePixelShader: {
  104706. name: string;
  104707. shader: string;
  104708. };
  104709. }
  104710. declare module BABYLON {
  104711. /**
  104712. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  104713. */
  104714. export class StereoscopicInterlacePostProcess extends PostProcess {
  104715. private _stepSize;
  104716. private _passedProcess;
  104717. /**
  104718. * Initializes a StereoscopicInterlacePostProcess
  104719. * @param name The name of the effect.
  104720. * @param rigCameras The rig cameras to be appled to the post process
  104721. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  104722. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104723. * @param engine The engine which the post process will be applied. (default: current engine)
  104724. * @param reusable If the post process can be reused on the same frame. (default: false)
  104725. */
  104726. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  104727. }
  104728. }
  104729. declare module BABYLON {
  104730. /**
  104731. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  104732. * @see http://doc.babylonjs.com/features/cameras
  104733. */
  104734. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  104735. /**
  104736. * Creates a new StereoscopicArcRotateCamera
  104737. * @param name defines camera name
  104738. * @param alpha defines alpha angle (in radians)
  104739. * @param beta defines beta angle (in radians)
  104740. * @param radius defines radius
  104741. * @param target defines camera target
  104742. * @param interaxialDistance defines distance between each color axis
  104743. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104744. * @param scene defines the hosting scene
  104745. */
  104746. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104747. /**
  104748. * Gets camera class name
  104749. * @returns StereoscopicArcRotateCamera
  104750. */
  104751. getClassName(): string;
  104752. }
  104753. }
  104754. declare module BABYLON {
  104755. /**
  104756. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  104757. * @see http://doc.babylonjs.com/features/cameras
  104758. */
  104759. export class StereoscopicFreeCamera extends FreeCamera {
  104760. /**
  104761. * Creates a new StereoscopicFreeCamera
  104762. * @param name defines camera name
  104763. * @param position defines initial position
  104764. * @param interaxialDistance defines distance between each color axis
  104765. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104766. * @param scene defines the hosting scene
  104767. */
  104768. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104769. /**
  104770. * Gets camera class name
  104771. * @returns StereoscopicFreeCamera
  104772. */
  104773. getClassName(): string;
  104774. }
  104775. }
  104776. declare module BABYLON {
  104777. /**
  104778. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  104779. * @see http://doc.babylonjs.com/features/cameras
  104780. */
  104781. export class StereoscopicGamepadCamera extends GamepadCamera {
  104782. /**
  104783. * Creates a new StereoscopicGamepadCamera
  104784. * @param name defines camera name
  104785. * @param position defines initial position
  104786. * @param interaxialDistance defines distance between each color axis
  104787. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104788. * @param scene defines the hosting scene
  104789. */
  104790. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104791. /**
  104792. * Gets camera class name
  104793. * @returns StereoscopicGamepadCamera
  104794. */
  104795. getClassName(): string;
  104796. }
  104797. }
  104798. declare module BABYLON {
  104799. /**
  104800. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  104801. * @see http://doc.babylonjs.com/features/cameras
  104802. */
  104803. export class StereoscopicUniversalCamera extends UniversalCamera {
  104804. /**
  104805. * Creates a new StereoscopicUniversalCamera
  104806. * @param name defines camera name
  104807. * @param position defines initial position
  104808. * @param interaxialDistance defines distance between each color axis
  104809. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104810. * @param scene defines the hosting scene
  104811. */
  104812. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104813. /**
  104814. * Gets camera class name
  104815. * @returns StereoscopicUniversalCamera
  104816. */
  104817. getClassName(): string;
  104818. }
  104819. }
  104820. declare module BABYLON {
  104821. /**
  104822. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  104823. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  104824. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  104825. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  104826. */
  104827. export class VirtualJoysticksCamera extends FreeCamera {
  104828. /**
  104829. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  104830. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  104831. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  104832. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  104833. * @param name Define the name of the camera in the scene
  104834. * @param position Define the start position of the camera in the scene
  104835. * @param scene Define the scene the camera belongs to
  104836. */
  104837. constructor(name: string, position: Vector3, scene: Scene);
  104838. /**
  104839. * Gets the current object class name.
  104840. * @return the class name
  104841. */
  104842. getClassName(): string;
  104843. }
  104844. }
  104845. declare module BABYLON {
  104846. /**
  104847. * This represents all the required metrics to create a VR camera.
  104848. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  104849. */
  104850. export class VRCameraMetrics {
  104851. /**
  104852. * Define the horizontal resolution off the screen.
  104853. */
  104854. hResolution: number;
  104855. /**
  104856. * Define the vertical resolution off the screen.
  104857. */
  104858. vResolution: number;
  104859. /**
  104860. * Define the horizontal screen size.
  104861. */
  104862. hScreenSize: number;
  104863. /**
  104864. * Define the vertical screen size.
  104865. */
  104866. vScreenSize: number;
  104867. /**
  104868. * Define the vertical screen center position.
  104869. */
  104870. vScreenCenter: number;
  104871. /**
  104872. * Define the distance of the eyes to the screen.
  104873. */
  104874. eyeToScreenDistance: number;
  104875. /**
  104876. * Define the distance between both lenses
  104877. */
  104878. lensSeparationDistance: number;
  104879. /**
  104880. * Define the distance between both viewer's eyes.
  104881. */
  104882. interpupillaryDistance: number;
  104883. /**
  104884. * Define the distortion factor of the VR postprocess.
  104885. * Please, touch with care.
  104886. */
  104887. distortionK: number[];
  104888. /**
  104889. * Define the chromatic aberration correction factors for the VR post process.
  104890. */
  104891. chromaAbCorrection: number[];
  104892. /**
  104893. * Define the scale factor of the post process.
  104894. * The smaller the better but the slower.
  104895. */
  104896. postProcessScaleFactor: number;
  104897. /**
  104898. * Define an offset for the lens center.
  104899. */
  104900. lensCenterOffset: number;
  104901. /**
  104902. * Define if the current vr camera should compensate the distortion of the lense or not.
  104903. */
  104904. compensateDistortion: boolean;
  104905. /**
  104906. * Defines if multiview should be enabled when rendering (Default: false)
  104907. */
  104908. multiviewEnabled: boolean;
  104909. /**
  104910. * Gets the rendering aspect ratio based on the provided resolutions.
  104911. */
  104912. readonly aspectRatio: number;
  104913. /**
  104914. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  104915. */
  104916. readonly aspectRatioFov: number;
  104917. /**
  104918. * @hidden
  104919. */
  104920. readonly leftHMatrix: Matrix;
  104921. /**
  104922. * @hidden
  104923. */
  104924. readonly rightHMatrix: Matrix;
  104925. /**
  104926. * @hidden
  104927. */
  104928. readonly leftPreViewMatrix: Matrix;
  104929. /**
  104930. * @hidden
  104931. */
  104932. readonly rightPreViewMatrix: Matrix;
  104933. /**
  104934. * Get the default VRMetrics based on the most generic setup.
  104935. * @returns the default vr metrics
  104936. */
  104937. static GetDefault(): VRCameraMetrics;
  104938. }
  104939. }
  104940. declare module BABYLON {
  104941. /** @hidden */
  104942. export var vrDistortionCorrectionPixelShader: {
  104943. name: string;
  104944. shader: string;
  104945. };
  104946. }
  104947. declare module BABYLON {
  104948. /**
  104949. * VRDistortionCorrectionPostProcess used for mobile VR
  104950. */
  104951. export class VRDistortionCorrectionPostProcess extends PostProcess {
  104952. private _isRightEye;
  104953. private _distortionFactors;
  104954. private _postProcessScaleFactor;
  104955. private _lensCenterOffset;
  104956. private _scaleIn;
  104957. private _scaleFactor;
  104958. private _lensCenter;
  104959. /**
  104960. * Initializes the VRDistortionCorrectionPostProcess
  104961. * @param name The name of the effect.
  104962. * @param camera The camera to apply the render pass to.
  104963. * @param isRightEye If this is for the right eye distortion
  104964. * @param vrMetrics All the required metrics for the VR camera
  104965. */
  104966. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  104967. }
  104968. }
  104969. declare module BABYLON {
  104970. /**
  104971. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  104972. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  104973. */
  104974. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  104975. /**
  104976. * Creates a new VRDeviceOrientationArcRotateCamera
  104977. * @param name defines camera name
  104978. * @param alpha defines the camera rotation along the logitudinal axis
  104979. * @param beta defines the camera rotation along the latitudinal axis
  104980. * @param radius defines the camera distance from its target
  104981. * @param target defines the camera target
  104982. * @param scene defines the scene the camera belongs to
  104983. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  104984. * @param vrCameraMetrics defines the vr metrics associated to the camera
  104985. */
  104986. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  104987. /**
  104988. * Gets camera class name
  104989. * @returns VRDeviceOrientationArcRotateCamera
  104990. */
  104991. getClassName(): string;
  104992. }
  104993. }
  104994. declare module BABYLON {
  104995. /**
  104996. * Camera used to simulate VR rendering (based on FreeCamera)
  104997. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  104998. */
  104999. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  105000. /**
  105001. * Creates a new VRDeviceOrientationFreeCamera
  105002. * @param name defines camera name
  105003. * @param position defines the start position of the camera
  105004. * @param scene defines the scene the camera belongs to
  105005. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105006. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105007. */
  105008. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  105009. /**
  105010. * Gets camera class name
  105011. * @returns VRDeviceOrientationFreeCamera
  105012. */
  105013. getClassName(): string;
  105014. }
  105015. }
  105016. declare module BABYLON {
  105017. /**
  105018. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  105019. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105020. */
  105021. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  105022. /**
  105023. * Creates a new VRDeviceOrientationGamepadCamera
  105024. * @param name defines camera name
  105025. * @param position defines the start position of the camera
  105026. * @param scene defines the scene the camera belongs to
  105027. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105028. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105029. */
  105030. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  105031. /**
  105032. * Gets camera class name
  105033. * @returns VRDeviceOrientationGamepadCamera
  105034. */
  105035. getClassName(): string;
  105036. }
  105037. }
  105038. declare module BABYLON {
  105039. /**
  105040. * Base class of materials working in push mode in babylon JS
  105041. * @hidden
  105042. */
  105043. export class PushMaterial extends Material {
  105044. protected _activeEffect: Effect;
  105045. protected _normalMatrix: Matrix;
  105046. /**
  105047. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  105048. * This means that the material can keep using a previous shader while a new one is being compiled.
  105049. * This is mostly used when shader parallel compilation is supported (true by default)
  105050. */
  105051. allowShaderHotSwapping: boolean;
  105052. constructor(name: string, scene: Scene);
  105053. getEffect(): Effect;
  105054. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  105055. /**
  105056. * Binds the given world matrix to the active effect
  105057. *
  105058. * @param world the matrix to bind
  105059. */
  105060. bindOnlyWorldMatrix(world: Matrix): void;
  105061. /**
  105062. * Binds the given normal matrix to the active effect
  105063. *
  105064. * @param normalMatrix the matrix to bind
  105065. */
  105066. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  105067. bind(world: Matrix, mesh?: Mesh): void;
  105068. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  105069. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  105070. }
  105071. }
  105072. declare module BABYLON {
  105073. /**
  105074. * This groups all the flags used to control the materials channel.
  105075. */
  105076. export class MaterialFlags {
  105077. private static _DiffuseTextureEnabled;
  105078. /**
  105079. * Are diffuse textures enabled in the application.
  105080. */
  105081. static DiffuseTextureEnabled: boolean;
  105082. private static _AmbientTextureEnabled;
  105083. /**
  105084. * Are ambient textures enabled in the application.
  105085. */
  105086. static AmbientTextureEnabled: boolean;
  105087. private static _OpacityTextureEnabled;
  105088. /**
  105089. * Are opacity textures enabled in the application.
  105090. */
  105091. static OpacityTextureEnabled: boolean;
  105092. private static _ReflectionTextureEnabled;
  105093. /**
  105094. * Are reflection textures enabled in the application.
  105095. */
  105096. static ReflectionTextureEnabled: boolean;
  105097. private static _EmissiveTextureEnabled;
  105098. /**
  105099. * Are emissive textures enabled in the application.
  105100. */
  105101. static EmissiveTextureEnabled: boolean;
  105102. private static _SpecularTextureEnabled;
  105103. /**
  105104. * Are specular textures enabled in the application.
  105105. */
  105106. static SpecularTextureEnabled: boolean;
  105107. private static _BumpTextureEnabled;
  105108. /**
  105109. * Are bump textures enabled in the application.
  105110. */
  105111. static BumpTextureEnabled: boolean;
  105112. private static _LightmapTextureEnabled;
  105113. /**
  105114. * Are lightmap textures enabled in the application.
  105115. */
  105116. static LightmapTextureEnabled: boolean;
  105117. private static _RefractionTextureEnabled;
  105118. /**
  105119. * Are refraction textures enabled in the application.
  105120. */
  105121. static RefractionTextureEnabled: boolean;
  105122. private static _ColorGradingTextureEnabled;
  105123. /**
  105124. * Are color grading textures enabled in the application.
  105125. */
  105126. static ColorGradingTextureEnabled: boolean;
  105127. private static _FresnelEnabled;
  105128. /**
  105129. * Are fresnels enabled in the application.
  105130. */
  105131. static FresnelEnabled: boolean;
  105132. private static _ClearCoatTextureEnabled;
  105133. /**
  105134. * Are clear coat textures enabled in the application.
  105135. */
  105136. static ClearCoatTextureEnabled: boolean;
  105137. private static _ClearCoatBumpTextureEnabled;
  105138. /**
  105139. * Are clear coat bump textures enabled in the application.
  105140. */
  105141. static ClearCoatBumpTextureEnabled: boolean;
  105142. private static _ClearCoatTintTextureEnabled;
  105143. /**
  105144. * Are clear coat tint textures enabled in the application.
  105145. */
  105146. static ClearCoatTintTextureEnabled: boolean;
  105147. private static _SheenTextureEnabled;
  105148. /**
  105149. * Are sheen textures enabled in the application.
  105150. */
  105151. static SheenTextureEnabled: boolean;
  105152. private static _AnisotropicTextureEnabled;
  105153. /**
  105154. * Are anisotropic textures enabled in the application.
  105155. */
  105156. static AnisotropicTextureEnabled: boolean;
  105157. private static _ThicknessTextureEnabled;
  105158. /**
  105159. * Are thickness textures enabled in the application.
  105160. */
  105161. static ThicknessTextureEnabled: boolean;
  105162. }
  105163. }
  105164. declare module BABYLON {
  105165. /** @hidden */
  105166. export var defaultFragmentDeclaration: {
  105167. name: string;
  105168. shader: string;
  105169. };
  105170. }
  105171. declare module BABYLON {
  105172. /** @hidden */
  105173. export var defaultUboDeclaration: {
  105174. name: string;
  105175. shader: string;
  105176. };
  105177. }
  105178. declare module BABYLON {
  105179. /** @hidden */
  105180. export var lightFragmentDeclaration: {
  105181. name: string;
  105182. shader: string;
  105183. };
  105184. }
  105185. declare module BABYLON {
  105186. /** @hidden */
  105187. export var lightUboDeclaration: {
  105188. name: string;
  105189. shader: string;
  105190. };
  105191. }
  105192. declare module BABYLON {
  105193. /** @hidden */
  105194. export var lightsFragmentFunctions: {
  105195. name: string;
  105196. shader: string;
  105197. };
  105198. }
  105199. declare module BABYLON {
  105200. /** @hidden */
  105201. export var shadowsFragmentFunctions: {
  105202. name: string;
  105203. shader: string;
  105204. };
  105205. }
  105206. declare module BABYLON {
  105207. /** @hidden */
  105208. export var fresnelFunction: {
  105209. name: string;
  105210. shader: string;
  105211. };
  105212. }
  105213. declare module BABYLON {
  105214. /** @hidden */
  105215. export var reflectionFunction: {
  105216. name: string;
  105217. shader: string;
  105218. };
  105219. }
  105220. declare module BABYLON {
  105221. /** @hidden */
  105222. export var bumpFragmentFunctions: {
  105223. name: string;
  105224. shader: string;
  105225. };
  105226. }
  105227. declare module BABYLON {
  105228. /** @hidden */
  105229. export var logDepthDeclaration: {
  105230. name: string;
  105231. shader: string;
  105232. };
  105233. }
  105234. declare module BABYLON {
  105235. /** @hidden */
  105236. export var bumpFragment: {
  105237. name: string;
  105238. shader: string;
  105239. };
  105240. }
  105241. declare module BABYLON {
  105242. /** @hidden */
  105243. export var depthPrePass: {
  105244. name: string;
  105245. shader: string;
  105246. };
  105247. }
  105248. declare module BABYLON {
  105249. /** @hidden */
  105250. export var lightFragment: {
  105251. name: string;
  105252. shader: string;
  105253. };
  105254. }
  105255. declare module BABYLON {
  105256. /** @hidden */
  105257. export var logDepthFragment: {
  105258. name: string;
  105259. shader: string;
  105260. };
  105261. }
  105262. declare module BABYLON {
  105263. /** @hidden */
  105264. export var defaultPixelShader: {
  105265. name: string;
  105266. shader: string;
  105267. };
  105268. }
  105269. declare module BABYLON {
  105270. /** @hidden */
  105271. export var defaultVertexDeclaration: {
  105272. name: string;
  105273. shader: string;
  105274. };
  105275. }
  105276. declare module BABYLON {
  105277. /** @hidden */
  105278. export var bumpVertexDeclaration: {
  105279. name: string;
  105280. shader: string;
  105281. };
  105282. }
  105283. declare module BABYLON {
  105284. /** @hidden */
  105285. export var bumpVertex: {
  105286. name: string;
  105287. shader: string;
  105288. };
  105289. }
  105290. declare module BABYLON {
  105291. /** @hidden */
  105292. export var fogVertex: {
  105293. name: string;
  105294. shader: string;
  105295. };
  105296. }
  105297. declare module BABYLON {
  105298. /** @hidden */
  105299. export var shadowsVertex: {
  105300. name: string;
  105301. shader: string;
  105302. };
  105303. }
  105304. declare module BABYLON {
  105305. /** @hidden */
  105306. export var pointCloudVertex: {
  105307. name: string;
  105308. shader: string;
  105309. };
  105310. }
  105311. declare module BABYLON {
  105312. /** @hidden */
  105313. export var logDepthVertex: {
  105314. name: string;
  105315. shader: string;
  105316. };
  105317. }
  105318. declare module BABYLON {
  105319. /** @hidden */
  105320. export var defaultVertexShader: {
  105321. name: string;
  105322. shader: string;
  105323. };
  105324. }
  105325. declare module BABYLON {
  105326. /** @hidden */
  105327. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  105328. MAINUV1: boolean;
  105329. MAINUV2: boolean;
  105330. DIFFUSE: boolean;
  105331. DIFFUSEDIRECTUV: number;
  105332. AMBIENT: boolean;
  105333. AMBIENTDIRECTUV: number;
  105334. OPACITY: boolean;
  105335. OPACITYDIRECTUV: number;
  105336. OPACITYRGB: boolean;
  105337. REFLECTION: boolean;
  105338. EMISSIVE: boolean;
  105339. EMISSIVEDIRECTUV: number;
  105340. SPECULAR: boolean;
  105341. SPECULARDIRECTUV: number;
  105342. BUMP: boolean;
  105343. BUMPDIRECTUV: number;
  105344. PARALLAX: boolean;
  105345. PARALLAXOCCLUSION: boolean;
  105346. SPECULAROVERALPHA: boolean;
  105347. CLIPPLANE: boolean;
  105348. CLIPPLANE2: boolean;
  105349. CLIPPLANE3: boolean;
  105350. CLIPPLANE4: boolean;
  105351. ALPHATEST: boolean;
  105352. DEPTHPREPASS: boolean;
  105353. ALPHAFROMDIFFUSE: boolean;
  105354. POINTSIZE: boolean;
  105355. FOG: boolean;
  105356. SPECULARTERM: boolean;
  105357. DIFFUSEFRESNEL: boolean;
  105358. OPACITYFRESNEL: boolean;
  105359. REFLECTIONFRESNEL: boolean;
  105360. REFRACTIONFRESNEL: boolean;
  105361. EMISSIVEFRESNEL: boolean;
  105362. FRESNEL: boolean;
  105363. NORMAL: boolean;
  105364. UV1: boolean;
  105365. UV2: boolean;
  105366. VERTEXCOLOR: boolean;
  105367. VERTEXALPHA: boolean;
  105368. NUM_BONE_INFLUENCERS: number;
  105369. BonesPerMesh: number;
  105370. BONETEXTURE: boolean;
  105371. INSTANCES: boolean;
  105372. GLOSSINESS: boolean;
  105373. ROUGHNESS: boolean;
  105374. EMISSIVEASILLUMINATION: boolean;
  105375. LINKEMISSIVEWITHDIFFUSE: boolean;
  105376. REFLECTIONFRESNELFROMSPECULAR: boolean;
  105377. LIGHTMAP: boolean;
  105378. LIGHTMAPDIRECTUV: number;
  105379. OBJECTSPACE_NORMALMAP: boolean;
  105380. USELIGHTMAPASSHADOWMAP: boolean;
  105381. REFLECTIONMAP_3D: boolean;
  105382. REFLECTIONMAP_SPHERICAL: boolean;
  105383. REFLECTIONMAP_PLANAR: boolean;
  105384. REFLECTIONMAP_CUBIC: boolean;
  105385. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  105386. REFLECTIONMAP_PROJECTION: boolean;
  105387. REFLECTIONMAP_SKYBOX: boolean;
  105388. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  105389. REFLECTIONMAP_EXPLICIT: boolean;
  105390. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  105391. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  105392. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  105393. INVERTCUBICMAP: boolean;
  105394. LOGARITHMICDEPTH: boolean;
  105395. REFRACTION: boolean;
  105396. REFRACTIONMAP_3D: boolean;
  105397. REFLECTIONOVERALPHA: boolean;
  105398. TWOSIDEDLIGHTING: boolean;
  105399. SHADOWFLOAT: boolean;
  105400. MORPHTARGETS: boolean;
  105401. MORPHTARGETS_NORMAL: boolean;
  105402. MORPHTARGETS_TANGENT: boolean;
  105403. MORPHTARGETS_UV: boolean;
  105404. NUM_MORPH_INFLUENCERS: number;
  105405. NONUNIFORMSCALING: boolean;
  105406. PREMULTIPLYALPHA: boolean;
  105407. IMAGEPROCESSING: boolean;
  105408. VIGNETTE: boolean;
  105409. VIGNETTEBLENDMODEMULTIPLY: boolean;
  105410. VIGNETTEBLENDMODEOPAQUE: boolean;
  105411. TONEMAPPING: boolean;
  105412. TONEMAPPING_ACES: boolean;
  105413. CONTRAST: boolean;
  105414. COLORCURVES: boolean;
  105415. COLORGRADING: boolean;
  105416. COLORGRADING3D: boolean;
  105417. SAMPLER3DGREENDEPTH: boolean;
  105418. SAMPLER3DBGRMAP: boolean;
  105419. IMAGEPROCESSINGPOSTPROCESS: boolean;
  105420. MULTIVIEW: boolean;
  105421. /**
  105422. * If the reflection texture on this material is in linear color space
  105423. * @hidden
  105424. */
  105425. IS_REFLECTION_LINEAR: boolean;
  105426. /**
  105427. * If the refraction texture on this material is in linear color space
  105428. * @hidden
  105429. */
  105430. IS_REFRACTION_LINEAR: boolean;
  105431. EXPOSURE: boolean;
  105432. constructor();
  105433. setReflectionMode(modeToEnable: string): void;
  105434. }
  105435. /**
  105436. * This is the default material used in Babylon. It is the best trade off between quality
  105437. * and performances.
  105438. * @see http://doc.babylonjs.com/babylon101/materials
  105439. */
  105440. export class StandardMaterial extends PushMaterial {
  105441. private _diffuseTexture;
  105442. /**
  105443. * The basic texture of the material as viewed under a light.
  105444. */
  105445. diffuseTexture: Nullable<BaseTexture>;
  105446. private _ambientTexture;
  105447. /**
  105448. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  105449. */
  105450. ambientTexture: Nullable<BaseTexture>;
  105451. private _opacityTexture;
  105452. /**
  105453. * Define the transparency of the material from a texture.
  105454. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  105455. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  105456. */
  105457. opacityTexture: Nullable<BaseTexture>;
  105458. private _reflectionTexture;
  105459. /**
  105460. * Define the texture used to display the reflection.
  105461. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105462. */
  105463. reflectionTexture: Nullable<BaseTexture>;
  105464. private _emissiveTexture;
  105465. /**
  105466. * Define texture of the material as if self lit.
  105467. * This will be mixed in the final result even in the absence of light.
  105468. */
  105469. emissiveTexture: Nullable<BaseTexture>;
  105470. private _specularTexture;
  105471. /**
  105472. * Define how the color and intensity of the highlight given by the light in the material.
  105473. */
  105474. specularTexture: Nullable<BaseTexture>;
  105475. private _bumpTexture;
  105476. /**
  105477. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  105478. * 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.
  105479. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  105480. */
  105481. bumpTexture: Nullable<BaseTexture>;
  105482. private _lightmapTexture;
  105483. /**
  105484. * Complex lighting can be computationally expensive to compute at runtime.
  105485. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  105486. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  105487. */
  105488. lightmapTexture: Nullable<BaseTexture>;
  105489. private _refractionTexture;
  105490. /**
  105491. * Define the texture used to display the refraction.
  105492. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105493. */
  105494. refractionTexture: Nullable<BaseTexture>;
  105495. /**
  105496. * The color of the material lit by the environmental background lighting.
  105497. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  105498. */
  105499. ambientColor: Color3;
  105500. /**
  105501. * The basic color of the material as viewed under a light.
  105502. */
  105503. diffuseColor: Color3;
  105504. /**
  105505. * Define how the color and intensity of the highlight given by the light in the material.
  105506. */
  105507. specularColor: Color3;
  105508. /**
  105509. * Define the color of the material as if self lit.
  105510. * This will be mixed in the final result even in the absence of light.
  105511. */
  105512. emissiveColor: Color3;
  105513. /**
  105514. * Defines how sharp are the highlights in the material.
  105515. * The bigger the value the sharper giving a more glossy feeling to the result.
  105516. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  105517. */
  105518. specularPower: number;
  105519. private _useAlphaFromDiffuseTexture;
  105520. /**
  105521. * Does the transparency come from the diffuse texture alpha channel.
  105522. */
  105523. useAlphaFromDiffuseTexture: boolean;
  105524. private _useEmissiveAsIllumination;
  105525. /**
  105526. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  105527. */
  105528. useEmissiveAsIllumination: boolean;
  105529. private _linkEmissiveWithDiffuse;
  105530. /**
  105531. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  105532. * the emissive level when the final color is close to one.
  105533. */
  105534. linkEmissiveWithDiffuse: boolean;
  105535. private _useSpecularOverAlpha;
  105536. /**
  105537. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  105538. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  105539. */
  105540. useSpecularOverAlpha: boolean;
  105541. private _useReflectionOverAlpha;
  105542. /**
  105543. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  105544. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  105545. */
  105546. useReflectionOverAlpha: boolean;
  105547. private _disableLighting;
  105548. /**
  105549. * Does lights from the scene impacts this material.
  105550. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  105551. */
  105552. disableLighting: boolean;
  105553. private _useObjectSpaceNormalMap;
  105554. /**
  105555. * Allows using an object space normal map (instead of tangent space).
  105556. */
  105557. useObjectSpaceNormalMap: boolean;
  105558. private _useParallax;
  105559. /**
  105560. * Is parallax enabled or not.
  105561. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  105562. */
  105563. useParallax: boolean;
  105564. private _useParallaxOcclusion;
  105565. /**
  105566. * Is parallax occlusion enabled or not.
  105567. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  105568. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  105569. */
  105570. useParallaxOcclusion: boolean;
  105571. /**
  105572. * 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.
  105573. */
  105574. parallaxScaleBias: number;
  105575. private _roughness;
  105576. /**
  105577. * Helps to define how blurry the reflections should appears in the material.
  105578. */
  105579. roughness: number;
  105580. /**
  105581. * In case of refraction, define the value of the index of refraction.
  105582. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105583. */
  105584. indexOfRefraction: number;
  105585. /**
  105586. * Invert the refraction texture alongside the y axis.
  105587. * It can be useful with procedural textures or probe for instance.
  105588. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105589. */
  105590. invertRefractionY: boolean;
  105591. /**
  105592. * Defines the alpha limits in alpha test mode.
  105593. */
  105594. alphaCutOff: number;
  105595. private _useLightmapAsShadowmap;
  105596. /**
  105597. * In case of light mapping, define whether the map contains light or shadow informations.
  105598. */
  105599. useLightmapAsShadowmap: boolean;
  105600. private _diffuseFresnelParameters;
  105601. /**
  105602. * Define the diffuse fresnel parameters of the material.
  105603. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105604. */
  105605. diffuseFresnelParameters: FresnelParameters;
  105606. private _opacityFresnelParameters;
  105607. /**
  105608. * Define the opacity fresnel parameters of the material.
  105609. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105610. */
  105611. opacityFresnelParameters: FresnelParameters;
  105612. private _reflectionFresnelParameters;
  105613. /**
  105614. * Define the reflection fresnel parameters of the material.
  105615. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105616. */
  105617. reflectionFresnelParameters: FresnelParameters;
  105618. private _refractionFresnelParameters;
  105619. /**
  105620. * Define the refraction fresnel parameters of the material.
  105621. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105622. */
  105623. refractionFresnelParameters: FresnelParameters;
  105624. private _emissiveFresnelParameters;
  105625. /**
  105626. * Define the emissive fresnel parameters of the material.
  105627. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105628. */
  105629. emissiveFresnelParameters: FresnelParameters;
  105630. private _useReflectionFresnelFromSpecular;
  105631. /**
  105632. * If true automatically deducts the fresnels values from the material specularity.
  105633. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105634. */
  105635. useReflectionFresnelFromSpecular: boolean;
  105636. private _useGlossinessFromSpecularMapAlpha;
  105637. /**
  105638. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  105639. */
  105640. useGlossinessFromSpecularMapAlpha: boolean;
  105641. private _maxSimultaneousLights;
  105642. /**
  105643. * Defines the maximum number of lights that can be used in the material
  105644. */
  105645. maxSimultaneousLights: number;
  105646. private _invertNormalMapX;
  105647. /**
  105648. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  105649. */
  105650. invertNormalMapX: boolean;
  105651. private _invertNormalMapY;
  105652. /**
  105653. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  105654. */
  105655. invertNormalMapY: boolean;
  105656. private _twoSidedLighting;
  105657. /**
  105658. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  105659. */
  105660. twoSidedLighting: boolean;
  105661. /**
  105662. * Default configuration related to image processing available in the standard Material.
  105663. */
  105664. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  105665. /**
  105666. * Gets the image processing configuration used either in this material.
  105667. */
  105668. /**
  105669. * Sets the Default image processing configuration used either in the this material.
  105670. *
  105671. * If sets to null, the scene one is in use.
  105672. */
  105673. imageProcessingConfiguration: ImageProcessingConfiguration;
  105674. /**
  105675. * Keep track of the image processing observer to allow dispose and replace.
  105676. */
  105677. private _imageProcessingObserver;
  105678. /**
  105679. * Attaches a new image processing configuration to the Standard Material.
  105680. * @param configuration
  105681. */
  105682. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  105683. /**
  105684. * Gets wether the color curves effect is enabled.
  105685. */
  105686. /**
  105687. * Sets wether the color curves effect is enabled.
  105688. */
  105689. cameraColorCurvesEnabled: boolean;
  105690. /**
  105691. * Gets wether the color grading effect is enabled.
  105692. */
  105693. /**
  105694. * Gets wether the color grading effect is enabled.
  105695. */
  105696. cameraColorGradingEnabled: boolean;
  105697. /**
  105698. * Gets wether tonemapping is enabled or not.
  105699. */
  105700. /**
  105701. * Sets wether tonemapping is enabled or not
  105702. */
  105703. cameraToneMappingEnabled: boolean;
  105704. /**
  105705. * The camera exposure used on this material.
  105706. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  105707. * This corresponds to a photographic exposure.
  105708. */
  105709. /**
  105710. * The camera exposure used on this material.
  105711. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  105712. * This corresponds to a photographic exposure.
  105713. */
  105714. cameraExposure: number;
  105715. /**
  105716. * Gets The camera contrast used on this material.
  105717. */
  105718. /**
  105719. * Sets The camera contrast used on this material.
  105720. */
  105721. cameraContrast: number;
  105722. /**
  105723. * Gets the Color Grading 2D Lookup Texture.
  105724. */
  105725. /**
  105726. * Sets the Color Grading 2D Lookup Texture.
  105727. */
  105728. cameraColorGradingTexture: Nullable<BaseTexture>;
  105729. /**
  105730. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  105731. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  105732. * 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;
  105733. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  105734. */
  105735. /**
  105736. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  105737. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  105738. * 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;
  105739. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  105740. */
  105741. cameraColorCurves: Nullable<ColorCurves>;
  105742. /**
  105743. * Custom callback helping to override the default shader used in the material.
  105744. */
  105745. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  105746. protected _renderTargets: SmartArray<RenderTargetTexture>;
  105747. protected _worldViewProjectionMatrix: Matrix;
  105748. protected _globalAmbientColor: Color3;
  105749. protected _useLogarithmicDepth: boolean;
  105750. protected _rebuildInParallel: boolean;
  105751. /**
  105752. * Instantiates a new standard material.
  105753. * This is the default material used in Babylon. It is the best trade off between quality
  105754. * and performances.
  105755. * @see http://doc.babylonjs.com/babylon101/materials
  105756. * @param name Define the name of the material in the scene
  105757. * @param scene Define the scene the material belong to
  105758. */
  105759. constructor(name: string, scene: Scene);
  105760. /**
  105761. * Gets a boolean indicating that current material needs to register RTT
  105762. */
  105763. readonly hasRenderTargetTextures: boolean;
  105764. /**
  105765. * Gets the current class name of the material e.g. "StandardMaterial"
  105766. * Mainly use in serialization.
  105767. * @returns the class name
  105768. */
  105769. getClassName(): string;
  105770. /**
  105771. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  105772. * You can try switching to logarithmic depth.
  105773. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  105774. */
  105775. useLogarithmicDepth: boolean;
  105776. /**
  105777. * Specifies if the material will require alpha blending
  105778. * @returns a boolean specifying if alpha blending is needed
  105779. */
  105780. needAlphaBlending(): boolean;
  105781. /**
  105782. * Specifies if this material should be rendered in alpha test mode
  105783. * @returns a boolean specifying if an alpha test is needed.
  105784. */
  105785. needAlphaTesting(): boolean;
  105786. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  105787. /**
  105788. * Get the texture used for alpha test purpose.
  105789. * @returns the diffuse texture in case of the standard material.
  105790. */
  105791. getAlphaTestTexture(): Nullable<BaseTexture>;
  105792. /**
  105793. * Get if the submesh is ready to be used and all its information available.
  105794. * Child classes can use it to update shaders
  105795. * @param mesh defines the mesh to check
  105796. * @param subMesh defines which submesh to check
  105797. * @param useInstances specifies that instances should be used
  105798. * @returns a boolean indicating that the submesh is ready or not
  105799. */
  105800. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  105801. /**
  105802. * Builds the material UBO layouts.
  105803. * Used internally during the effect preparation.
  105804. */
  105805. buildUniformLayout(): void;
  105806. /**
  105807. * Unbinds the material from the mesh
  105808. */
  105809. unbind(): void;
  105810. /**
  105811. * Binds the submesh to this material by preparing the effect and shader to draw
  105812. * @param world defines the world transformation matrix
  105813. * @param mesh defines the mesh containing the submesh
  105814. * @param subMesh defines the submesh to bind the material to
  105815. */
  105816. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  105817. /**
  105818. * Get the list of animatables in the material.
  105819. * @returns the list of animatables object used in the material
  105820. */
  105821. getAnimatables(): IAnimatable[];
  105822. /**
  105823. * Gets the active textures from the material
  105824. * @returns an array of textures
  105825. */
  105826. getActiveTextures(): BaseTexture[];
  105827. /**
  105828. * Specifies if the material uses a texture
  105829. * @param texture defines the texture to check against the material
  105830. * @returns a boolean specifying if the material uses the texture
  105831. */
  105832. hasTexture(texture: BaseTexture): boolean;
  105833. /**
  105834. * Disposes the material
  105835. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  105836. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  105837. */
  105838. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  105839. /**
  105840. * Makes a duplicate of the material, and gives it a new name
  105841. * @param name defines the new name for the duplicated material
  105842. * @returns the cloned material
  105843. */
  105844. clone(name: string): StandardMaterial;
  105845. /**
  105846. * Serializes this material in a JSON representation
  105847. * @returns the serialized material object
  105848. */
  105849. serialize(): any;
  105850. /**
  105851. * Creates a standard material from parsed material data
  105852. * @param source defines the JSON representation of the material
  105853. * @param scene defines the hosting scene
  105854. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  105855. * @returns a new standard material
  105856. */
  105857. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  105858. /**
  105859. * Are diffuse textures enabled in the application.
  105860. */
  105861. static DiffuseTextureEnabled: boolean;
  105862. /**
  105863. * Are ambient textures enabled in the application.
  105864. */
  105865. static AmbientTextureEnabled: boolean;
  105866. /**
  105867. * Are opacity textures enabled in the application.
  105868. */
  105869. static OpacityTextureEnabled: boolean;
  105870. /**
  105871. * Are reflection textures enabled in the application.
  105872. */
  105873. static ReflectionTextureEnabled: boolean;
  105874. /**
  105875. * Are emissive textures enabled in the application.
  105876. */
  105877. static EmissiveTextureEnabled: boolean;
  105878. /**
  105879. * Are specular textures enabled in the application.
  105880. */
  105881. static SpecularTextureEnabled: boolean;
  105882. /**
  105883. * Are bump textures enabled in the application.
  105884. */
  105885. static BumpTextureEnabled: boolean;
  105886. /**
  105887. * Are lightmap textures enabled in the application.
  105888. */
  105889. static LightmapTextureEnabled: boolean;
  105890. /**
  105891. * Are refraction textures enabled in the application.
  105892. */
  105893. static RefractionTextureEnabled: boolean;
  105894. /**
  105895. * Are color grading textures enabled in the application.
  105896. */
  105897. static ColorGradingTextureEnabled: boolean;
  105898. /**
  105899. * Are fresnels enabled in the application.
  105900. */
  105901. static FresnelEnabled: boolean;
  105902. }
  105903. }
  105904. declare module BABYLON {
  105905. /**
  105906. * A class extending Texture allowing drawing on a texture
  105907. * @see http://doc.babylonjs.com/how_to/dynamictexture
  105908. */
  105909. export class DynamicTexture extends Texture {
  105910. private _generateMipMaps;
  105911. private _canvas;
  105912. private _context;
  105913. private _engine;
  105914. /**
  105915. * Creates a DynamicTexture
  105916. * @param name defines the name of the texture
  105917. * @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
  105918. * @param scene defines the scene where you want the texture
  105919. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  105920. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  105921. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  105922. */
  105923. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  105924. /**
  105925. * Get the current class name of the texture useful for serialization or dynamic coding.
  105926. * @returns "DynamicTexture"
  105927. */
  105928. getClassName(): string;
  105929. /**
  105930. * Gets the current state of canRescale
  105931. */
  105932. readonly canRescale: boolean;
  105933. private _recreate;
  105934. /**
  105935. * Scales the texture
  105936. * @param ratio the scale factor to apply to both width and height
  105937. */
  105938. scale(ratio: number): void;
  105939. /**
  105940. * Resizes the texture
  105941. * @param width the new width
  105942. * @param height the new height
  105943. */
  105944. scaleTo(width: number, height: number): void;
  105945. /**
  105946. * Gets the context of the canvas used by the texture
  105947. * @returns the canvas context of the dynamic texture
  105948. */
  105949. getContext(): CanvasRenderingContext2D;
  105950. /**
  105951. * Clears the texture
  105952. */
  105953. clear(): void;
  105954. /**
  105955. * Updates the texture
  105956. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  105957. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  105958. */
  105959. update(invertY?: boolean, premulAlpha?: boolean): void;
  105960. /**
  105961. * Draws text onto the texture
  105962. * @param text defines the text to be drawn
  105963. * @param x defines the placement of the text from the left
  105964. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  105965. * @param font defines the font to be used with font-style, font-size, font-name
  105966. * @param color defines the color used for the text
  105967. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  105968. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  105969. * @param update defines whether texture is immediately update (default is true)
  105970. */
  105971. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  105972. /**
  105973. * Clones the texture
  105974. * @returns the clone of the texture.
  105975. */
  105976. clone(): DynamicTexture;
  105977. /**
  105978. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  105979. * @returns a serialized dynamic texture object
  105980. */
  105981. serialize(): any;
  105982. /** @hidden */
  105983. _rebuild(): void;
  105984. }
  105985. }
  105986. declare module BABYLON {
  105987. /** @hidden */
  105988. export var imageProcessingPixelShader: {
  105989. name: string;
  105990. shader: string;
  105991. };
  105992. }
  105993. declare module BABYLON {
  105994. /**
  105995. * ImageProcessingPostProcess
  105996. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  105997. */
  105998. export class ImageProcessingPostProcess extends PostProcess {
  105999. /**
  106000. * Default configuration related to image processing available in the PBR Material.
  106001. */
  106002. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  106003. /**
  106004. * Gets the image processing configuration used either in this material.
  106005. */
  106006. /**
  106007. * Sets the Default image processing configuration used either in the this material.
  106008. *
  106009. * If sets to null, the scene one is in use.
  106010. */
  106011. imageProcessingConfiguration: ImageProcessingConfiguration;
  106012. /**
  106013. * Keep track of the image processing observer to allow dispose and replace.
  106014. */
  106015. private _imageProcessingObserver;
  106016. /**
  106017. * Attaches a new image processing configuration to the PBR Material.
  106018. * @param configuration
  106019. */
  106020. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  106021. /**
  106022. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  106023. */
  106024. /**
  106025. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  106026. */
  106027. colorCurves: Nullable<ColorCurves>;
  106028. /**
  106029. * Gets wether the color curves effect is enabled.
  106030. */
  106031. /**
  106032. * Sets wether the color curves effect is enabled.
  106033. */
  106034. colorCurvesEnabled: boolean;
  106035. /**
  106036. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  106037. */
  106038. /**
  106039. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  106040. */
  106041. colorGradingTexture: Nullable<BaseTexture>;
  106042. /**
  106043. * Gets wether the color grading effect is enabled.
  106044. */
  106045. /**
  106046. * Gets wether the color grading effect is enabled.
  106047. */
  106048. colorGradingEnabled: boolean;
  106049. /**
  106050. * Gets exposure used in the effect.
  106051. */
  106052. /**
  106053. * Sets exposure used in the effect.
  106054. */
  106055. exposure: number;
  106056. /**
  106057. * Gets wether tonemapping is enabled or not.
  106058. */
  106059. /**
  106060. * Sets wether tonemapping is enabled or not
  106061. */
  106062. toneMappingEnabled: boolean;
  106063. /**
  106064. * Gets the type of tone mapping effect.
  106065. */
  106066. /**
  106067. * Sets the type of tone mapping effect.
  106068. */
  106069. toneMappingType: number;
  106070. /**
  106071. * Gets contrast used in the effect.
  106072. */
  106073. /**
  106074. * Sets contrast used in the effect.
  106075. */
  106076. contrast: number;
  106077. /**
  106078. * Gets Vignette stretch size.
  106079. */
  106080. /**
  106081. * Sets Vignette stretch size.
  106082. */
  106083. vignetteStretch: number;
  106084. /**
  106085. * Gets Vignette centre X Offset.
  106086. */
  106087. /**
  106088. * Sets Vignette centre X Offset.
  106089. */
  106090. vignetteCentreX: number;
  106091. /**
  106092. * Gets Vignette centre Y Offset.
  106093. */
  106094. /**
  106095. * Sets Vignette centre Y Offset.
  106096. */
  106097. vignetteCentreY: number;
  106098. /**
  106099. * Gets Vignette weight or intensity of the vignette effect.
  106100. */
  106101. /**
  106102. * Sets Vignette weight or intensity of the vignette effect.
  106103. */
  106104. vignetteWeight: number;
  106105. /**
  106106. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  106107. * if vignetteEnabled is set to true.
  106108. */
  106109. /**
  106110. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  106111. * if vignetteEnabled is set to true.
  106112. */
  106113. vignetteColor: Color4;
  106114. /**
  106115. * Gets Camera field of view used by the Vignette effect.
  106116. */
  106117. /**
  106118. * Sets Camera field of view used by the Vignette effect.
  106119. */
  106120. vignetteCameraFov: number;
  106121. /**
  106122. * Gets the vignette blend mode allowing different kind of effect.
  106123. */
  106124. /**
  106125. * Sets the vignette blend mode allowing different kind of effect.
  106126. */
  106127. vignetteBlendMode: number;
  106128. /**
  106129. * Gets wether the vignette effect is enabled.
  106130. */
  106131. /**
  106132. * Sets wether the vignette effect is enabled.
  106133. */
  106134. vignetteEnabled: boolean;
  106135. private _fromLinearSpace;
  106136. /**
  106137. * Gets wether the input of the processing is in Gamma or Linear Space.
  106138. */
  106139. /**
  106140. * Sets wether the input of the processing is in Gamma or Linear Space.
  106141. */
  106142. fromLinearSpace: boolean;
  106143. /**
  106144. * Defines cache preventing GC.
  106145. */
  106146. private _defines;
  106147. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  106148. /**
  106149. * "ImageProcessingPostProcess"
  106150. * @returns "ImageProcessingPostProcess"
  106151. */
  106152. getClassName(): string;
  106153. protected _updateParameters(): void;
  106154. dispose(camera?: Camera): void;
  106155. }
  106156. }
  106157. declare module BABYLON {
  106158. /**
  106159. * Class containing static functions to help procedurally build meshes
  106160. */
  106161. export class GroundBuilder {
  106162. /**
  106163. * Creates a ground mesh
  106164. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  106165. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  106166. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106167. * @param name defines the name of the mesh
  106168. * @param options defines the options used to create the mesh
  106169. * @param scene defines the hosting scene
  106170. * @returns the ground mesh
  106171. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  106172. */
  106173. static CreateGround(name: string, options: {
  106174. width?: number;
  106175. height?: number;
  106176. subdivisions?: number;
  106177. subdivisionsX?: number;
  106178. subdivisionsY?: number;
  106179. updatable?: boolean;
  106180. }, scene: any): Mesh;
  106181. /**
  106182. * Creates a tiled ground mesh
  106183. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  106184. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  106185. * * 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
  106186. * * 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
  106187. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106188. * @param name defines the name of the mesh
  106189. * @param options defines the options used to create the mesh
  106190. * @param scene defines the hosting scene
  106191. * @returns the tiled ground mesh
  106192. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  106193. */
  106194. static CreateTiledGround(name: string, options: {
  106195. xmin: number;
  106196. zmin: number;
  106197. xmax: number;
  106198. zmax: number;
  106199. subdivisions?: {
  106200. w: number;
  106201. h: number;
  106202. };
  106203. precision?: {
  106204. w: number;
  106205. h: number;
  106206. };
  106207. updatable?: boolean;
  106208. }, scene?: Nullable<Scene>): Mesh;
  106209. /**
  106210. * Creates a ground mesh from a height map
  106211. * * The parameter `url` sets the URL of the height map image resource.
  106212. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  106213. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  106214. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  106215. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  106216. * * 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.
  106217. * * 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).
  106218. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  106219. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106220. * @param name defines the name of the mesh
  106221. * @param url defines the url to the height map
  106222. * @param options defines the options used to create the mesh
  106223. * @param scene defines the hosting scene
  106224. * @returns the ground mesh
  106225. * @see https://doc.babylonjs.com/babylon101/height_map
  106226. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  106227. */
  106228. static CreateGroundFromHeightMap(name: string, url: string, options: {
  106229. width?: number;
  106230. height?: number;
  106231. subdivisions?: number;
  106232. minHeight?: number;
  106233. maxHeight?: number;
  106234. colorFilter?: Color3;
  106235. alphaFilter?: number;
  106236. updatable?: boolean;
  106237. onReady?: (mesh: GroundMesh) => void;
  106238. }, scene?: Nullable<Scene>): GroundMesh;
  106239. }
  106240. }
  106241. declare module BABYLON {
  106242. /**
  106243. * Class containing static functions to help procedurally build meshes
  106244. */
  106245. export class TorusBuilder {
  106246. /**
  106247. * Creates a torus mesh
  106248. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  106249. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  106250. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  106251. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106252. * * If you create a double-sided mesh, you can choose what parts of 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
  106253. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106254. * @param name defines the name of the mesh
  106255. * @param options defines the options used to create the mesh
  106256. * @param scene defines the hosting scene
  106257. * @returns the torus mesh
  106258. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  106259. */
  106260. static CreateTorus(name: string, options: {
  106261. diameter?: number;
  106262. thickness?: number;
  106263. tessellation?: number;
  106264. updatable?: boolean;
  106265. sideOrientation?: number;
  106266. frontUVs?: Vector4;
  106267. backUVs?: Vector4;
  106268. }, scene: any): Mesh;
  106269. }
  106270. }
  106271. declare module BABYLON {
  106272. /**
  106273. * Class containing static functions to help procedurally build meshes
  106274. */
  106275. export class CylinderBuilder {
  106276. /**
  106277. * Creates a cylinder or a cone mesh
  106278. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  106279. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  106280. * * 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.
  106281. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  106282. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  106283. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  106284. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  106285. * * 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).
  106286. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  106287. * * 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).
  106288. * * 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
  106289. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  106290. * * 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
  106291. * * 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.
  106292. * * If `enclose` is false, a ring surface is one element.
  106293. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  106294. * * 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
  106295. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106296. * * If you create a double-sided mesh, you can choose what parts of 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
  106297. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106298. * @param name defines the name of the mesh
  106299. * @param options defines the options used to create the mesh
  106300. * @param scene defines the hosting scene
  106301. * @returns the cylinder mesh
  106302. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  106303. */
  106304. static CreateCylinder(name: string, options: {
  106305. height?: number;
  106306. diameterTop?: number;
  106307. diameterBottom?: number;
  106308. diameter?: number;
  106309. tessellation?: number;
  106310. subdivisions?: number;
  106311. arc?: number;
  106312. faceColors?: Color4[];
  106313. faceUV?: Vector4[];
  106314. updatable?: boolean;
  106315. hasRings?: boolean;
  106316. enclose?: boolean;
  106317. cap?: number;
  106318. sideOrientation?: number;
  106319. frontUVs?: Vector4;
  106320. backUVs?: Vector4;
  106321. }, scene: any): Mesh;
  106322. }
  106323. }
  106324. declare module BABYLON {
  106325. /**
  106326. * Options to modify the vr teleportation behavior.
  106327. */
  106328. export interface VRTeleportationOptions {
  106329. /**
  106330. * The name of the mesh which should be used as the teleportation floor. (default: null)
  106331. */
  106332. floorMeshName?: string;
  106333. /**
  106334. * A list of meshes to be used as the teleportation floor. (default: empty)
  106335. */
  106336. floorMeshes?: Mesh[];
  106337. }
  106338. /**
  106339. * Options to modify the vr experience helper's behavior.
  106340. */
  106341. export interface VRExperienceHelperOptions extends WebVROptions {
  106342. /**
  106343. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  106344. */
  106345. createDeviceOrientationCamera?: boolean;
  106346. /**
  106347. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  106348. */
  106349. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  106350. /**
  106351. * Uses the main button on the controller to toggle the laser casted. (default: true)
  106352. */
  106353. laserToggle?: boolean;
  106354. /**
  106355. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  106356. */
  106357. floorMeshes?: Mesh[];
  106358. /**
  106359. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  106360. */
  106361. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  106362. }
  106363. /**
  106364. * Event containing information after VR has been entered
  106365. */
  106366. export class OnAfterEnteringVRObservableEvent {
  106367. /**
  106368. * If entering vr was successful
  106369. */
  106370. success: boolean;
  106371. }
  106372. /**
  106373. * Helps to quickly add VR support to an existing scene.
  106374. * See http://doc.babylonjs.com/how_to/webvr_helper
  106375. */
  106376. export class VRExperienceHelper {
  106377. /** Options to modify the vr experience helper's behavior. */
  106378. webVROptions: VRExperienceHelperOptions;
  106379. private _scene;
  106380. private _position;
  106381. private _btnVR;
  106382. private _btnVRDisplayed;
  106383. private _webVRsupported;
  106384. private _webVRready;
  106385. private _webVRrequesting;
  106386. private _webVRpresenting;
  106387. private _hasEnteredVR;
  106388. private _fullscreenVRpresenting;
  106389. private _canvas;
  106390. private _webVRCamera;
  106391. private _vrDeviceOrientationCamera;
  106392. private _deviceOrientationCamera;
  106393. private _existingCamera;
  106394. private _onKeyDown;
  106395. private _onVrDisplayPresentChange;
  106396. private _onVRDisplayChanged;
  106397. private _onVRRequestPresentStart;
  106398. private _onVRRequestPresentComplete;
  106399. /**
  106400. * 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)
  106401. */
  106402. enableGazeEvenWhenNoPointerLock: boolean;
  106403. /**
  106404. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  106405. */
  106406. exitVROnDoubleTap: boolean;
  106407. /**
  106408. * Observable raised right before entering VR.
  106409. */
  106410. onEnteringVRObservable: Observable<VRExperienceHelper>;
  106411. /**
  106412. * Observable raised when entering VR has completed.
  106413. */
  106414. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  106415. /**
  106416. * Observable raised when exiting VR.
  106417. */
  106418. onExitingVRObservable: Observable<VRExperienceHelper>;
  106419. /**
  106420. * Observable raised when controller mesh is loaded.
  106421. */
  106422. onControllerMeshLoadedObservable: Observable<WebVRController>;
  106423. /** Return this.onEnteringVRObservable
  106424. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  106425. */
  106426. readonly onEnteringVR: Observable<VRExperienceHelper>;
  106427. /** Return this.onExitingVRObservable
  106428. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  106429. */
  106430. readonly onExitingVR: Observable<VRExperienceHelper>;
  106431. /** Return this.onControllerMeshLoadedObservable
  106432. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  106433. */
  106434. readonly onControllerMeshLoaded: Observable<WebVRController>;
  106435. private _rayLength;
  106436. private _useCustomVRButton;
  106437. private _teleportationRequested;
  106438. private _teleportActive;
  106439. private _floorMeshName;
  106440. private _floorMeshesCollection;
  106441. private _rotationAllowed;
  106442. private _teleportBackwardsVector;
  106443. private _teleportationTarget;
  106444. private _isDefaultTeleportationTarget;
  106445. private _postProcessMove;
  106446. private _teleportationFillColor;
  106447. private _teleportationBorderColor;
  106448. private _rotationAngle;
  106449. private _haloCenter;
  106450. private _cameraGazer;
  106451. private _padSensibilityUp;
  106452. private _padSensibilityDown;
  106453. private _leftController;
  106454. private _rightController;
  106455. /**
  106456. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  106457. */
  106458. onNewMeshSelected: Observable<AbstractMesh>;
  106459. /**
  106460. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  106461. * This observable will provide the mesh and the controller used to select the mesh
  106462. */
  106463. onMeshSelectedWithController: Observable<{
  106464. mesh: AbstractMesh;
  106465. controller: WebVRController;
  106466. }>;
  106467. /**
  106468. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  106469. */
  106470. onNewMeshPicked: Observable<PickingInfo>;
  106471. private _circleEase;
  106472. /**
  106473. * Observable raised before camera teleportation
  106474. */
  106475. onBeforeCameraTeleport: Observable<Vector3>;
  106476. /**
  106477. * Observable raised after camera teleportation
  106478. */
  106479. onAfterCameraTeleport: Observable<Vector3>;
  106480. /**
  106481. * Observable raised when current selected mesh gets unselected
  106482. */
  106483. onSelectedMeshUnselected: Observable<AbstractMesh>;
  106484. private _raySelectionPredicate;
  106485. /**
  106486. * To be optionaly changed by user to define custom ray selection
  106487. */
  106488. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  106489. /**
  106490. * To be optionaly changed by user to define custom selection logic (after ray selection)
  106491. */
  106492. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  106493. /**
  106494. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  106495. */
  106496. teleportationEnabled: boolean;
  106497. private _defaultHeight;
  106498. private _teleportationInitialized;
  106499. private _interactionsEnabled;
  106500. private _interactionsRequested;
  106501. private _displayGaze;
  106502. private _displayLaserPointer;
  106503. /**
  106504. * The mesh used to display where the user is going to teleport.
  106505. */
  106506. /**
  106507. * Sets the mesh to be used to display where the user is going to teleport.
  106508. */
  106509. teleportationTarget: Mesh;
  106510. /**
  106511. * 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
  106512. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  106513. * See http://doc.babylonjs.com/resources/baking_transformations
  106514. */
  106515. gazeTrackerMesh: Mesh;
  106516. /**
  106517. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  106518. */
  106519. updateGazeTrackerScale: boolean;
  106520. /**
  106521. * If the gaze trackers color should be updated when selecting meshes
  106522. */
  106523. updateGazeTrackerColor: boolean;
  106524. /**
  106525. * The gaze tracking mesh corresponding to the left controller
  106526. */
  106527. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  106528. /**
  106529. * The gaze tracking mesh corresponding to the right controller
  106530. */
  106531. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  106532. /**
  106533. * If the ray of the gaze should be displayed.
  106534. */
  106535. /**
  106536. * Sets if the ray of the gaze should be displayed.
  106537. */
  106538. displayGaze: boolean;
  106539. /**
  106540. * If the ray of the LaserPointer should be displayed.
  106541. */
  106542. /**
  106543. * Sets if the ray of the LaserPointer should be displayed.
  106544. */
  106545. displayLaserPointer: boolean;
  106546. /**
  106547. * The deviceOrientationCamera used as the camera when not in VR.
  106548. */
  106549. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  106550. /**
  106551. * Based on the current WebVR support, returns the current VR camera used.
  106552. */
  106553. readonly currentVRCamera: Nullable<Camera>;
  106554. /**
  106555. * The webVRCamera which is used when in VR.
  106556. */
  106557. readonly webVRCamera: WebVRFreeCamera;
  106558. /**
  106559. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  106560. */
  106561. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  106562. /**
  106563. * The html button that is used to trigger entering into VR.
  106564. */
  106565. readonly vrButton: Nullable<HTMLButtonElement>;
  106566. private readonly _teleportationRequestInitiated;
  106567. /**
  106568. * Defines wether or not Pointer lock should be requested when switching to
  106569. * full screen.
  106570. */
  106571. requestPointerLockOnFullScreen: boolean;
  106572. /**
  106573. * Instantiates a VRExperienceHelper.
  106574. * Helps to quickly add VR support to an existing scene.
  106575. * @param scene The scene the VRExperienceHelper belongs to.
  106576. * @param webVROptions Options to modify the vr experience helper's behavior.
  106577. */
  106578. constructor(scene: Scene,
  106579. /** Options to modify the vr experience helper's behavior. */
  106580. webVROptions?: VRExperienceHelperOptions);
  106581. private _onDefaultMeshLoaded;
  106582. private _onResize;
  106583. private _onFullscreenChange;
  106584. /**
  106585. * Gets a value indicating if we are currently in VR mode.
  106586. */
  106587. readonly isInVRMode: boolean;
  106588. private onVrDisplayPresentChange;
  106589. private onVRDisplayChanged;
  106590. private moveButtonToBottomRight;
  106591. private displayVRButton;
  106592. private updateButtonVisibility;
  106593. private _cachedAngularSensibility;
  106594. /**
  106595. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  106596. * Otherwise, will use the fullscreen API.
  106597. */
  106598. enterVR(): void;
  106599. /**
  106600. * Attempt to exit VR, or fullscreen.
  106601. */
  106602. exitVR(): void;
  106603. /**
  106604. * The position of the vr experience helper.
  106605. */
  106606. /**
  106607. * Sets the position of the vr experience helper.
  106608. */
  106609. position: Vector3;
  106610. /**
  106611. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  106612. */
  106613. enableInteractions(): void;
  106614. private readonly _noControllerIsActive;
  106615. private beforeRender;
  106616. private _isTeleportationFloor;
  106617. /**
  106618. * Adds a floor mesh to be used for teleportation.
  106619. * @param floorMesh the mesh to be used for teleportation.
  106620. */
  106621. addFloorMesh(floorMesh: Mesh): void;
  106622. /**
  106623. * Removes a floor mesh from being used for teleportation.
  106624. * @param floorMesh the mesh to be removed.
  106625. */
  106626. removeFloorMesh(floorMesh: Mesh): void;
  106627. /**
  106628. * Enables interactions and teleportation using the VR controllers and gaze.
  106629. * @param vrTeleportationOptions options to modify teleportation behavior.
  106630. */
  106631. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  106632. private _onNewGamepadConnected;
  106633. private _tryEnableInteractionOnController;
  106634. private _onNewGamepadDisconnected;
  106635. private _enableInteractionOnController;
  106636. private _checkTeleportWithRay;
  106637. private _checkRotate;
  106638. private _checkTeleportBackwards;
  106639. private _enableTeleportationOnController;
  106640. private _createTeleportationCircles;
  106641. private _displayTeleportationTarget;
  106642. private _hideTeleportationTarget;
  106643. private _rotateCamera;
  106644. private _moveTeleportationSelectorTo;
  106645. private _workingVector;
  106646. private _workingQuaternion;
  106647. private _workingMatrix;
  106648. /**
  106649. * Teleports the users feet to the desired location
  106650. * @param location The location where the user's feet should be placed
  106651. */
  106652. teleportCamera(location: Vector3): void;
  106653. private _convertNormalToDirectionOfRay;
  106654. private _castRayAndSelectObject;
  106655. private _notifySelectedMeshUnselected;
  106656. /**
  106657. * Sets the color of the laser ray from the vr controllers.
  106658. * @param color new color for the ray.
  106659. */
  106660. changeLaserColor(color: Color3): void;
  106661. /**
  106662. * Sets the color of the ray from the vr headsets gaze.
  106663. * @param color new color for the ray.
  106664. */
  106665. changeGazeColor(color: Color3): void;
  106666. /**
  106667. * Exits VR and disposes of the vr experience helper
  106668. */
  106669. dispose(): void;
  106670. /**
  106671. * Gets the name of the VRExperienceHelper class
  106672. * @returns "VRExperienceHelper"
  106673. */
  106674. getClassName(): string;
  106675. }
  106676. }
  106677. declare module BABYLON {
  106678. /**
  106679. * Manages an XRSession to work with Babylon's engine
  106680. * @see https://doc.babylonjs.com/how_to/webxr
  106681. */
  106682. export class WebXRSessionManager implements IDisposable {
  106683. private scene;
  106684. /**
  106685. * Fires every time a new xrFrame arrives which can be used to update the camera
  106686. */
  106687. onXRFrameObservable: Observable<any>;
  106688. /**
  106689. * Fires when the xr session is ended either by the device or manually done
  106690. */
  106691. onXRSessionEnded: Observable<any>;
  106692. /**
  106693. * Underlying xr session
  106694. */
  106695. session: XRSession;
  106696. /**
  106697. * Type of reference space used when creating the session
  106698. */
  106699. referenceSpace: XRReferenceSpace;
  106700. /** @hidden */
  106701. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  106702. /**
  106703. * Current XR frame
  106704. */
  106705. currentFrame: Nullable<XRFrame>;
  106706. private _xrNavigator;
  106707. private baseLayer;
  106708. /**
  106709. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  106710. * @param scene The scene which the session should be created for
  106711. */
  106712. constructor(scene: Scene);
  106713. /**
  106714. * Initializes the manager
  106715. * After initialization enterXR can be called to start an XR session
  106716. * @returns Promise which resolves after it is initialized
  106717. */
  106718. initializeAsync(): Promise<void>;
  106719. /**
  106720. * Initializes an xr session
  106721. * @param xrSessionMode mode to initialize
  106722. * @returns a promise which will resolve once the session has been initialized
  106723. */
  106724. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  106725. /**
  106726. * Sets the reference space on the xr session
  106727. * @param referenceSpace space to set
  106728. * @returns a promise that will resolve once the reference space has been set
  106729. */
  106730. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  106731. /**
  106732. * Updates the render state of the session
  106733. * @param state state to set
  106734. * @returns a promise that resolves once the render state has been updated
  106735. */
  106736. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  106737. /**
  106738. * Starts rendering to the xr layer
  106739. * @returns a promise that will resolve once rendering has started
  106740. */
  106741. startRenderingToXRAsync(): Promise<void>;
  106742. /**
  106743. * Stops the xrSession and restores the renderloop
  106744. * @returns Promise which resolves after it exits XR
  106745. */
  106746. exitXRAsync(): Promise<unknown>;
  106747. /**
  106748. * Checks if a session would be supported for the creation options specified
  106749. * @param sessionMode session mode to check if supported eg. immersive-vr
  106750. * @returns true if supported
  106751. */
  106752. supportsSessionAsync(sessionMode: XRSessionMode): any;
  106753. /**
  106754. * @hidden
  106755. * Converts the render layer of xrSession to a render target
  106756. * @param session session to create render target for
  106757. * @param scene scene the new render target should be created for
  106758. */
  106759. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  106760. /**
  106761. * Disposes of the session manager
  106762. */
  106763. dispose(): void;
  106764. }
  106765. }
  106766. declare module BABYLON {
  106767. /**
  106768. * WebXR Camera which holds the views for the xrSession
  106769. * @see https://doc.babylonjs.com/how_to/webxr
  106770. */
  106771. export class WebXRCamera extends FreeCamera {
  106772. private static _TmpMatrix;
  106773. /**
  106774. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  106775. * @param name the name of the camera
  106776. * @param scene the scene to add the camera to
  106777. */
  106778. constructor(name: string, scene: Scene);
  106779. private _updateNumberOfRigCameras;
  106780. /** @hidden */
  106781. _updateForDualEyeDebugging(pupilDistance?: number): void;
  106782. /**
  106783. * Updates the cameras position from the current pose information of the XR session
  106784. * @param xrSessionManager the session containing pose information
  106785. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  106786. */
  106787. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  106788. }
  106789. }
  106790. declare module BABYLON {
  106791. /**
  106792. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  106793. */
  106794. export class WebXRManagedOutputCanvas implements IDisposable {
  106795. private helper;
  106796. private _canvas;
  106797. /**
  106798. * xrpresent context of the canvas which can be used to display/mirror xr content
  106799. */
  106800. canvasContext: WebGLRenderingContext;
  106801. /**
  106802. * xr layer for the canvas
  106803. */
  106804. xrLayer: Nullable<XRWebGLLayer>;
  106805. /**
  106806. * Initializes the xr layer for the session
  106807. * @param xrSession xr session
  106808. * @returns a promise that will resolve once the XR Layer has been created
  106809. */
  106810. initializeXRLayerAsync(xrSession: any): any;
  106811. /**
  106812. * Initializes the canvas to be added/removed upon entering/exiting xr
  106813. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  106814. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  106815. */
  106816. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  106817. /**
  106818. * Disposes of the object
  106819. */
  106820. dispose(): void;
  106821. private _setManagedOutputCanvas;
  106822. private _addCanvas;
  106823. private _removeCanvas;
  106824. }
  106825. }
  106826. declare module BABYLON {
  106827. /**
  106828. * States of the webXR experience
  106829. */
  106830. export enum WebXRState {
  106831. /**
  106832. * Transitioning to being in XR mode
  106833. */
  106834. ENTERING_XR = 0,
  106835. /**
  106836. * Transitioning to non XR mode
  106837. */
  106838. EXITING_XR = 1,
  106839. /**
  106840. * In XR mode and presenting
  106841. */
  106842. IN_XR = 2,
  106843. /**
  106844. * Not entered XR mode
  106845. */
  106846. NOT_IN_XR = 3
  106847. }
  106848. /**
  106849. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  106850. * @see https://doc.babylonjs.com/how_to/webxr
  106851. */
  106852. export class WebXRExperienceHelper implements IDisposable {
  106853. private scene;
  106854. /**
  106855. * 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
  106856. */
  106857. container: AbstractMesh;
  106858. /**
  106859. * Camera used to render xr content
  106860. */
  106861. camera: WebXRCamera;
  106862. /**
  106863. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  106864. */
  106865. state: WebXRState;
  106866. private _setState;
  106867. private static _TmpVector;
  106868. /**
  106869. * Fires when the state of the experience helper has changed
  106870. */
  106871. onStateChangedObservable: Observable<WebXRState>;
  106872. /** Session manager used to keep track of xr session */
  106873. sessionManager: WebXRSessionManager;
  106874. private _nonVRCamera;
  106875. private _originalSceneAutoClear;
  106876. private _supported;
  106877. /**
  106878. * Creates the experience helper
  106879. * @param scene the scene to attach the experience helper to
  106880. * @returns a promise for the experience helper
  106881. */
  106882. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  106883. /**
  106884. * Creates a WebXRExperienceHelper
  106885. * @param scene The scene the helper should be created in
  106886. */
  106887. private constructor();
  106888. /**
  106889. * Exits XR mode and returns the scene to its original state
  106890. * @returns promise that resolves after xr mode has exited
  106891. */
  106892. exitXRAsync(): Promise<unknown>;
  106893. /**
  106894. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  106895. * @param sessionCreationOptions options for the XR session
  106896. * @param referenceSpaceType frame of reference of the XR session
  106897. * @param outputCanvas the output canvas that will be used to enter XR mode
  106898. * @returns promise that resolves after xr mode has entered
  106899. */
  106900. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  106901. /**
  106902. * Updates the global position of the camera by moving the camera's container
  106903. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  106904. * @param position The desired global position of the camera
  106905. */
  106906. setPositionOfCameraUsingContainer(position: Vector3): void;
  106907. /**
  106908. * Rotates the xr camera by rotating the camera's container around the camera's position
  106909. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  106910. * @param rotation the desired quaternion rotation to apply to the camera
  106911. */
  106912. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  106913. /**
  106914. * Disposes of the experience helper
  106915. */
  106916. dispose(): void;
  106917. }
  106918. }
  106919. declare module BABYLON {
  106920. /**
  106921. * Button which can be used to enter a different mode of XR
  106922. */
  106923. export class WebXREnterExitUIButton {
  106924. /** button element */
  106925. element: HTMLElement;
  106926. /** XR initialization options for the button */
  106927. sessionMode: XRSessionMode;
  106928. /** Reference space type */
  106929. referenceSpaceType: XRReferenceSpaceType;
  106930. /**
  106931. * Creates a WebXREnterExitUIButton
  106932. * @param element button element
  106933. * @param sessionMode XR initialization session mode
  106934. * @param referenceSpaceType the type of reference space to be used
  106935. */
  106936. constructor(
  106937. /** button element */
  106938. element: HTMLElement,
  106939. /** XR initialization options for the button */
  106940. sessionMode: XRSessionMode,
  106941. /** Reference space type */
  106942. referenceSpaceType: XRReferenceSpaceType);
  106943. /**
  106944. * Overwritable function which can be used to update the button's visuals when the state changes
  106945. * @param activeButton the current active button in the UI
  106946. */
  106947. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  106948. }
  106949. /**
  106950. * Options to create the webXR UI
  106951. */
  106952. export class WebXREnterExitUIOptions {
  106953. /**
  106954. * Context to enter xr with
  106955. */
  106956. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  106957. /**
  106958. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  106959. */
  106960. customButtons?: Array<WebXREnterExitUIButton>;
  106961. }
  106962. /**
  106963. * UI to allow the user to enter/exit XR mode
  106964. */
  106965. export class WebXREnterExitUI implements IDisposable {
  106966. private scene;
  106967. private _overlay;
  106968. private _buttons;
  106969. private _activeButton;
  106970. /**
  106971. * Fired every time the active button is changed.
  106972. *
  106973. * When xr is entered via a button that launches xr that button will be the callback parameter
  106974. *
  106975. * When exiting xr the callback parameter will be null)
  106976. */
  106977. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  106978. /**
  106979. * Creates UI to allow the user to enter/exit XR mode
  106980. * @param scene the scene to add the ui to
  106981. * @param helper the xr experience helper to enter/exit xr with
  106982. * @param options options to configure the UI
  106983. * @returns the created ui
  106984. */
  106985. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  106986. private constructor();
  106987. private _updateButtons;
  106988. /**
  106989. * Disposes of the object
  106990. */
  106991. dispose(): void;
  106992. }
  106993. }
  106994. declare module BABYLON {
  106995. /**
  106996. * Represents an XR input
  106997. */
  106998. export class WebXRController {
  106999. private scene;
  107000. /** The underlying input source for the controller */
  107001. inputSource: XRInputSource;
  107002. private parentContainer;
  107003. /**
  107004. * 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
  107005. */
  107006. grip?: AbstractMesh;
  107007. /**
  107008. * Pointer which can be used to select objects or attach a visible laser to
  107009. */
  107010. pointer: AbstractMesh;
  107011. /**
  107012. * Event that fires when the controller is removed/disposed
  107013. */
  107014. onDisposeObservable: Observable<{}>;
  107015. private _tmpMatrix;
  107016. private _tmpQuaternion;
  107017. private _tmpVector;
  107018. /**
  107019. * Creates the controller
  107020. * @see https://doc.babylonjs.com/how_to/webxr
  107021. * @param scene the scene which the controller should be associated to
  107022. * @param inputSource the underlying input source for the controller
  107023. * @param parentContainer parent that the controller meshes should be children of
  107024. */
  107025. constructor(scene: Scene,
  107026. /** The underlying input source for the controller */
  107027. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  107028. /**
  107029. * Updates the controller pose based on the given XRFrame
  107030. * @param xrFrame xr frame to update the pose with
  107031. * @param referenceSpace reference space to use
  107032. */
  107033. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  107034. /**
  107035. * Gets a world space ray coming from the controller
  107036. * @param result the resulting ray
  107037. */
  107038. getWorldPointerRayToRef(result: Ray): void;
  107039. /**
  107040. * Disposes of the object
  107041. */
  107042. dispose(): void;
  107043. }
  107044. }
  107045. declare module BABYLON {
  107046. /**
  107047. * XR input used to track XR inputs such as controllers/rays
  107048. */
  107049. export class WebXRInput implements IDisposable {
  107050. /**
  107051. * Base experience the input listens to
  107052. */
  107053. baseExperience: WebXRExperienceHelper;
  107054. /**
  107055. * XR controllers being tracked
  107056. */
  107057. controllers: Array<WebXRController>;
  107058. private _frameObserver;
  107059. private _stateObserver;
  107060. /**
  107061. * Event when a controller has been connected/added
  107062. */
  107063. onControllerAddedObservable: Observable<WebXRController>;
  107064. /**
  107065. * Event when a controller has been removed/disconnected
  107066. */
  107067. onControllerRemovedObservable: Observable<WebXRController>;
  107068. /**
  107069. * Initializes the WebXRInput
  107070. * @param baseExperience experience helper which the input should be created for
  107071. */
  107072. constructor(
  107073. /**
  107074. * Base experience the input listens to
  107075. */
  107076. baseExperience: WebXRExperienceHelper);
  107077. private _onInputSourcesChange;
  107078. private _addAndRemoveControllers;
  107079. /**
  107080. * Disposes of the object
  107081. */
  107082. dispose(): void;
  107083. }
  107084. }
  107085. declare module BABYLON {
  107086. /**
  107087. * Enables teleportation
  107088. */
  107089. export class WebXRControllerTeleportation {
  107090. private _teleportationFillColor;
  107091. private _teleportationBorderColor;
  107092. private _tmpRay;
  107093. private _tmpVector;
  107094. /**
  107095. * Creates a WebXRControllerTeleportation
  107096. * @param input input manager to add teleportation to
  107097. * @param floorMeshes floormeshes which can be teleported to
  107098. */
  107099. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  107100. }
  107101. }
  107102. declare module BABYLON {
  107103. /**
  107104. * Handles pointer input automatically for the pointer of XR controllers
  107105. */
  107106. export class WebXRControllerPointerSelection {
  107107. private static _idCounter;
  107108. private _tmpRay;
  107109. /**
  107110. * Creates a WebXRControllerPointerSelection
  107111. * @param input input manager to setup pointer selection
  107112. */
  107113. constructor(input: WebXRInput);
  107114. private _convertNormalToDirectionOfRay;
  107115. private _updatePointerDistance;
  107116. }
  107117. }
  107118. declare module BABYLON {
  107119. /**
  107120. * Class used to represent data loading progression
  107121. */
  107122. export class SceneLoaderProgressEvent {
  107123. /** defines if data length to load can be evaluated */
  107124. readonly lengthComputable: boolean;
  107125. /** defines the loaded data length */
  107126. readonly loaded: number;
  107127. /** defines the data length to load */
  107128. readonly total: number;
  107129. /**
  107130. * Create a new progress event
  107131. * @param lengthComputable defines if data length to load can be evaluated
  107132. * @param loaded defines the loaded data length
  107133. * @param total defines the data length to load
  107134. */
  107135. constructor(
  107136. /** defines if data length to load can be evaluated */
  107137. lengthComputable: boolean,
  107138. /** defines the loaded data length */
  107139. loaded: number,
  107140. /** defines the data length to load */
  107141. total: number);
  107142. /**
  107143. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  107144. * @param event defines the source event
  107145. * @returns a new SceneLoaderProgressEvent
  107146. */
  107147. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  107148. }
  107149. /**
  107150. * Interface used by SceneLoader plugins to define supported file extensions
  107151. */
  107152. export interface ISceneLoaderPluginExtensions {
  107153. /**
  107154. * Defines the list of supported extensions
  107155. */
  107156. [extension: string]: {
  107157. isBinary: boolean;
  107158. };
  107159. }
  107160. /**
  107161. * Interface used by SceneLoader plugin factory
  107162. */
  107163. export interface ISceneLoaderPluginFactory {
  107164. /**
  107165. * Defines the name of the factory
  107166. */
  107167. name: string;
  107168. /**
  107169. * Function called to create a new plugin
  107170. * @return the new plugin
  107171. */
  107172. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  107173. /**
  107174. * Boolean indicating if the plugin can direct load specific data
  107175. */
  107176. canDirectLoad?: (data: string) => boolean;
  107177. }
  107178. /**
  107179. * Interface used to define a SceneLoader plugin
  107180. */
  107181. export interface ISceneLoaderPlugin {
  107182. /**
  107183. * The friendly name of this plugin.
  107184. */
  107185. name: string;
  107186. /**
  107187. * The file extensions supported by this plugin.
  107188. */
  107189. extensions: string | ISceneLoaderPluginExtensions;
  107190. /**
  107191. * Import meshes into a scene.
  107192. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107193. * @param scene The scene to import into
  107194. * @param data The data to import
  107195. * @param rootUrl The root url for scene and resources
  107196. * @param meshes The meshes array to import into
  107197. * @param particleSystems The particle systems array to import into
  107198. * @param skeletons The skeletons array to import into
  107199. * @param onError The callback when import fails
  107200. * @returns True if successful or false otherwise
  107201. */
  107202. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  107203. /**
  107204. * Load into a scene.
  107205. * @param scene The scene to load into
  107206. * @param data The data to import
  107207. * @param rootUrl The root url for scene and resources
  107208. * @param onError The callback when import fails
  107209. * @returns true if successful or false otherwise
  107210. */
  107211. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  107212. /**
  107213. * The callback that returns true if the data can be directly loaded.
  107214. */
  107215. canDirectLoad?: (data: string) => boolean;
  107216. /**
  107217. * The callback that allows custom handling of the root url based on the response url.
  107218. */
  107219. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  107220. /**
  107221. * Load into an asset container.
  107222. * @param scene The scene to load into
  107223. * @param data The data to import
  107224. * @param rootUrl The root url for scene and resources
  107225. * @param onError The callback when import fails
  107226. * @returns The loaded asset container
  107227. */
  107228. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  107229. }
  107230. /**
  107231. * Interface used to define an async SceneLoader plugin
  107232. */
  107233. export interface ISceneLoaderPluginAsync {
  107234. /**
  107235. * The friendly name of this plugin.
  107236. */
  107237. name: string;
  107238. /**
  107239. * The file extensions supported by this plugin.
  107240. */
  107241. extensions: string | ISceneLoaderPluginExtensions;
  107242. /**
  107243. * Import meshes into a scene.
  107244. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107245. * @param scene The scene to import into
  107246. * @param data The data to import
  107247. * @param rootUrl The root url for scene and resources
  107248. * @param onProgress The callback when the load progresses
  107249. * @param fileName Defines the name of the file to load
  107250. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  107251. */
  107252. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  107253. meshes: AbstractMesh[];
  107254. particleSystems: IParticleSystem[];
  107255. skeletons: Skeleton[];
  107256. animationGroups: AnimationGroup[];
  107257. }>;
  107258. /**
  107259. * Load into a scene.
  107260. * @param scene The scene to load into
  107261. * @param data The data to import
  107262. * @param rootUrl The root url for scene and resources
  107263. * @param onProgress The callback when the load progresses
  107264. * @param fileName Defines the name of the file to load
  107265. * @returns Nothing
  107266. */
  107267. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  107268. /**
  107269. * The callback that returns true if the data can be directly loaded.
  107270. */
  107271. canDirectLoad?: (data: string) => boolean;
  107272. /**
  107273. * The callback that allows custom handling of the root url based on the response url.
  107274. */
  107275. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  107276. /**
  107277. * Load into an asset container.
  107278. * @param scene The scene to load into
  107279. * @param data The data to import
  107280. * @param rootUrl The root url for scene and resources
  107281. * @param onProgress The callback when the load progresses
  107282. * @param fileName Defines the name of the file to load
  107283. * @returns The loaded asset container
  107284. */
  107285. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  107286. }
  107287. /**
  107288. * Class used to load scene from various file formats using registered plugins
  107289. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  107290. */
  107291. export class SceneLoader {
  107292. /**
  107293. * No logging while loading
  107294. */
  107295. static readonly NO_LOGGING: number;
  107296. /**
  107297. * Minimal logging while loading
  107298. */
  107299. static readonly MINIMAL_LOGGING: number;
  107300. /**
  107301. * Summary logging while loading
  107302. */
  107303. static readonly SUMMARY_LOGGING: number;
  107304. /**
  107305. * Detailled logging while loading
  107306. */
  107307. static readonly DETAILED_LOGGING: number;
  107308. /**
  107309. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  107310. */
  107311. static ForceFullSceneLoadingForIncremental: boolean;
  107312. /**
  107313. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  107314. */
  107315. static ShowLoadingScreen: boolean;
  107316. /**
  107317. * Defines the current logging level (while loading the scene)
  107318. * @ignorenaming
  107319. */
  107320. static loggingLevel: number;
  107321. /**
  107322. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  107323. */
  107324. static CleanBoneMatrixWeights: boolean;
  107325. /**
  107326. * Event raised when a plugin is used to load a scene
  107327. */
  107328. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  107329. private static _registeredPlugins;
  107330. private static _getDefaultPlugin;
  107331. private static _getPluginForExtension;
  107332. private static _getPluginForDirectLoad;
  107333. private static _getPluginForFilename;
  107334. private static _getDirectLoad;
  107335. private static _loadData;
  107336. private static _getFileInfo;
  107337. /**
  107338. * Gets a plugin that can load the given extension
  107339. * @param extension defines the extension to load
  107340. * @returns a plugin or null if none works
  107341. */
  107342. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  107343. /**
  107344. * Gets a boolean indicating that the given extension can be loaded
  107345. * @param extension defines the extension to load
  107346. * @returns true if the extension is supported
  107347. */
  107348. static IsPluginForExtensionAvailable(extension: string): boolean;
  107349. /**
  107350. * Adds a new plugin to the list of registered plugins
  107351. * @param plugin defines the plugin to add
  107352. */
  107353. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  107354. /**
  107355. * Import meshes into a scene
  107356. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107357. * @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)
  107358. * @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)
  107359. * @param scene the instance of BABYLON.Scene to append to
  107360. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  107361. * @param onProgress a callback with a progress event for each file being loaded
  107362. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107363. * @param pluginExtension the extension used to determine the plugin
  107364. * @returns The loaded plugin
  107365. */
  107366. 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>;
  107367. /**
  107368. * Import meshes into a scene
  107369. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107370. * @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)
  107371. * @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)
  107372. * @param scene the instance of BABYLON.Scene to append to
  107373. * @param onProgress a callback with a progress event for each file being loaded
  107374. * @param pluginExtension the extension used to determine the plugin
  107375. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  107376. */
  107377. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  107378. meshes: AbstractMesh[];
  107379. particleSystems: IParticleSystem[];
  107380. skeletons: Skeleton[];
  107381. animationGroups: AnimationGroup[];
  107382. }>;
  107383. /**
  107384. * Load a scene
  107385. * @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)
  107386. * @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)
  107387. * @param engine is the instance of BABYLON.Engine to use to create the scene
  107388. * @param onSuccess a callback with the scene when import succeeds
  107389. * @param onProgress a callback with a progress event for each file being loaded
  107390. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107391. * @param pluginExtension the extension used to determine the plugin
  107392. * @returns The loaded plugin
  107393. */
  107394. 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>;
  107395. /**
  107396. * Load a scene
  107397. * @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)
  107398. * @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)
  107399. * @param engine is the instance of BABYLON.Engine to use to create the scene
  107400. * @param onProgress a callback with a progress event for each file being loaded
  107401. * @param pluginExtension the extension used to determine the plugin
  107402. * @returns The loaded scene
  107403. */
  107404. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  107405. /**
  107406. * Append a scene
  107407. * @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)
  107408. * @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)
  107409. * @param scene is the instance of BABYLON.Scene to append to
  107410. * @param onSuccess a callback with the scene when import succeeds
  107411. * @param onProgress a callback with a progress event for each file being loaded
  107412. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107413. * @param pluginExtension the extension used to determine the plugin
  107414. * @returns The loaded plugin
  107415. */
  107416. 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>;
  107417. /**
  107418. * Append a scene
  107419. * @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)
  107420. * @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)
  107421. * @param scene is the instance of BABYLON.Scene to append to
  107422. * @param onProgress a callback with a progress event for each file being loaded
  107423. * @param pluginExtension the extension used to determine the plugin
  107424. * @returns The given scene
  107425. */
  107426. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  107427. /**
  107428. * Load a scene into an asset container
  107429. * @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)
  107430. * @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)
  107431. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  107432. * @param onSuccess a callback with the scene when import succeeds
  107433. * @param onProgress a callback with a progress event for each file being loaded
  107434. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107435. * @param pluginExtension the extension used to determine the plugin
  107436. * @returns The loaded plugin
  107437. */
  107438. 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>;
  107439. /**
  107440. * Load a scene into an asset container
  107441. * @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)
  107442. * @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)
  107443. * @param scene is the instance of Scene to append to
  107444. * @param onProgress a callback with a progress event for each file being loaded
  107445. * @param pluginExtension the extension used to determine the plugin
  107446. * @returns The loaded asset container
  107447. */
  107448. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  107449. }
  107450. }
  107451. declare module BABYLON {
  107452. /**
  107453. * Generic Controller
  107454. */
  107455. export class GenericController extends WebVRController {
  107456. /**
  107457. * Base Url for the controller model.
  107458. */
  107459. static readonly MODEL_BASE_URL: string;
  107460. /**
  107461. * File name for the controller model.
  107462. */
  107463. static readonly MODEL_FILENAME: string;
  107464. /**
  107465. * Creates a new GenericController from a gamepad
  107466. * @param vrGamepad the gamepad that the controller should be created from
  107467. */
  107468. constructor(vrGamepad: any);
  107469. /**
  107470. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107471. * @param scene scene in which to add meshes
  107472. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107473. */
  107474. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107475. /**
  107476. * Called once for each button that changed state since the last frame
  107477. * @param buttonIdx Which button index changed
  107478. * @param state New state of the button
  107479. * @param changes Which properties on the state changed since last frame
  107480. */
  107481. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107482. }
  107483. }
  107484. declare module BABYLON {
  107485. /**
  107486. * Defines the WindowsMotionController object that the state of the windows motion controller
  107487. */
  107488. export class WindowsMotionController extends WebVRController {
  107489. /**
  107490. * The base url used to load the left and right controller models
  107491. */
  107492. static MODEL_BASE_URL: string;
  107493. /**
  107494. * The name of the left controller model file
  107495. */
  107496. static MODEL_LEFT_FILENAME: string;
  107497. /**
  107498. * The name of the right controller model file
  107499. */
  107500. static MODEL_RIGHT_FILENAME: string;
  107501. /**
  107502. * The controller name prefix for this controller type
  107503. */
  107504. static readonly GAMEPAD_ID_PREFIX: string;
  107505. /**
  107506. * The controller id pattern for this controller type
  107507. */
  107508. private static readonly GAMEPAD_ID_PATTERN;
  107509. private _loadedMeshInfo;
  107510. private readonly _mapping;
  107511. /**
  107512. * Fired when the trackpad on this controller is clicked
  107513. */
  107514. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  107515. /**
  107516. * Fired when the trackpad on this controller is modified
  107517. */
  107518. onTrackpadValuesChangedObservable: Observable<StickValues>;
  107519. /**
  107520. * The current x and y values of this controller's trackpad
  107521. */
  107522. trackpad: StickValues;
  107523. /**
  107524. * Creates a new WindowsMotionController from a gamepad
  107525. * @param vrGamepad the gamepad that the controller should be created from
  107526. */
  107527. constructor(vrGamepad: any);
  107528. /**
  107529. * Fired when the trigger on this controller is modified
  107530. */
  107531. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107532. /**
  107533. * Fired when the menu button on this controller is modified
  107534. */
  107535. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107536. /**
  107537. * Fired when the grip button on this controller is modified
  107538. */
  107539. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107540. /**
  107541. * Fired when the thumbstick button on this controller is modified
  107542. */
  107543. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107544. /**
  107545. * Fired when the touchpad button on this controller is modified
  107546. */
  107547. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107548. /**
  107549. * Fired when the touchpad values on this controller are modified
  107550. */
  107551. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  107552. private _updateTrackpad;
  107553. /**
  107554. * Called once per frame by the engine.
  107555. */
  107556. update(): void;
  107557. /**
  107558. * Called once for each button that changed state since the last frame
  107559. * @param buttonIdx Which button index changed
  107560. * @param state New state of the button
  107561. * @param changes Which properties on the state changed since last frame
  107562. */
  107563. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107564. /**
  107565. * Moves the buttons on the controller mesh based on their current state
  107566. * @param buttonName the name of the button to move
  107567. * @param buttonValue the value of the button which determines the buttons new position
  107568. */
  107569. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  107570. /**
  107571. * Moves the axis on the controller mesh based on its current state
  107572. * @param axis the index of the axis
  107573. * @param axisValue the value of the axis which determines the meshes new position
  107574. * @hidden
  107575. */
  107576. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  107577. /**
  107578. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107579. * @param scene scene in which to add meshes
  107580. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107581. */
  107582. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  107583. /**
  107584. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  107585. * can be transformed by button presses and axes values, based on this._mapping.
  107586. *
  107587. * @param scene scene in which the meshes exist
  107588. * @param meshes list of meshes that make up the controller model to process
  107589. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  107590. */
  107591. private processModel;
  107592. private createMeshInfo;
  107593. /**
  107594. * Gets the ray of the controller in the direction the controller is pointing
  107595. * @param length the length the resulting ray should be
  107596. * @returns a ray in the direction the controller is pointing
  107597. */
  107598. getForwardRay(length?: number): Ray;
  107599. /**
  107600. * Disposes of the controller
  107601. */
  107602. dispose(): void;
  107603. }
  107604. }
  107605. declare module BABYLON {
  107606. /**
  107607. * Oculus Touch Controller
  107608. */
  107609. export class OculusTouchController extends WebVRController {
  107610. /**
  107611. * Base Url for the controller model.
  107612. */
  107613. static MODEL_BASE_URL: string;
  107614. /**
  107615. * File name for the left controller model.
  107616. */
  107617. static MODEL_LEFT_FILENAME: string;
  107618. /**
  107619. * File name for the right controller model.
  107620. */
  107621. static MODEL_RIGHT_FILENAME: string;
  107622. /**
  107623. * Base Url for the Quest controller model.
  107624. */
  107625. static QUEST_MODEL_BASE_URL: string;
  107626. /**
  107627. * @hidden
  107628. * If the controllers are running on a device that needs the updated Quest controller models
  107629. */
  107630. static _IsQuest: boolean;
  107631. /**
  107632. * Fired when the secondary trigger on this controller is modified
  107633. */
  107634. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  107635. /**
  107636. * Fired when the thumb rest on this controller is modified
  107637. */
  107638. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  107639. /**
  107640. * Creates a new OculusTouchController from a gamepad
  107641. * @param vrGamepad the gamepad that the controller should be created from
  107642. */
  107643. constructor(vrGamepad: any);
  107644. /**
  107645. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107646. * @param scene scene in which to add meshes
  107647. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107648. */
  107649. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107650. /**
  107651. * Fired when the A button on this controller is modified
  107652. */
  107653. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107654. /**
  107655. * Fired when the B button on this controller is modified
  107656. */
  107657. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107658. /**
  107659. * Fired when the X button on this controller is modified
  107660. */
  107661. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107662. /**
  107663. * Fired when the Y button on this controller is modified
  107664. */
  107665. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107666. /**
  107667. * Called once for each button that changed state since the last frame
  107668. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  107669. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  107670. * 2) secondary trigger (same)
  107671. * 3) A (right) X (left), touch, pressed = value
  107672. * 4) B / Y
  107673. * 5) thumb rest
  107674. * @param buttonIdx Which button index changed
  107675. * @param state New state of the button
  107676. * @param changes Which properties on the state changed since last frame
  107677. */
  107678. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107679. }
  107680. }
  107681. declare module BABYLON {
  107682. /**
  107683. * Vive Controller
  107684. */
  107685. export class ViveController extends WebVRController {
  107686. /**
  107687. * Base Url for the controller model.
  107688. */
  107689. static MODEL_BASE_URL: string;
  107690. /**
  107691. * File name for the controller model.
  107692. */
  107693. static MODEL_FILENAME: string;
  107694. /**
  107695. * Creates a new ViveController from a gamepad
  107696. * @param vrGamepad the gamepad that the controller should be created from
  107697. */
  107698. constructor(vrGamepad: any);
  107699. /**
  107700. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107701. * @param scene scene in which to add meshes
  107702. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107703. */
  107704. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107705. /**
  107706. * Fired when the left button on this controller is modified
  107707. */
  107708. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107709. /**
  107710. * Fired when the right button on this controller is modified
  107711. */
  107712. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107713. /**
  107714. * Fired when the menu button on this controller is modified
  107715. */
  107716. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107717. /**
  107718. * Called once for each button that changed state since the last frame
  107719. * Vive mapping:
  107720. * 0: touchpad
  107721. * 1: trigger
  107722. * 2: left AND right buttons
  107723. * 3: menu button
  107724. * @param buttonIdx Which button index changed
  107725. * @param state New state of the button
  107726. * @param changes Which properties on the state changed since last frame
  107727. */
  107728. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107729. }
  107730. }
  107731. declare module BABYLON {
  107732. /**
  107733. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  107734. */
  107735. export class WebXRControllerModelLoader {
  107736. /**
  107737. * Creates the WebXRControllerModelLoader
  107738. * @param input xr input that creates the controllers
  107739. */
  107740. constructor(input: WebXRInput);
  107741. }
  107742. }
  107743. declare module BABYLON {
  107744. /**
  107745. * Contains an array of blocks representing the octree
  107746. */
  107747. export interface IOctreeContainer<T> {
  107748. /**
  107749. * Blocks within the octree
  107750. */
  107751. blocks: Array<OctreeBlock<T>>;
  107752. }
  107753. /**
  107754. * Class used to store a cell in an octree
  107755. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107756. */
  107757. export class OctreeBlock<T> {
  107758. /**
  107759. * Gets the content of the current block
  107760. */
  107761. entries: T[];
  107762. /**
  107763. * Gets the list of block children
  107764. */
  107765. blocks: Array<OctreeBlock<T>>;
  107766. private _depth;
  107767. private _maxDepth;
  107768. private _capacity;
  107769. private _minPoint;
  107770. private _maxPoint;
  107771. private _boundingVectors;
  107772. private _creationFunc;
  107773. /**
  107774. * Creates a new block
  107775. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  107776. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  107777. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  107778. * @param depth defines the current depth of this block in the octree
  107779. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  107780. * @param creationFunc defines a callback to call when an element is added to the block
  107781. */
  107782. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  107783. /**
  107784. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  107785. */
  107786. readonly capacity: number;
  107787. /**
  107788. * Gets the minimum vector (in world space) of the block's bounding box
  107789. */
  107790. readonly minPoint: Vector3;
  107791. /**
  107792. * Gets the maximum vector (in world space) of the block's bounding box
  107793. */
  107794. readonly maxPoint: Vector3;
  107795. /**
  107796. * Add a new element to this block
  107797. * @param entry defines the element to add
  107798. */
  107799. addEntry(entry: T): void;
  107800. /**
  107801. * Remove an element from this block
  107802. * @param entry defines the element to remove
  107803. */
  107804. removeEntry(entry: T): void;
  107805. /**
  107806. * Add an array of elements to this block
  107807. * @param entries defines the array of elements to add
  107808. */
  107809. addEntries(entries: T[]): void;
  107810. /**
  107811. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  107812. * @param frustumPlanes defines the frustum planes to test
  107813. * @param selection defines the array to store current content if selection is positive
  107814. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107815. */
  107816. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  107817. /**
  107818. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  107819. * @param sphereCenter defines the bounding sphere center
  107820. * @param sphereRadius defines the bounding sphere radius
  107821. * @param selection defines the array to store current content if selection is positive
  107822. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107823. */
  107824. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  107825. /**
  107826. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  107827. * @param ray defines the ray to test with
  107828. * @param selection defines the array to store current content if selection is positive
  107829. */
  107830. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  107831. /**
  107832. * Subdivide the content into child blocks (this block will then be empty)
  107833. */
  107834. createInnerBlocks(): void;
  107835. /**
  107836. * @hidden
  107837. */
  107838. 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;
  107839. }
  107840. }
  107841. declare module BABYLON {
  107842. /**
  107843. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  107844. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107845. */
  107846. export class Octree<T> {
  107847. /** 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.) */
  107848. maxDepth: number;
  107849. /**
  107850. * Blocks within the octree containing objects
  107851. */
  107852. blocks: Array<OctreeBlock<T>>;
  107853. /**
  107854. * Content stored in the octree
  107855. */
  107856. dynamicContent: T[];
  107857. private _maxBlockCapacity;
  107858. private _selectionContent;
  107859. private _creationFunc;
  107860. /**
  107861. * Creates a octree
  107862. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107863. * @param creationFunc function to be used to instatiate the octree
  107864. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  107865. * @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.)
  107866. */
  107867. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  107868. /** 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.) */
  107869. maxDepth?: number);
  107870. /**
  107871. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  107872. * @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);
  107873. * @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);
  107874. * @param entries meshes to be added to the octree blocks
  107875. */
  107876. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  107877. /**
  107878. * Adds a mesh to the octree
  107879. * @param entry Mesh to add to the octree
  107880. */
  107881. addMesh(entry: T): void;
  107882. /**
  107883. * Remove an element from the octree
  107884. * @param entry defines the element to remove
  107885. */
  107886. removeMesh(entry: T): void;
  107887. /**
  107888. * Selects an array of meshes within the frustum
  107889. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  107890. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  107891. * @returns array of meshes within the frustum
  107892. */
  107893. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  107894. /**
  107895. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  107896. * @param sphereCenter defines the bounding sphere center
  107897. * @param sphereRadius defines the bounding sphere radius
  107898. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107899. * @returns an array of objects that intersect the sphere
  107900. */
  107901. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  107902. /**
  107903. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  107904. * @param ray defines the ray to test with
  107905. * @returns array of intersected objects
  107906. */
  107907. intersectsRay(ray: Ray): SmartArray<T>;
  107908. /**
  107909. * Adds a mesh into the octree block if it intersects the block
  107910. */
  107911. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  107912. /**
  107913. * Adds a submesh into the octree block if it intersects the block
  107914. */
  107915. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  107916. }
  107917. }
  107918. declare module BABYLON {
  107919. interface Scene {
  107920. /**
  107921. * @hidden
  107922. * Backing Filed
  107923. */
  107924. _selectionOctree: Octree<AbstractMesh>;
  107925. /**
  107926. * Gets the octree used to boost mesh selection (picking)
  107927. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107928. */
  107929. selectionOctree: Octree<AbstractMesh>;
  107930. /**
  107931. * Creates or updates the octree used to boost selection (picking)
  107932. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107933. * @param maxCapacity defines the maximum capacity per leaf
  107934. * @param maxDepth defines the maximum depth of the octree
  107935. * @returns an octree of AbstractMesh
  107936. */
  107937. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  107938. }
  107939. interface AbstractMesh {
  107940. /**
  107941. * @hidden
  107942. * Backing Field
  107943. */
  107944. _submeshesOctree: Octree<SubMesh>;
  107945. /**
  107946. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  107947. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  107948. * @param maxCapacity defines the maximum size of each block (64 by default)
  107949. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  107950. * @returns the new octree
  107951. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  107952. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107953. */
  107954. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  107955. }
  107956. /**
  107957. * Defines the octree scene component responsible to manage any octrees
  107958. * in a given scene.
  107959. */
  107960. export class OctreeSceneComponent {
  107961. /**
  107962. * The component name help to identify the component in the list of scene components.
  107963. */
  107964. readonly name: string;
  107965. /**
  107966. * The scene the component belongs to.
  107967. */
  107968. scene: Scene;
  107969. /**
  107970. * Indicates if the meshes have been checked to make sure they are isEnabled()
  107971. */
  107972. readonly checksIsEnabled: boolean;
  107973. /**
  107974. * Creates a new instance of the component for the given scene
  107975. * @param scene Defines the scene to register the component in
  107976. */
  107977. constructor(scene: Scene);
  107978. /**
  107979. * Registers the component in a given scene
  107980. */
  107981. register(): void;
  107982. /**
  107983. * Return the list of active meshes
  107984. * @returns the list of active meshes
  107985. */
  107986. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  107987. /**
  107988. * Return the list of active sub meshes
  107989. * @param mesh The mesh to get the candidates sub meshes from
  107990. * @returns the list of active sub meshes
  107991. */
  107992. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  107993. private _tempRay;
  107994. /**
  107995. * Return the list of sub meshes intersecting with a given local ray
  107996. * @param mesh defines the mesh to find the submesh for
  107997. * @param localRay defines the ray in local space
  107998. * @returns the list of intersecting sub meshes
  107999. */
  108000. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  108001. /**
  108002. * Return the list of sub meshes colliding with a collider
  108003. * @param mesh defines the mesh to find the submesh for
  108004. * @param collider defines the collider to evaluate the collision against
  108005. * @returns the list of colliding sub meshes
  108006. */
  108007. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  108008. /**
  108009. * Rebuilds the elements related to this component in case of
  108010. * context lost for instance.
  108011. */
  108012. rebuild(): void;
  108013. /**
  108014. * Disposes the component and the associated ressources.
  108015. */
  108016. dispose(): void;
  108017. }
  108018. }
  108019. declare module BABYLON {
  108020. /**
  108021. * Renders a layer on top of an existing scene
  108022. */
  108023. export class UtilityLayerRenderer implements IDisposable {
  108024. /** the original scene that will be rendered on top of */
  108025. originalScene: Scene;
  108026. private _pointerCaptures;
  108027. private _lastPointerEvents;
  108028. private static _DefaultUtilityLayer;
  108029. private static _DefaultKeepDepthUtilityLayer;
  108030. private _sharedGizmoLight;
  108031. private _renderCamera;
  108032. /**
  108033. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  108034. * @returns the camera that is used when rendering the utility layer
  108035. */
  108036. getRenderCamera(): Nullable<Camera>;
  108037. /**
  108038. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  108039. * @param cam the camera that should be used when rendering the utility layer
  108040. */
  108041. setRenderCamera(cam: Nullable<Camera>): void;
  108042. /**
  108043. * @hidden
  108044. * Light which used by gizmos to get light shading
  108045. */
  108046. _getSharedGizmoLight(): HemisphericLight;
  108047. /**
  108048. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  108049. */
  108050. pickUtilitySceneFirst: boolean;
  108051. /**
  108052. * 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)
  108053. */
  108054. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  108055. /**
  108056. * 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)
  108057. */
  108058. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  108059. /**
  108060. * The scene that is rendered on top of the original scene
  108061. */
  108062. utilityLayerScene: Scene;
  108063. /**
  108064. * If the utility layer should automatically be rendered on top of existing scene
  108065. */
  108066. shouldRender: boolean;
  108067. /**
  108068. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  108069. */
  108070. onlyCheckPointerDownEvents: boolean;
  108071. /**
  108072. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  108073. */
  108074. processAllEvents: boolean;
  108075. /**
  108076. * Observable raised when the pointer move from the utility layer scene to the main scene
  108077. */
  108078. onPointerOutObservable: Observable<number>;
  108079. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  108080. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  108081. private _afterRenderObserver;
  108082. private _sceneDisposeObserver;
  108083. private _originalPointerObserver;
  108084. /**
  108085. * Instantiates a UtilityLayerRenderer
  108086. * @param originalScene the original scene that will be rendered on top of
  108087. * @param handleEvents boolean indicating if the utility layer should handle events
  108088. */
  108089. constructor(
  108090. /** the original scene that will be rendered on top of */
  108091. originalScene: Scene, handleEvents?: boolean);
  108092. private _notifyObservers;
  108093. /**
  108094. * Renders the utility layers scene on top of the original scene
  108095. */
  108096. render(): void;
  108097. /**
  108098. * Disposes of the renderer
  108099. */
  108100. dispose(): void;
  108101. private _updateCamera;
  108102. }
  108103. }
  108104. declare module BABYLON {
  108105. /**
  108106. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  108107. */
  108108. export class Gizmo implements IDisposable {
  108109. /** The utility layer the gizmo will be added to */
  108110. gizmoLayer: UtilityLayerRenderer;
  108111. /**
  108112. * The root mesh of the gizmo
  108113. */
  108114. _rootMesh: Mesh;
  108115. private _attachedMesh;
  108116. /**
  108117. * Ratio for the scale of the gizmo (Default: 1)
  108118. */
  108119. scaleRatio: number;
  108120. /**
  108121. * If a custom mesh has been set (Default: false)
  108122. */
  108123. protected _customMeshSet: boolean;
  108124. /**
  108125. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  108126. * * When set, interactions will be enabled
  108127. */
  108128. attachedMesh: Nullable<AbstractMesh>;
  108129. /**
  108130. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  108131. * @param mesh The mesh to replace the default mesh of the gizmo
  108132. */
  108133. setCustomMesh(mesh: Mesh): void;
  108134. /**
  108135. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  108136. */
  108137. updateGizmoRotationToMatchAttachedMesh: boolean;
  108138. /**
  108139. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  108140. */
  108141. updateGizmoPositionToMatchAttachedMesh: boolean;
  108142. /**
  108143. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  108144. */
  108145. updateScale: boolean;
  108146. protected _interactionsEnabled: boolean;
  108147. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108148. private _beforeRenderObserver;
  108149. private _tempVector;
  108150. /**
  108151. * Creates a gizmo
  108152. * @param gizmoLayer The utility layer the gizmo will be added to
  108153. */
  108154. constructor(
  108155. /** The utility layer the gizmo will be added to */
  108156. gizmoLayer?: UtilityLayerRenderer);
  108157. /**
  108158. * Updates the gizmo to match the attached mesh's position/rotation
  108159. */
  108160. protected _update(): void;
  108161. /**
  108162. * Disposes of the gizmo
  108163. */
  108164. dispose(): void;
  108165. }
  108166. }
  108167. declare module BABYLON {
  108168. /**
  108169. * Single plane drag gizmo
  108170. */
  108171. export class PlaneDragGizmo extends Gizmo {
  108172. /**
  108173. * Drag behavior responsible for the gizmos dragging interactions
  108174. */
  108175. dragBehavior: PointerDragBehavior;
  108176. private _pointerObserver;
  108177. /**
  108178. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108179. */
  108180. snapDistance: number;
  108181. /**
  108182. * Event that fires each time the gizmo snaps to a new location.
  108183. * * snapDistance is the the change in distance
  108184. */
  108185. onSnapObservable: Observable<{
  108186. snapDistance: number;
  108187. }>;
  108188. private _plane;
  108189. private _coloredMaterial;
  108190. private _hoverMaterial;
  108191. private _isEnabled;
  108192. private _parent;
  108193. /** @hidden */
  108194. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  108195. /** @hidden */
  108196. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  108197. /**
  108198. * Creates a PlaneDragGizmo
  108199. * @param gizmoLayer The utility layer the gizmo will be added to
  108200. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  108201. * @param color The color of the gizmo
  108202. */
  108203. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  108204. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108205. /**
  108206. * If the gizmo is enabled
  108207. */
  108208. isEnabled: boolean;
  108209. /**
  108210. * Disposes of the gizmo
  108211. */
  108212. dispose(): void;
  108213. }
  108214. }
  108215. declare module BABYLON {
  108216. /**
  108217. * Gizmo that enables dragging a mesh along 3 axis
  108218. */
  108219. export class PositionGizmo extends Gizmo {
  108220. /**
  108221. * Internal gizmo used for interactions on the x axis
  108222. */
  108223. xGizmo: AxisDragGizmo;
  108224. /**
  108225. * Internal gizmo used for interactions on the y axis
  108226. */
  108227. yGizmo: AxisDragGizmo;
  108228. /**
  108229. * Internal gizmo used for interactions on the z axis
  108230. */
  108231. zGizmo: AxisDragGizmo;
  108232. /**
  108233. * Internal gizmo used for interactions on the yz plane
  108234. */
  108235. xPlaneGizmo: PlaneDragGizmo;
  108236. /**
  108237. * Internal gizmo used for interactions on the xz plane
  108238. */
  108239. yPlaneGizmo: PlaneDragGizmo;
  108240. /**
  108241. * Internal gizmo used for interactions on the xy plane
  108242. */
  108243. zPlaneGizmo: PlaneDragGizmo;
  108244. /**
  108245. * private variables
  108246. */
  108247. private _meshAttached;
  108248. private _updateGizmoRotationToMatchAttachedMesh;
  108249. private _snapDistance;
  108250. private _scaleRatio;
  108251. /** Fires an event when any of it's sub gizmos are dragged */
  108252. onDragStartObservable: Observable<unknown>;
  108253. /** Fires an event when any of it's sub gizmos are released from dragging */
  108254. onDragEndObservable: Observable<unknown>;
  108255. /**
  108256. * If set to true, planar drag is enabled
  108257. */
  108258. private _planarGizmoEnabled;
  108259. attachedMesh: Nullable<AbstractMesh>;
  108260. /**
  108261. * Creates a PositionGizmo
  108262. * @param gizmoLayer The utility layer the gizmo will be added to
  108263. */
  108264. constructor(gizmoLayer?: UtilityLayerRenderer);
  108265. /**
  108266. * If the planar drag gizmo is enabled
  108267. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  108268. */
  108269. planarGizmoEnabled: boolean;
  108270. updateGizmoRotationToMatchAttachedMesh: boolean;
  108271. /**
  108272. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108273. */
  108274. snapDistance: number;
  108275. /**
  108276. * Ratio for the scale of the gizmo (Default: 1)
  108277. */
  108278. scaleRatio: number;
  108279. /**
  108280. * Disposes of the gizmo
  108281. */
  108282. dispose(): void;
  108283. /**
  108284. * CustomMeshes are not supported by this gizmo
  108285. * @param mesh The mesh to replace the default mesh of the gizmo
  108286. */
  108287. setCustomMesh(mesh: Mesh): void;
  108288. }
  108289. }
  108290. declare module BABYLON {
  108291. /**
  108292. * Single axis drag gizmo
  108293. */
  108294. export class AxisDragGizmo extends Gizmo {
  108295. /**
  108296. * Drag behavior responsible for the gizmos dragging interactions
  108297. */
  108298. dragBehavior: PointerDragBehavior;
  108299. private _pointerObserver;
  108300. /**
  108301. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108302. */
  108303. snapDistance: number;
  108304. /**
  108305. * Event that fires each time the gizmo snaps to a new location.
  108306. * * snapDistance is the the change in distance
  108307. */
  108308. onSnapObservable: Observable<{
  108309. snapDistance: number;
  108310. }>;
  108311. private _isEnabled;
  108312. private _parent;
  108313. private _arrow;
  108314. private _coloredMaterial;
  108315. private _hoverMaterial;
  108316. /** @hidden */
  108317. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  108318. /** @hidden */
  108319. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  108320. /**
  108321. * Creates an AxisDragGizmo
  108322. * @param gizmoLayer The utility layer the gizmo will be added to
  108323. * @param dragAxis The axis which the gizmo will be able to drag on
  108324. * @param color The color of the gizmo
  108325. */
  108326. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  108327. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108328. /**
  108329. * If the gizmo is enabled
  108330. */
  108331. isEnabled: boolean;
  108332. /**
  108333. * Disposes of the gizmo
  108334. */
  108335. dispose(): void;
  108336. }
  108337. }
  108338. declare module BABYLON.Debug {
  108339. /**
  108340. * The Axes viewer will show 3 axes in a specific point in space
  108341. */
  108342. export class AxesViewer {
  108343. private _xAxis;
  108344. private _yAxis;
  108345. private _zAxis;
  108346. private _scaleLinesFactor;
  108347. private _instanced;
  108348. /**
  108349. * Gets the hosting scene
  108350. */
  108351. scene: Scene;
  108352. /**
  108353. * Gets or sets a number used to scale line length
  108354. */
  108355. scaleLines: number;
  108356. /** Gets the node hierarchy used to render x-axis */
  108357. readonly xAxis: TransformNode;
  108358. /** Gets the node hierarchy used to render y-axis */
  108359. readonly yAxis: TransformNode;
  108360. /** Gets the node hierarchy used to render z-axis */
  108361. readonly zAxis: TransformNode;
  108362. /**
  108363. * Creates a new AxesViewer
  108364. * @param scene defines the hosting scene
  108365. * @param scaleLines defines a number used to scale line length (1 by default)
  108366. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  108367. * @param xAxis defines the node hierarchy used to render the x-axis
  108368. * @param yAxis defines the node hierarchy used to render the y-axis
  108369. * @param zAxis defines the node hierarchy used to render the z-axis
  108370. */
  108371. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  108372. /**
  108373. * Force the viewer to update
  108374. * @param position defines the position of the viewer
  108375. * @param xaxis defines the x axis of the viewer
  108376. * @param yaxis defines the y axis of the viewer
  108377. * @param zaxis defines the z axis of the viewer
  108378. */
  108379. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  108380. /**
  108381. * Creates an instance of this axes viewer.
  108382. * @returns a new axes viewer with instanced meshes
  108383. */
  108384. createInstance(): AxesViewer;
  108385. /** Releases resources */
  108386. dispose(): void;
  108387. private static _SetRenderingGroupId;
  108388. }
  108389. }
  108390. declare module BABYLON.Debug {
  108391. /**
  108392. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  108393. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  108394. */
  108395. export class BoneAxesViewer extends AxesViewer {
  108396. /**
  108397. * Gets or sets the target mesh where to display the axes viewer
  108398. */
  108399. mesh: Nullable<Mesh>;
  108400. /**
  108401. * Gets or sets the target bone where to display the axes viewer
  108402. */
  108403. bone: Nullable<Bone>;
  108404. /** Gets current position */
  108405. pos: Vector3;
  108406. /** Gets direction of X axis */
  108407. xaxis: Vector3;
  108408. /** Gets direction of Y axis */
  108409. yaxis: Vector3;
  108410. /** Gets direction of Z axis */
  108411. zaxis: Vector3;
  108412. /**
  108413. * Creates a new BoneAxesViewer
  108414. * @param scene defines the hosting scene
  108415. * @param bone defines the target bone
  108416. * @param mesh defines the target mesh
  108417. * @param scaleLines defines a scaling factor for line length (1 by default)
  108418. */
  108419. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  108420. /**
  108421. * Force the viewer to update
  108422. */
  108423. update(): void;
  108424. /** Releases resources */
  108425. dispose(): void;
  108426. }
  108427. }
  108428. declare module BABYLON {
  108429. /**
  108430. * Interface used to define scene explorer extensibility option
  108431. */
  108432. export interface IExplorerExtensibilityOption {
  108433. /**
  108434. * Define the option label
  108435. */
  108436. label: string;
  108437. /**
  108438. * Defines the action to execute on click
  108439. */
  108440. action: (entity: any) => void;
  108441. }
  108442. /**
  108443. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  108444. */
  108445. export interface IExplorerExtensibilityGroup {
  108446. /**
  108447. * Defines a predicate to test if a given type mut be extended
  108448. */
  108449. predicate: (entity: any) => boolean;
  108450. /**
  108451. * Gets the list of options added to a type
  108452. */
  108453. entries: IExplorerExtensibilityOption[];
  108454. }
  108455. /**
  108456. * Interface used to define the options to use to create the Inspector
  108457. */
  108458. export interface IInspectorOptions {
  108459. /**
  108460. * Display in overlay mode (default: false)
  108461. */
  108462. overlay?: boolean;
  108463. /**
  108464. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  108465. */
  108466. globalRoot?: HTMLElement;
  108467. /**
  108468. * Display the Scene explorer
  108469. */
  108470. showExplorer?: boolean;
  108471. /**
  108472. * Display the property inspector
  108473. */
  108474. showInspector?: boolean;
  108475. /**
  108476. * Display in embed mode (both panes on the right)
  108477. */
  108478. embedMode?: boolean;
  108479. /**
  108480. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  108481. */
  108482. handleResize?: boolean;
  108483. /**
  108484. * Allow the panes to popup (default: true)
  108485. */
  108486. enablePopup?: boolean;
  108487. /**
  108488. * Allow the panes to be closed by users (default: true)
  108489. */
  108490. enableClose?: boolean;
  108491. /**
  108492. * Optional list of extensibility entries
  108493. */
  108494. explorerExtensibility?: IExplorerExtensibilityGroup[];
  108495. /**
  108496. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  108497. */
  108498. inspectorURL?: string;
  108499. }
  108500. interface Scene {
  108501. /**
  108502. * @hidden
  108503. * Backing field
  108504. */
  108505. _debugLayer: DebugLayer;
  108506. /**
  108507. * Gets the debug layer (aka Inspector) associated with the scene
  108508. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108509. */
  108510. debugLayer: DebugLayer;
  108511. }
  108512. /**
  108513. * The debug layer (aka Inspector) is the go to tool in order to better understand
  108514. * what is happening in your scene
  108515. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108516. */
  108517. export class DebugLayer {
  108518. /**
  108519. * Define the url to get the inspector script from.
  108520. * By default it uses the babylonjs CDN.
  108521. * @ignoreNaming
  108522. */
  108523. static InspectorURL: string;
  108524. private _scene;
  108525. private BJSINSPECTOR;
  108526. private _onPropertyChangedObservable?;
  108527. /**
  108528. * Observable triggered when a property is changed through the inspector.
  108529. */
  108530. readonly onPropertyChangedObservable: any;
  108531. /**
  108532. * Instantiates a new debug layer.
  108533. * The debug layer (aka Inspector) is the go to tool in order to better understand
  108534. * what is happening in your scene
  108535. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108536. * @param scene Defines the scene to inspect
  108537. */
  108538. constructor(scene: Scene);
  108539. /** Creates the inspector window. */
  108540. private _createInspector;
  108541. /**
  108542. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  108543. * @param entity defines the entity to select
  108544. * @param lineContainerTitle defines the specific block to highlight
  108545. */
  108546. select(entity: any, lineContainerTitle?: string): void;
  108547. /** Get the inspector from bundle or global */
  108548. private _getGlobalInspector;
  108549. /**
  108550. * Get if the inspector is visible or not.
  108551. * @returns true if visible otherwise, false
  108552. */
  108553. isVisible(): boolean;
  108554. /**
  108555. * Hide the inspector and close its window.
  108556. */
  108557. hide(): void;
  108558. /**
  108559. * Launch the debugLayer.
  108560. * @param config Define the configuration of the inspector
  108561. * @return a promise fulfilled when the debug layer is visible
  108562. */
  108563. show(config?: IInspectorOptions): Promise<DebugLayer>;
  108564. }
  108565. }
  108566. declare module BABYLON {
  108567. /**
  108568. * Class containing static functions to help procedurally build meshes
  108569. */
  108570. export class BoxBuilder {
  108571. /**
  108572. * Creates a box mesh
  108573. * * The parameter `size` sets the size (float) of each box side (default 1)
  108574. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  108575. * * 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)
  108576. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  108577. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108578. * * If you create a double-sided mesh, you can choose what parts of 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
  108579. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108580. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  108581. * @param name defines the name of the mesh
  108582. * @param options defines the options used to create the mesh
  108583. * @param scene defines the hosting scene
  108584. * @returns the box mesh
  108585. */
  108586. static CreateBox(name: string, options: {
  108587. size?: number;
  108588. width?: number;
  108589. height?: number;
  108590. depth?: number;
  108591. faceUV?: Vector4[];
  108592. faceColors?: Color4[];
  108593. sideOrientation?: number;
  108594. frontUVs?: Vector4;
  108595. backUVs?: Vector4;
  108596. wrap?: boolean;
  108597. topBaseAt?: number;
  108598. bottomBaseAt?: number;
  108599. updatable?: boolean;
  108600. }, scene?: Nullable<Scene>): Mesh;
  108601. }
  108602. }
  108603. declare module BABYLON {
  108604. /**
  108605. * Class containing static functions to help procedurally build meshes
  108606. */
  108607. export class SphereBuilder {
  108608. /**
  108609. * Creates a sphere mesh
  108610. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  108611. * * 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`)
  108612. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  108613. * * 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
  108614. * * 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)
  108615. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108616. * * If you create a double-sided mesh, you can choose what parts of 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
  108617. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108618. * @param name defines the name of the mesh
  108619. * @param options defines the options used to create the mesh
  108620. * @param scene defines the hosting scene
  108621. * @returns the sphere mesh
  108622. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  108623. */
  108624. static CreateSphere(name: string, options: {
  108625. segments?: number;
  108626. diameter?: number;
  108627. diameterX?: number;
  108628. diameterY?: number;
  108629. diameterZ?: number;
  108630. arc?: number;
  108631. slice?: number;
  108632. sideOrientation?: number;
  108633. frontUVs?: Vector4;
  108634. backUVs?: Vector4;
  108635. updatable?: boolean;
  108636. }, scene?: Nullable<Scene>): Mesh;
  108637. }
  108638. }
  108639. declare module BABYLON.Debug {
  108640. /**
  108641. * Used to show the physics impostor around the specific mesh
  108642. */
  108643. export class PhysicsViewer {
  108644. /** @hidden */
  108645. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  108646. /** @hidden */
  108647. protected _meshes: Array<Nullable<AbstractMesh>>;
  108648. /** @hidden */
  108649. protected _scene: Nullable<Scene>;
  108650. /** @hidden */
  108651. protected _numMeshes: number;
  108652. /** @hidden */
  108653. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  108654. private _renderFunction;
  108655. private _utilityLayer;
  108656. private _debugBoxMesh;
  108657. private _debugSphereMesh;
  108658. private _debugCylinderMesh;
  108659. private _debugMaterial;
  108660. private _debugMeshMeshes;
  108661. /**
  108662. * Creates a new PhysicsViewer
  108663. * @param scene defines the hosting scene
  108664. */
  108665. constructor(scene: Scene);
  108666. /** @hidden */
  108667. protected _updateDebugMeshes(): void;
  108668. /**
  108669. * Renders a specified physic impostor
  108670. * @param impostor defines the impostor to render
  108671. * @param targetMesh defines the mesh represented by the impostor
  108672. * @returns the new debug mesh used to render the impostor
  108673. */
  108674. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  108675. /**
  108676. * Hides a specified physic impostor
  108677. * @param impostor defines the impostor to hide
  108678. */
  108679. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  108680. private _getDebugMaterial;
  108681. private _getDebugBoxMesh;
  108682. private _getDebugSphereMesh;
  108683. private _getDebugCylinderMesh;
  108684. private _getDebugMeshMesh;
  108685. private _getDebugMesh;
  108686. /** Releases all resources */
  108687. dispose(): void;
  108688. }
  108689. }
  108690. declare module BABYLON {
  108691. /**
  108692. * Class containing static functions to help procedurally build meshes
  108693. */
  108694. export class LinesBuilder {
  108695. /**
  108696. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  108697. * * 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
  108698. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  108699. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  108700. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  108701. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  108702. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  108703. * * 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
  108704. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  108705. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108706. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  108707. * @param name defines the name of the new line system
  108708. * @param options defines the options used to create the line system
  108709. * @param scene defines the hosting scene
  108710. * @returns a new line system mesh
  108711. */
  108712. static CreateLineSystem(name: string, options: {
  108713. lines: Vector3[][];
  108714. updatable?: boolean;
  108715. instance?: Nullable<LinesMesh>;
  108716. colors?: Nullable<Color4[][]>;
  108717. useVertexAlpha?: boolean;
  108718. }, scene: Nullable<Scene>): LinesMesh;
  108719. /**
  108720. * Creates a line mesh
  108721. * 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
  108722. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  108723. * * The parameter `points` is an array successive Vector3
  108724. * * 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
  108725. * * The optional parameter `colors` is an array of successive Color4, one per line point
  108726. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  108727. * * When updating an instance, remember that only point positions can change, not the number of points
  108728. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108729. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  108730. * @param name defines the name of the new line system
  108731. * @param options defines the options used to create the line system
  108732. * @param scene defines the hosting scene
  108733. * @returns a new line mesh
  108734. */
  108735. static CreateLines(name: string, options: {
  108736. points: Vector3[];
  108737. updatable?: boolean;
  108738. instance?: Nullable<LinesMesh>;
  108739. colors?: Color4[];
  108740. useVertexAlpha?: boolean;
  108741. }, scene?: Nullable<Scene>): LinesMesh;
  108742. /**
  108743. * Creates a dashed line mesh
  108744. * * 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
  108745. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  108746. * * The parameter `points` is an array successive Vector3
  108747. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  108748. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  108749. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  108750. * * 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
  108751. * * When updating an instance, remember that only point positions can change, not the number of points
  108752. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108753. * @param name defines the name of the mesh
  108754. * @param options defines the options used to create the mesh
  108755. * @param scene defines the hosting scene
  108756. * @returns the dashed line mesh
  108757. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  108758. */
  108759. static CreateDashedLines(name: string, options: {
  108760. points: Vector3[];
  108761. dashSize?: number;
  108762. gapSize?: number;
  108763. dashNb?: number;
  108764. updatable?: boolean;
  108765. instance?: LinesMesh;
  108766. }, scene?: Nullable<Scene>): LinesMesh;
  108767. }
  108768. }
  108769. declare module BABYLON {
  108770. /**
  108771. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  108772. * in order to better appreciate the issue one might have.
  108773. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  108774. */
  108775. export class RayHelper {
  108776. /**
  108777. * Defines the ray we are currently tryin to visualize.
  108778. */
  108779. ray: Nullable<Ray>;
  108780. private _renderPoints;
  108781. private _renderLine;
  108782. private _renderFunction;
  108783. private _scene;
  108784. private _updateToMeshFunction;
  108785. private _attachedToMesh;
  108786. private _meshSpaceDirection;
  108787. private _meshSpaceOrigin;
  108788. /**
  108789. * Helper function to create a colored helper in a scene in one line.
  108790. * @param ray Defines the ray we are currently tryin to visualize
  108791. * @param scene Defines the scene the ray is used in
  108792. * @param color Defines the color we want to see the ray in
  108793. * @returns The newly created ray helper.
  108794. */
  108795. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  108796. /**
  108797. * Instantiate a new ray helper.
  108798. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  108799. * in order to better appreciate the issue one might have.
  108800. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  108801. * @param ray Defines the ray we are currently tryin to visualize
  108802. */
  108803. constructor(ray: Ray);
  108804. /**
  108805. * Shows the ray we are willing to debug.
  108806. * @param scene Defines the scene the ray needs to be rendered in
  108807. * @param color Defines the color the ray needs to be rendered in
  108808. */
  108809. show(scene: Scene, color?: Color3): void;
  108810. /**
  108811. * Hides the ray we are debugging.
  108812. */
  108813. hide(): void;
  108814. private _render;
  108815. /**
  108816. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  108817. * @param mesh Defines the mesh we want the helper attached to
  108818. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  108819. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  108820. * @param length Defines the length of the ray
  108821. */
  108822. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  108823. /**
  108824. * Detach the ray helper from the mesh it has previously been attached to.
  108825. */
  108826. detachFromMesh(): void;
  108827. private _updateToMesh;
  108828. /**
  108829. * Dispose the helper and release its associated resources.
  108830. */
  108831. dispose(): void;
  108832. }
  108833. }
  108834. declare module BABYLON.Debug {
  108835. /**
  108836. * Class used to render a debug view of a given skeleton
  108837. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  108838. */
  108839. export class SkeletonViewer {
  108840. /** defines the skeleton to render */
  108841. skeleton: Skeleton;
  108842. /** defines the mesh attached to the skeleton */
  108843. mesh: AbstractMesh;
  108844. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  108845. autoUpdateBonesMatrices: boolean;
  108846. /** defines the rendering group id to use with the viewer */
  108847. renderingGroupId: number;
  108848. /** Gets or sets the color used to render the skeleton */
  108849. color: Color3;
  108850. private _scene;
  108851. private _debugLines;
  108852. private _debugMesh;
  108853. private _isEnabled;
  108854. private _renderFunction;
  108855. private _utilityLayer;
  108856. /**
  108857. * Returns the mesh used to render the bones
  108858. */
  108859. readonly debugMesh: Nullable<LinesMesh>;
  108860. /**
  108861. * Creates a new SkeletonViewer
  108862. * @param skeleton defines the skeleton to render
  108863. * @param mesh defines the mesh attached to the skeleton
  108864. * @param scene defines the hosting scene
  108865. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  108866. * @param renderingGroupId defines the rendering group id to use with the viewer
  108867. */
  108868. constructor(
  108869. /** defines the skeleton to render */
  108870. skeleton: Skeleton,
  108871. /** defines the mesh attached to the skeleton */
  108872. mesh: AbstractMesh, scene: Scene,
  108873. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  108874. autoUpdateBonesMatrices?: boolean,
  108875. /** defines the rendering group id to use with the viewer */
  108876. renderingGroupId?: number);
  108877. /** Gets or sets a boolean indicating if the viewer is enabled */
  108878. isEnabled: boolean;
  108879. private _getBonePosition;
  108880. private _getLinesForBonesWithLength;
  108881. private _getLinesForBonesNoLength;
  108882. /** Update the viewer to sync with current skeleton state */
  108883. update(): void;
  108884. /** Release associated resources */
  108885. dispose(): void;
  108886. }
  108887. }
  108888. declare module BABYLON {
  108889. /**
  108890. * Options to create the null engine
  108891. */
  108892. export class NullEngineOptions {
  108893. /**
  108894. * Render width (Default: 512)
  108895. */
  108896. renderWidth: number;
  108897. /**
  108898. * Render height (Default: 256)
  108899. */
  108900. renderHeight: number;
  108901. /**
  108902. * Texture size (Default: 512)
  108903. */
  108904. textureSize: number;
  108905. /**
  108906. * If delta time between frames should be constant
  108907. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108908. */
  108909. deterministicLockstep: boolean;
  108910. /**
  108911. * Maximum about of steps between frames (Default: 4)
  108912. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108913. */
  108914. lockstepMaxSteps: number;
  108915. }
  108916. /**
  108917. * The null engine class provides support for headless version of babylon.js.
  108918. * This can be used in server side scenario or for testing purposes
  108919. */
  108920. export class NullEngine extends Engine {
  108921. private _options;
  108922. /**
  108923. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108924. */
  108925. isDeterministicLockStep(): boolean;
  108926. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  108927. getLockstepMaxSteps(): number;
  108928. /**
  108929. * Sets hardware scaling, used to save performance if needed
  108930. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108931. */
  108932. getHardwareScalingLevel(): number;
  108933. constructor(options?: NullEngineOptions);
  108934. createVertexBuffer(vertices: FloatArray): DataBuffer;
  108935. createIndexBuffer(indices: IndicesArray): DataBuffer;
  108936. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  108937. getRenderWidth(useScreen?: boolean): number;
  108938. getRenderHeight(useScreen?: boolean): number;
  108939. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  108940. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  108941. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  108942. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  108943. bindSamplers(effect: Effect): void;
  108944. enableEffect(effect: Effect): void;
  108945. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  108946. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  108947. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  108948. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  108949. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  108950. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  108951. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  108952. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  108953. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  108954. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  108955. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  108956. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  108957. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  108958. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  108959. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  108960. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  108961. setFloat(uniform: WebGLUniformLocation, value: number): void;
  108962. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  108963. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  108964. setBool(uniform: WebGLUniformLocation, bool: number): void;
  108965. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  108966. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  108967. bindBuffers(vertexBuffers: {
  108968. [key: string]: VertexBuffer;
  108969. }, indexBuffer: DataBuffer, effect: Effect): void;
  108970. wipeCaches(bruteForce?: boolean): void;
  108971. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  108972. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  108973. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  108974. /** @hidden */
  108975. _createTexture(): WebGLTexture;
  108976. /** @hidden */
  108977. _releaseTexture(texture: InternalTexture): void;
  108978. 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;
  108979. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  108980. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  108981. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  108982. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  108983. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  108984. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  108985. areAllEffectsReady(): boolean;
  108986. /**
  108987. * @hidden
  108988. * Get the current error code of the webGL context
  108989. * @returns the error code
  108990. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  108991. */
  108992. getError(): number;
  108993. /** @hidden */
  108994. _getUnpackAlignement(): number;
  108995. /** @hidden */
  108996. _unpackFlipY(value: boolean): void;
  108997. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  108998. /**
  108999. * Updates a dynamic vertex buffer.
  109000. * @param vertexBuffer the vertex buffer to update
  109001. * @param data the data used to update the vertex buffer
  109002. * @param byteOffset the byte offset of the data (optional)
  109003. * @param byteLength the byte length of the data (optional)
  109004. */
  109005. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  109006. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  109007. /** @hidden */
  109008. _bindTexture(channel: number, texture: InternalTexture): void;
  109009. protected _deleteBuffer(buffer: WebGLBuffer): void;
  109010. releaseEffects(): void;
  109011. displayLoadingUI(): void;
  109012. hideLoadingUI(): void;
  109013. /** @hidden */
  109014. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109015. /** @hidden */
  109016. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109017. /** @hidden */
  109018. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109019. /** @hidden */
  109020. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  109021. }
  109022. }
  109023. declare module BABYLON {
  109024. /** @hidden */
  109025. export class _OcclusionDataStorage {
  109026. /** @hidden */
  109027. occlusionInternalRetryCounter: number;
  109028. /** @hidden */
  109029. isOcclusionQueryInProgress: boolean;
  109030. /** @hidden */
  109031. isOccluded: boolean;
  109032. /** @hidden */
  109033. occlusionRetryCount: number;
  109034. /** @hidden */
  109035. occlusionType: number;
  109036. /** @hidden */
  109037. occlusionQueryAlgorithmType: number;
  109038. }
  109039. interface Engine {
  109040. /**
  109041. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  109042. * @return the new query
  109043. */
  109044. createQuery(): WebGLQuery;
  109045. /**
  109046. * Delete and release a webGL query
  109047. * @param query defines the query to delete
  109048. * @return the current engine
  109049. */
  109050. deleteQuery(query: WebGLQuery): Engine;
  109051. /**
  109052. * Check if a given query has resolved and got its value
  109053. * @param query defines the query to check
  109054. * @returns true if the query got its value
  109055. */
  109056. isQueryResultAvailable(query: WebGLQuery): boolean;
  109057. /**
  109058. * Gets the value of a given query
  109059. * @param query defines the query to check
  109060. * @returns the value of the query
  109061. */
  109062. getQueryResult(query: WebGLQuery): number;
  109063. /**
  109064. * Initiates an occlusion query
  109065. * @param algorithmType defines the algorithm to use
  109066. * @param query defines the query to use
  109067. * @returns the current engine
  109068. * @see http://doc.babylonjs.com/features/occlusionquery
  109069. */
  109070. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  109071. /**
  109072. * Ends an occlusion query
  109073. * @see http://doc.babylonjs.com/features/occlusionquery
  109074. * @param algorithmType defines the algorithm to use
  109075. * @returns the current engine
  109076. */
  109077. endOcclusionQuery(algorithmType: number): Engine;
  109078. /**
  109079. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  109080. * Please note that only one query can be issued at a time
  109081. * @returns a time token used to track the time span
  109082. */
  109083. startTimeQuery(): Nullable<_TimeToken>;
  109084. /**
  109085. * Ends a time query
  109086. * @param token defines the token used to measure the time span
  109087. * @returns the time spent (in ns)
  109088. */
  109089. endTimeQuery(token: _TimeToken): int;
  109090. /** @hidden */
  109091. _currentNonTimestampToken: Nullable<_TimeToken>;
  109092. /** @hidden */
  109093. _createTimeQuery(): WebGLQuery;
  109094. /** @hidden */
  109095. _deleteTimeQuery(query: WebGLQuery): void;
  109096. /** @hidden */
  109097. _getGlAlgorithmType(algorithmType: number): number;
  109098. /** @hidden */
  109099. _getTimeQueryResult(query: WebGLQuery): any;
  109100. /** @hidden */
  109101. _getTimeQueryAvailability(query: WebGLQuery): any;
  109102. }
  109103. interface AbstractMesh {
  109104. /**
  109105. * Backing filed
  109106. * @hidden
  109107. */
  109108. __occlusionDataStorage: _OcclusionDataStorage;
  109109. /**
  109110. * Access property
  109111. * @hidden
  109112. */
  109113. _occlusionDataStorage: _OcclusionDataStorage;
  109114. /**
  109115. * 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.
  109116. * The default value is -1 which means don't break the query and wait till the result
  109117. * @see http://doc.babylonjs.com/features/occlusionquery
  109118. */
  109119. occlusionRetryCount: number;
  109120. /**
  109121. * 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:
  109122. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  109123. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  109124. * * 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.
  109125. * @see http://doc.babylonjs.com/features/occlusionquery
  109126. */
  109127. occlusionType: number;
  109128. /**
  109129. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  109130. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  109131. * * 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.
  109132. * @see http://doc.babylonjs.com/features/occlusionquery
  109133. */
  109134. occlusionQueryAlgorithmType: number;
  109135. /**
  109136. * 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
  109137. * @see http://doc.babylonjs.com/features/occlusionquery
  109138. */
  109139. isOccluded: boolean;
  109140. /**
  109141. * Flag to check the progress status of the query
  109142. * @see http://doc.babylonjs.com/features/occlusionquery
  109143. */
  109144. isOcclusionQueryInProgress: boolean;
  109145. }
  109146. }
  109147. declare module BABYLON {
  109148. /** @hidden */
  109149. export var _forceTransformFeedbackToBundle: boolean;
  109150. interface Engine {
  109151. /**
  109152. * Creates a webGL transform feedback object
  109153. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  109154. * @returns the webGL transform feedback object
  109155. */
  109156. createTransformFeedback(): WebGLTransformFeedback;
  109157. /**
  109158. * Delete a webGL transform feedback object
  109159. * @param value defines the webGL transform feedback object to delete
  109160. */
  109161. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  109162. /**
  109163. * Bind a webGL transform feedback object to the webgl context
  109164. * @param value defines the webGL transform feedback object to bind
  109165. */
  109166. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  109167. /**
  109168. * Begins a transform feedback operation
  109169. * @param usePoints defines if points or triangles must be used
  109170. */
  109171. beginTransformFeedback(usePoints: boolean): void;
  109172. /**
  109173. * Ends a transform feedback operation
  109174. */
  109175. endTransformFeedback(): void;
  109176. /**
  109177. * Specify the varyings to use with transform feedback
  109178. * @param program defines the associated webGL program
  109179. * @param value defines the list of strings representing the varying names
  109180. */
  109181. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  109182. /**
  109183. * Bind a webGL buffer for a transform feedback operation
  109184. * @param value defines the webGL buffer to bind
  109185. */
  109186. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  109187. }
  109188. }
  109189. declare module BABYLON {
  109190. /**
  109191. * Creation options of the multi render target texture.
  109192. */
  109193. export interface IMultiRenderTargetOptions {
  109194. /**
  109195. * Define if the texture needs to create mip maps after render.
  109196. */
  109197. generateMipMaps?: boolean;
  109198. /**
  109199. * Define the types of all the draw buffers we want to create
  109200. */
  109201. types?: number[];
  109202. /**
  109203. * Define the sampling modes of all the draw buffers we want to create
  109204. */
  109205. samplingModes?: number[];
  109206. /**
  109207. * Define if a depth buffer is required
  109208. */
  109209. generateDepthBuffer?: boolean;
  109210. /**
  109211. * Define if a stencil buffer is required
  109212. */
  109213. generateStencilBuffer?: boolean;
  109214. /**
  109215. * Define if a depth texture is required instead of a depth buffer
  109216. */
  109217. generateDepthTexture?: boolean;
  109218. /**
  109219. * Define the number of desired draw buffers
  109220. */
  109221. textureCount?: number;
  109222. /**
  109223. * Define if aspect ratio should be adapted to the texture or stay the scene one
  109224. */
  109225. doNotChangeAspectRatio?: boolean;
  109226. /**
  109227. * Define the default type of the buffers we are creating
  109228. */
  109229. defaultType?: number;
  109230. }
  109231. /**
  109232. * A multi render target, like a render target provides the ability to render to a texture.
  109233. * Unlike the render target, it can render to several draw buffers in one draw.
  109234. * This is specially interesting in deferred rendering or for any effects requiring more than
  109235. * just one color from a single pass.
  109236. */
  109237. export class MultiRenderTarget extends RenderTargetTexture {
  109238. private _internalTextures;
  109239. private _textures;
  109240. private _multiRenderTargetOptions;
  109241. /**
  109242. * Get if draw buffers are currently supported by the used hardware and browser.
  109243. */
  109244. readonly isSupported: boolean;
  109245. /**
  109246. * Get the list of textures generated by the multi render target.
  109247. */
  109248. readonly textures: Texture[];
  109249. /**
  109250. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  109251. */
  109252. readonly depthTexture: Texture;
  109253. /**
  109254. * Set the wrapping mode on U of all the textures we are rendering to.
  109255. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  109256. */
  109257. wrapU: number;
  109258. /**
  109259. * Set the wrapping mode on V of all the textures we are rendering to.
  109260. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  109261. */
  109262. wrapV: number;
  109263. /**
  109264. * Instantiate a new multi render target texture.
  109265. * A multi render target, like a render target provides the ability to render to a texture.
  109266. * Unlike the render target, it can render to several draw buffers in one draw.
  109267. * This is specially interesting in deferred rendering or for any effects requiring more than
  109268. * just one color from a single pass.
  109269. * @param name Define the name of the texture
  109270. * @param size Define the size of the buffers to render to
  109271. * @param count Define the number of target we are rendering into
  109272. * @param scene Define the scene the texture belongs to
  109273. * @param options Define the options used to create the multi render target
  109274. */
  109275. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  109276. /** @hidden */
  109277. _rebuild(): void;
  109278. private _createInternalTextures;
  109279. private _createTextures;
  109280. /**
  109281. * Define the number of samples used if MSAA is enabled.
  109282. */
  109283. samples: number;
  109284. /**
  109285. * Resize all the textures in the multi render target.
  109286. * Be carrefull as it will recreate all the data in the new texture.
  109287. * @param size Define the new size
  109288. */
  109289. resize(size: any): void;
  109290. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  109291. /**
  109292. * Dispose the render targets and their associated resources
  109293. */
  109294. dispose(): void;
  109295. /**
  109296. * Release all the underlying texture used as draw buffers.
  109297. */
  109298. releaseInternalTextures(): void;
  109299. }
  109300. }
  109301. declare module BABYLON {
  109302. interface Engine {
  109303. /**
  109304. * Unbind a list of render target textures from the webGL context
  109305. * This is used only when drawBuffer extension or webGL2 are active
  109306. * @param textures defines the render target textures to unbind
  109307. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  109308. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  109309. */
  109310. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  109311. /**
  109312. * Create a multi render target texture
  109313. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  109314. * @param size defines the size of the texture
  109315. * @param options defines the creation options
  109316. * @returns the cube texture as an InternalTexture
  109317. */
  109318. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  109319. /**
  109320. * Update the sample count for a given multiple render target texture
  109321. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  109322. * @param textures defines the textures to update
  109323. * @param samples defines the sample count to set
  109324. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  109325. */
  109326. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  109327. }
  109328. }
  109329. declare module BABYLON {
  109330. /** @hidden */
  109331. export var rgbdEncodePixelShader: {
  109332. name: string;
  109333. shader: string;
  109334. };
  109335. }
  109336. declare module BABYLON {
  109337. /** @hidden */
  109338. export var rgbdDecodePixelShader: {
  109339. name: string;
  109340. shader: string;
  109341. };
  109342. }
  109343. declare module BABYLON {
  109344. /**
  109345. * Raw texture data and descriptor sufficient for WebGL texture upload
  109346. */
  109347. export interface EnvironmentTextureInfo {
  109348. /**
  109349. * Version of the environment map
  109350. */
  109351. version: number;
  109352. /**
  109353. * Width of image
  109354. */
  109355. width: number;
  109356. /**
  109357. * Irradiance information stored in the file.
  109358. */
  109359. irradiance: any;
  109360. /**
  109361. * Specular information stored in the file.
  109362. */
  109363. specular: any;
  109364. }
  109365. /**
  109366. * Defines One Image in the file. It requires only the position in the file
  109367. * as well as the length.
  109368. */
  109369. interface BufferImageData {
  109370. /**
  109371. * Length of the image data.
  109372. */
  109373. length: number;
  109374. /**
  109375. * Position of the data from the null terminator delimiting the end of the JSON.
  109376. */
  109377. position: number;
  109378. }
  109379. /**
  109380. * Defines the specular data enclosed in the file.
  109381. * This corresponds to the version 1 of the data.
  109382. */
  109383. export interface EnvironmentTextureSpecularInfoV1 {
  109384. /**
  109385. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  109386. */
  109387. specularDataPosition?: number;
  109388. /**
  109389. * This contains all the images data needed to reconstruct the cubemap.
  109390. */
  109391. mipmaps: Array<BufferImageData>;
  109392. /**
  109393. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  109394. */
  109395. lodGenerationScale: number;
  109396. }
  109397. /**
  109398. * Sets of helpers addressing the serialization and deserialization of environment texture
  109399. * stored in a BabylonJS env file.
  109400. * Those files are usually stored as .env files.
  109401. */
  109402. export class EnvironmentTextureTools {
  109403. /**
  109404. * Magic number identifying the env file.
  109405. */
  109406. private static _MagicBytes;
  109407. /**
  109408. * Gets the environment info from an env file.
  109409. * @param data The array buffer containing the .env bytes.
  109410. * @returns the environment file info (the json header) if successfully parsed.
  109411. */
  109412. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  109413. /**
  109414. * Creates an environment texture from a loaded cube texture.
  109415. * @param texture defines the cube texture to convert in env file
  109416. * @return a promise containing the environment data if succesfull.
  109417. */
  109418. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  109419. /**
  109420. * Creates a JSON representation of the spherical data.
  109421. * @param texture defines the texture containing the polynomials
  109422. * @return the JSON representation of the spherical info
  109423. */
  109424. private static _CreateEnvTextureIrradiance;
  109425. /**
  109426. * Creates the ArrayBufferViews used for initializing environment texture image data.
  109427. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  109428. * @param info parameters that determine what views will be created for accessing the underlying buffer
  109429. * @return the views described by info providing access to the underlying buffer
  109430. */
  109431. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  109432. /**
  109433. * Uploads the texture info contained in the env file to the GPU.
  109434. * @param texture defines the internal texture to upload to
  109435. * @param arrayBuffer defines the buffer cotaining the data to load
  109436. * @param info defines the texture info retrieved through the GetEnvInfo method
  109437. * @returns a promise
  109438. */
  109439. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  109440. /**
  109441. * Uploads the levels of image data to the GPU.
  109442. * @param texture defines the internal texture to upload to
  109443. * @param imageData defines the array buffer views of image data [mipmap][face]
  109444. * @returns a promise
  109445. */
  109446. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  109447. /**
  109448. * Uploads spherical polynomials information to the texture.
  109449. * @param texture defines the texture we are trying to upload the information to
  109450. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  109451. */
  109452. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  109453. /** @hidden */
  109454. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  109455. }
  109456. }
  109457. declare module BABYLON {
  109458. /**
  109459. * Contains position and normal vectors for a vertex
  109460. */
  109461. export class PositionNormalVertex {
  109462. /** the position of the vertex (defaut: 0,0,0) */
  109463. position: Vector3;
  109464. /** the normal of the vertex (defaut: 0,1,0) */
  109465. normal: Vector3;
  109466. /**
  109467. * Creates a PositionNormalVertex
  109468. * @param position the position of the vertex (defaut: 0,0,0)
  109469. * @param normal the normal of the vertex (defaut: 0,1,0)
  109470. */
  109471. constructor(
  109472. /** the position of the vertex (defaut: 0,0,0) */
  109473. position?: Vector3,
  109474. /** the normal of the vertex (defaut: 0,1,0) */
  109475. normal?: Vector3);
  109476. /**
  109477. * Clones the PositionNormalVertex
  109478. * @returns the cloned PositionNormalVertex
  109479. */
  109480. clone(): PositionNormalVertex;
  109481. }
  109482. /**
  109483. * Contains position, normal and uv vectors for a vertex
  109484. */
  109485. export class PositionNormalTextureVertex {
  109486. /** the position of the vertex (defaut: 0,0,0) */
  109487. position: Vector3;
  109488. /** the normal of the vertex (defaut: 0,1,0) */
  109489. normal: Vector3;
  109490. /** the uv of the vertex (default: 0,0) */
  109491. uv: Vector2;
  109492. /**
  109493. * Creates a PositionNormalTextureVertex
  109494. * @param position the position of the vertex (defaut: 0,0,0)
  109495. * @param normal the normal of the vertex (defaut: 0,1,0)
  109496. * @param uv the uv of the vertex (default: 0,0)
  109497. */
  109498. constructor(
  109499. /** the position of the vertex (defaut: 0,0,0) */
  109500. position?: Vector3,
  109501. /** the normal of the vertex (defaut: 0,1,0) */
  109502. normal?: Vector3,
  109503. /** the uv of the vertex (default: 0,0) */
  109504. uv?: Vector2);
  109505. /**
  109506. * Clones the PositionNormalTextureVertex
  109507. * @returns the cloned PositionNormalTextureVertex
  109508. */
  109509. clone(): PositionNormalTextureVertex;
  109510. }
  109511. }
  109512. declare module BABYLON {
  109513. /** @hidden */
  109514. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  109515. private _genericAttributeLocation;
  109516. private _varyingLocationCount;
  109517. private _varyingLocationMap;
  109518. private _replacements;
  109519. private _textureCount;
  109520. private _uniforms;
  109521. lineProcessor(line: string): string;
  109522. attributeProcessor(attribute: string): string;
  109523. varyingProcessor(varying: string, isFragment: boolean): string;
  109524. uniformProcessor(uniform: string): string;
  109525. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  109526. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  109527. }
  109528. }
  109529. declare module BABYLON {
  109530. /**
  109531. * Container for accessors for natively-stored mesh data buffers.
  109532. */
  109533. class NativeDataBuffer extends DataBuffer {
  109534. /**
  109535. * Accessor value used to identify/retrieve a natively-stored index buffer.
  109536. */
  109537. nativeIndexBuffer?: any;
  109538. /**
  109539. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  109540. */
  109541. nativeVertexBuffer?: any;
  109542. }
  109543. /** @hidden */
  109544. export class NativeEngine extends Engine {
  109545. private readonly _native;
  109546. getHardwareScalingLevel(): number;
  109547. constructor();
  109548. /**
  109549. * Can be used to override the current requestAnimationFrame requester.
  109550. * @hidden
  109551. */
  109552. protected _queueNewFrame(bindedRenderFunction: any, requester: any): number;
  109553. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  109554. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  109555. createVertexBuffer(data: DataArray): NativeDataBuffer;
  109556. recordVertexArrayObject(vertexBuffers: {
  109557. [key: string]: VertexBuffer;
  109558. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  109559. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  109560. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  109561. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  109562. /**
  109563. * Draw a list of indexed primitives
  109564. * @param fillMode defines the primitive to use
  109565. * @param indexStart defines the starting index
  109566. * @param indexCount defines the number of index to draw
  109567. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  109568. */
  109569. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  109570. /**
  109571. * Draw a list of unindexed primitives
  109572. * @param fillMode defines the primitive to use
  109573. * @param verticesStart defines the index of first vertex to draw
  109574. * @param verticesCount defines the count of vertices to draw
  109575. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  109576. */
  109577. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  109578. createPipelineContext(): IPipelineContext;
  109579. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  109580. /** @hidden */
  109581. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  109582. /** @hidden */
  109583. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  109584. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  109585. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  109586. protected _setProgram(program: WebGLProgram): void;
  109587. _releaseEffect(effect: Effect): void;
  109588. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  109589. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  109590. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  109591. bindSamplers(effect: Effect): void;
  109592. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  109593. getRenderWidth(useScreen?: boolean): number;
  109594. getRenderHeight(useScreen?: boolean): number;
  109595. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  109596. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  109597. /**
  109598. * Set the z offset to apply to current rendering
  109599. * @param value defines the offset to apply
  109600. */
  109601. setZOffset(value: number): void;
  109602. /**
  109603. * Gets the current value of the zOffset
  109604. * @returns the current zOffset state
  109605. */
  109606. getZOffset(): number;
  109607. /**
  109608. * Enable or disable depth buffering
  109609. * @param enable defines the state to set
  109610. */
  109611. setDepthBuffer(enable: boolean): void;
  109612. /**
  109613. * Gets a boolean indicating if depth writing is enabled
  109614. * @returns the current depth writing state
  109615. */
  109616. getDepthWrite(): boolean;
  109617. /**
  109618. * Enable or disable depth writing
  109619. * @param enable defines the state to set
  109620. */
  109621. setDepthWrite(enable: boolean): void;
  109622. /**
  109623. * Enable or disable color writing
  109624. * @param enable defines the state to set
  109625. */
  109626. setColorWrite(enable: boolean): void;
  109627. /**
  109628. * Gets a boolean indicating if color writing is enabled
  109629. * @returns the current color writing state
  109630. */
  109631. getColorWrite(): boolean;
  109632. /**
  109633. * Sets alpha constants used by some alpha blending modes
  109634. * @param r defines the red component
  109635. * @param g defines the green component
  109636. * @param b defines the blue component
  109637. * @param a defines the alpha component
  109638. */
  109639. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  109640. /**
  109641. * Sets the current alpha mode
  109642. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  109643. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  109644. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  109645. */
  109646. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  109647. /**
  109648. * Gets the current alpha mode
  109649. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  109650. * @returns the current alpha mode
  109651. */
  109652. getAlphaMode(): number;
  109653. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  109654. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  109655. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  109656. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  109657. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  109658. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  109659. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  109660. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  109661. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  109662. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  109663. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  109664. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  109665. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  109666. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109667. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109668. setFloat(uniform: WebGLUniformLocation, value: number): void;
  109669. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  109670. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  109671. setBool(uniform: WebGLUniformLocation, bool: number): void;
  109672. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  109673. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  109674. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  109675. wipeCaches(bruteForce?: boolean): void;
  109676. _createTexture(): WebGLTexture;
  109677. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  109678. /**
  109679. * Usually called from BABYLON.Texture.ts.
  109680. * Passed information to create a WebGLTexture
  109681. * @param urlArg defines a value which contains one of the following:
  109682. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  109683. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  109684. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  109685. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  109686. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  109687. * @param scene needed for loading to the correct scene
  109688. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  109689. * @param onLoad optional callback to be called upon successful completion
  109690. * @param onError optional callback to be called upon failure
  109691. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  109692. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  109693. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  109694. * @param forcedExtension defines the extension to use to pick the right loader
  109695. * @returns a InternalTexture for assignment back into BABYLON.Texture
  109696. */
  109697. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  109698. /**
  109699. * Creates a cube texture
  109700. * @param rootUrl defines the url where the files to load is located
  109701. * @param scene defines the current scene
  109702. * @param files defines the list of files to load (1 per face)
  109703. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  109704. * @param onLoad defines an optional callback raised when the texture is loaded
  109705. * @param onError defines an optional callback raised if there is an issue to load the texture
  109706. * @param format defines the format of the data
  109707. * @param forcedExtension defines the extension to use to pick the right loader
  109708. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  109709. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  109710. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  109711. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  109712. * @returns the cube texture as an InternalTexture
  109713. */
  109714. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  109715. private _getSamplingFilter;
  109716. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  109717. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  109718. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  109719. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  109720. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  109721. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  109722. /**
  109723. * Updates a dynamic vertex buffer.
  109724. * @param vertexBuffer the vertex buffer to update
  109725. * @param data the data used to update the vertex buffer
  109726. * @param byteOffset the byte offset of the data (optional)
  109727. * @param byteLength the byte length of the data (optional)
  109728. */
  109729. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  109730. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  109731. private _updateAnisotropicLevel;
  109732. private _getAddressMode;
  109733. /** @hidden */
  109734. _bindTexture(channel: number, texture: InternalTexture): void;
  109735. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  109736. releaseEffects(): void;
  109737. /** @hidden */
  109738. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109739. /** @hidden */
  109740. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109741. /** @hidden */
  109742. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109743. /** @hidden */
  109744. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  109745. }
  109746. }
  109747. declare module BABYLON {
  109748. /**
  109749. * Gather the list of clipboard event types as constants.
  109750. */
  109751. export class ClipboardEventTypes {
  109752. /**
  109753. * The clipboard event is fired when a copy command is active (pressed).
  109754. */
  109755. static readonly COPY: number;
  109756. /**
  109757. * The clipboard event is fired when a cut command is active (pressed).
  109758. */
  109759. static readonly CUT: number;
  109760. /**
  109761. * The clipboard event is fired when a paste command is active (pressed).
  109762. */
  109763. static readonly PASTE: number;
  109764. }
  109765. /**
  109766. * This class is used to store clipboard related info for the onClipboardObservable event.
  109767. */
  109768. export class ClipboardInfo {
  109769. /**
  109770. * Defines the type of event (BABYLON.ClipboardEventTypes)
  109771. */
  109772. type: number;
  109773. /**
  109774. * Defines the related dom event
  109775. */
  109776. event: ClipboardEvent;
  109777. /**
  109778. *Creates an instance of ClipboardInfo.
  109779. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  109780. * @param event Defines the related dom event
  109781. */
  109782. constructor(
  109783. /**
  109784. * Defines the type of event (BABYLON.ClipboardEventTypes)
  109785. */
  109786. type: number,
  109787. /**
  109788. * Defines the related dom event
  109789. */
  109790. event: ClipboardEvent);
  109791. /**
  109792. * Get the clipboard event's type from the keycode.
  109793. * @param keyCode Defines the keyCode for the current keyboard event.
  109794. * @return {number}
  109795. */
  109796. static GetTypeFromCharacter(keyCode: number): number;
  109797. }
  109798. }
  109799. declare module BABYLON {
  109800. /**
  109801. * Google Daydream controller
  109802. */
  109803. export class DaydreamController extends WebVRController {
  109804. /**
  109805. * Base Url for the controller model.
  109806. */
  109807. static MODEL_BASE_URL: string;
  109808. /**
  109809. * File name for the controller model.
  109810. */
  109811. static MODEL_FILENAME: string;
  109812. /**
  109813. * Gamepad Id prefix used to identify Daydream Controller.
  109814. */
  109815. static readonly GAMEPAD_ID_PREFIX: string;
  109816. /**
  109817. * Creates a new DaydreamController from a gamepad
  109818. * @param vrGamepad the gamepad that the controller should be created from
  109819. */
  109820. constructor(vrGamepad: any);
  109821. /**
  109822. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  109823. * @param scene scene in which to add meshes
  109824. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  109825. */
  109826. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  109827. /**
  109828. * Called once for each button that changed state since the last frame
  109829. * @param buttonIdx Which button index changed
  109830. * @param state New state of the button
  109831. * @param changes Which properties on the state changed since last frame
  109832. */
  109833. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  109834. }
  109835. }
  109836. declare module BABYLON {
  109837. /**
  109838. * Gear VR Controller
  109839. */
  109840. export class GearVRController extends WebVRController {
  109841. /**
  109842. * Base Url for the controller model.
  109843. */
  109844. static MODEL_BASE_URL: string;
  109845. /**
  109846. * File name for the controller model.
  109847. */
  109848. static MODEL_FILENAME: string;
  109849. /**
  109850. * Gamepad Id prefix used to identify this controller.
  109851. */
  109852. static readonly GAMEPAD_ID_PREFIX: string;
  109853. private readonly _buttonIndexToObservableNameMap;
  109854. /**
  109855. * Creates a new GearVRController from a gamepad
  109856. * @param vrGamepad the gamepad that the controller should be created from
  109857. */
  109858. constructor(vrGamepad: any);
  109859. /**
  109860. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  109861. * @param scene scene in which to add meshes
  109862. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  109863. */
  109864. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  109865. /**
  109866. * Called once for each button that changed state since the last frame
  109867. * @param buttonIdx Which button index changed
  109868. * @param state New state of the button
  109869. * @param changes Which properties on the state changed since last frame
  109870. */
  109871. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  109872. }
  109873. }
  109874. declare module BABYLON {
  109875. /**
  109876. * Class containing static functions to help procedurally build meshes
  109877. */
  109878. export class PolyhedronBuilder {
  109879. /**
  109880. * Creates a polyhedron mesh
  109881. * * 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
  109882. * * The parameter `size` (positive float, default 1) sets the polygon size
  109883. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  109884. * * 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`
  109885. * * 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
  109886. * * 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)`)
  109887. * * 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
  109888. * * 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
  109889. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  109890. * * If you create a double-sided mesh, you can choose what parts of 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
  109891. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  109892. * @param name defines the name of the mesh
  109893. * @param options defines the options used to create the mesh
  109894. * @param scene defines the hosting scene
  109895. * @returns the polyhedron mesh
  109896. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  109897. */
  109898. static CreatePolyhedron(name: string, options: {
  109899. type?: number;
  109900. size?: number;
  109901. sizeX?: number;
  109902. sizeY?: number;
  109903. sizeZ?: number;
  109904. custom?: any;
  109905. faceUV?: Vector4[];
  109906. faceColors?: Color4[];
  109907. flat?: boolean;
  109908. updatable?: boolean;
  109909. sideOrientation?: number;
  109910. frontUVs?: Vector4;
  109911. backUVs?: Vector4;
  109912. }, scene?: Nullable<Scene>): Mesh;
  109913. }
  109914. }
  109915. declare module BABYLON {
  109916. /**
  109917. * Gizmo that enables scaling a mesh along 3 axis
  109918. */
  109919. export class ScaleGizmo extends Gizmo {
  109920. /**
  109921. * Internal gizmo used for interactions on the x axis
  109922. */
  109923. xGizmo: AxisScaleGizmo;
  109924. /**
  109925. * Internal gizmo used for interactions on the y axis
  109926. */
  109927. yGizmo: AxisScaleGizmo;
  109928. /**
  109929. * Internal gizmo used for interactions on the z axis
  109930. */
  109931. zGizmo: AxisScaleGizmo;
  109932. /**
  109933. * Internal gizmo used to scale all axis equally
  109934. */
  109935. uniformScaleGizmo: AxisScaleGizmo;
  109936. private _meshAttached;
  109937. private _updateGizmoRotationToMatchAttachedMesh;
  109938. private _snapDistance;
  109939. private _scaleRatio;
  109940. private _uniformScalingMesh;
  109941. private _octahedron;
  109942. /** Fires an event when any of it's sub gizmos are dragged */
  109943. onDragStartObservable: Observable<unknown>;
  109944. /** Fires an event when any of it's sub gizmos are released from dragging */
  109945. onDragEndObservable: Observable<unknown>;
  109946. attachedMesh: Nullable<AbstractMesh>;
  109947. /**
  109948. * Creates a ScaleGizmo
  109949. * @param gizmoLayer The utility layer the gizmo will be added to
  109950. */
  109951. constructor(gizmoLayer?: UtilityLayerRenderer);
  109952. updateGizmoRotationToMatchAttachedMesh: boolean;
  109953. /**
  109954. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  109955. */
  109956. snapDistance: number;
  109957. /**
  109958. * Ratio for the scale of the gizmo (Default: 1)
  109959. */
  109960. scaleRatio: number;
  109961. /**
  109962. * Disposes of the gizmo
  109963. */
  109964. dispose(): void;
  109965. }
  109966. }
  109967. declare module BABYLON {
  109968. /**
  109969. * Single axis scale gizmo
  109970. */
  109971. export class AxisScaleGizmo extends Gizmo {
  109972. /**
  109973. * Drag behavior responsible for the gizmos dragging interactions
  109974. */
  109975. dragBehavior: PointerDragBehavior;
  109976. private _pointerObserver;
  109977. /**
  109978. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  109979. */
  109980. snapDistance: number;
  109981. /**
  109982. * Event that fires each time the gizmo snaps to a new location.
  109983. * * snapDistance is the the change in distance
  109984. */
  109985. onSnapObservable: Observable<{
  109986. snapDistance: number;
  109987. }>;
  109988. /**
  109989. * If the scaling operation should be done on all axis (default: false)
  109990. */
  109991. uniformScaling: boolean;
  109992. private _isEnabled;
  109993. private _parent;
  109994. private _arrow;
  109995. private _coloredMaterial;
  109996. private _hoverMaterial;
  109997. /**
  109998. * Creates an AxisScaleGizmo
  109999. * @param gizmoLayer The utility layer the gizmo will be added to
  110000. * @param dragAxis The axis which the gizmo will be able to scale on
  110001. * @param color The color of the gizmo
  110002. */
  110003. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  110004. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110005. /**
  110006. * If the gizmo is enabled
  110007. */
  110008. isEnabled: boolean;
  110009. /**
  110010. * Disposes of the gizmo
  110011. */
  110012. dispose(): void;
  110013. /**
  110014. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  110015. * @param mesh The mesh to replace the default mesh of the gizmo
  110016. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  110017. */
  110018. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  110019. }
  110020. }
  110021. declare module BABYLON {
  110022. /**
  110023. * Bounding box gizmo
  110024. */
  110025. export class BoundingBoxGizmo extends Gizmo {
  110026. private _lineBoundingBox;
  110027. private _rotateSpheresParent;
  110028. private _scaleBoxesParent;
  110029. private _boundingDimensions;
  110030. private _renderObserver;
  110031. private _pointerObserver;
  110032. private _scaleDragSpeed;
  110033. private _tmpQuaternion;
  110034. private _tmpVector;
  110035. private _tmpRotationMatrix;
  110036. /**
  110037. * 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)
  110038. */
  110039. ignoreChildren: boolean;
  110040. /**
  110041. * 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)
  110042. */
  110043. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  110044. /**
  110045. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  110046. */
  110047. rotationSphereSize: number;
  110048. /**
  110049. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  110050. */
  110051. scaleBoxSize: number;
  110052. /**
  110053. * 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)
  110054. */
  110055. fixedDragMeshScreenSize: boolean;
  110056. /**
  110057. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  110058. */
  110059. fixedDragMeshScreenSizeDistanceFactor: number;
  110060. /**
  110061. * Fired when a rotation sphere or scale box is dragged
  110062. */
  110063. onDragStartObservable: Observable<{}>;
  110064. /**
  110065. * Fired when a scale box is dragged
  110066. */
  110067. onScaleBoxDragObservable: Observable<{}>;
  110068. /**
  110069. * Fired when a scale box drag is ended
  110070. */
  110071. onScaleBoxDragEndObservable: Observable<{}>;
  110072. /**
  110073. * Fired when a rotation sphere is dragged
  110074. */
  110075. onRotationSphereDragObservable: Observable<{}>;
  110076. /**
  110077. * Fired when a rotation sphere drag is ended
  110078. */
  110079. onRotationSphereDragEndObservable: Observable<{}>;
  110080. /**
  110081. * 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)
  110082. */
  110083. scalePivot: Nullable<Vector3>;
  110084. /**
  110085. * Mesh used as a pivot to rotate the attached mesh
  110086. */
  110087. private _anchorMesh;
  110088. private _existingMeshScale;
  110089. private _dragMesh;
  110090. private pointerDragBehavior;
  110091. private coloredMaterial;
  110092. private hoverColoredMaterial;
  110093. /**
  110094. * Sets the color of the bounding box gizmo
  110095. * @param color the color to set
  110096. */
  110097. setColor(color: Color3): void;
  110098. /**
  110099. * Creates an BoundingBoxGizmo
  110100. * @param gizmoLayer The utility layer the gizmo will be added to
  110101. * @param color The color of the gizmo
  110102. */
  110103. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  110104. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110105. private _selectNode;
  110106. /**
  110107. * Updates the bounding box information for the Gizmo
  110108. */
  110109. updateBoundingBox(): void;
  110110. private _updateRotationSpheres;
  110111. private _updateScaleBoxes;
  110112. /**
  110113. * Enables rotation on the specified axis and disables rotation on the others
  110114. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  110115. */
  110116. setEnabledRotationAxis(axis: string): void;
  110117. /**
  110118. * Enables/disables scaling
  110119. * @param enable if scaling should be enabled
  110120. */
  110121. setEnabledScaling(enable: boolean): void;
  110122. private _updateDummy;
  110123. /**
  110124. * Enables a pointer drag behavior on the bounding box of the gizmo
  110125. */
  110126. enableDragBehavior(): void;
  110127. /**
  110128. * Disposes of the gizmo
  110129. */
  110130. dispose(): void;
  110131. /**
  110132. * 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)
  110133. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  110134. * @returns the bounding box mesh with the passed in mesh as a child
  110135. */
  110136. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  110137. /**
  110138. * CustomMeshes are not supported by this gizmo
  110139. * @param mesh The mesh to replace the default mesh of the gizmo
  110140. */
  110141. setCustomMesh(mesh: Mesh): void;
  110142. }
  110143. }
  110144. declare module BABYLON {
  110145. /**
  110146. * Single plane rotation gizmo
  110147. */
  110148. export class PlaneRotationGizmo extends Gizmo {
  110149. /**
  110150. * Drag behavior responsible for the gizmos dragging interactions
  110151. */
  110152. dragBehavior: PointerDragBehavior;
  110153. private _pointerObserver;
  110154. /**
  110155. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  110156. */
  110157. snapDistance: number;
  110158. /**
  110159. * Event that fires each time the gizmo snaps to a new location.
  110160. * * snapDistance is the the change in distance
  110161. */
  110162. onSnapObservable: Observable<{
  110163. snapDistance: number;
  110164. }>;
  110165. private _isEnabled;
  110166. private _parent;
  110167. /**
  110168. * Creates a PlaneRotationGizmo
  110169. * @param gizmoLayer The utility layer the gizmo will be added to
  110170. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  110171. * @param color The color of the gizmo
  110172. * @param tessellation Amount of tessellation to be used when creating rotation circles
  110173. * @param useEulerRotation Use and update Euler angle instead of quaternion
  110174. */
  110175. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  110176. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110177. /**
  110178. * If the gizmo is enabled
  110179. */
  110180. isEnabled: boolean;
  110181. /**
  110182. * Disposes of the gizmo
  110183. */
  110184. dispose(): void;
  110185. }
  110186. }
  110187. declare module BABYLON {
  110188. /**
  110189. * Gizmo that enables rotating a mesh along 3 axis
  110190. */
  110191. export class RotationGizmo extends Gizmo {
  110192. /**
  110193. * Internal gizmo used for interactions on the x axis
  110194. */
  110195. xGizmo: PlaneRotationGizmo;
  110196. /**
  110197. * Internal gizmo used for interactions on the y axis
  110198. */
  110199. yGizmo: PlaneRotationGizmo;
  110200. /**
  110201. * Internal gizmo used for interactions on the z axis
  110202. */
  110203. zGizmo: PlaneRotationGizmo;
  110204. /** Fires an event when any of it's sub gizmos are dragged */
  110205. onDragStartObservable: Observable<unknown>;
  110206. /** Fires an event when any of it's sub gizmos are released from dragging */
  110207. onDragEndObservable: Observable<unknown>;
  110208. private _meshAttached;
  110209. attachedMesh: Nullable<AbstractMesh>;
  110210. /**
  110211. * Creates a RotationGizmo
  110212. * @param gizmoLayer The utility layer the gizmo will be added to
  110213. * @param tessellation Amount of tessellation to be used when creating rotation circles
  110214. * @param useEulerRotation Use and update Euler angle instead of quaternion
  110215. */
  110216. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  110217. updateGizmoRotationToMatchAttachedMesh: boolean;
  110218. /**
  110219. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110220. */
  110221. snapDistance: number;
  110222. /**
  110223. * Ratio for the scale of the gizmo (Default: 1)
  110224. */
  110225. scaleRatio: number;
  110226. /**
  110227. * Disposes of the gizmo
  110228. */
  110229. dispose(): void;
  110230. /**
  110231. * CustomMeshes are not supported by this gizmo
  110232. * @param mesh The mesh to replace the default mesh of the gizmo
  110233. */
  110234. setCustomMesh(mesh: Mesh): void;
  110235. }
  110236. }
  110237. declare module BABYLON {
  110238. /**
  110239. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  110240. */
  110241. export class GizmoManager implements IDisposable {
  110242. private scene;
  110243. /**
  110244. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  110245. */
  110246. gizmos: {
  110247. positionGizmo: Nullable<PositionGizmo>;
  110248. rotationGizmo: Nullable<RotationGizmo>;
  110249. scaleGizmo: Nullable<ScaleGizmo>;
  110250. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  110251. };
  110252. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  110253. clearGizmoOnEmptyPointerEvent: boolean;
  110254. /** Fires an event when the manager is attached to a mesh */
  110255. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  110256. private _gizmosEnabled;
  110257. private _pointerObserver;
  110258. private _attachedMesh;
  110259. private _boundingBoxColor;
  110260. private _defaultUtilityLayer;
  110261. private _defaultKeepDepthUtilityLayer;
  110262. /**
  110263. * When bounding box gizmo is enabled, this can be used to track drag/end events
  110264. */
  110265. boundingBoxDragBehavior: SixDofDragBehavior;
  110266. /**
  110267. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  110268. */
  110269. attachableMeshes: Nullable<Array<AbstractMesh>>;
  110270. /**
  110271. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  110272. */
  110273. usePointerToAttachGizmos: boolean;
  110274. /**
  110275. * Utility layer that the bounding box gizmo belongs to
  110276. */
  110277. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  110278. /**
  110279. * Utility layer that all gizmos besides bounding box belong to
  110280. */
  110281. readonly utilityLayer: UtilityLayerRenderer;
  110282. /**
  110283. * Instatiates a gizmo manager
  110284. * @param scene the scene to overlay the gizmos on top of
  110285. */
  110286. constructor(scene: Scene);
  110287. /**
  110288. * Attaches a set of gizmos to the specified mesh
  110289. * @param mesh The mesh the gizmo's should be attached to
  110290. */
  110291. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  110292. /**
  110293. * If the position gizmo is enabled
  110294. */
  110295. positionGizmoEnabled: boolean;
  110296. /**
  110297. * If the rotation gizmo is enabled
  110298. */
  110299. rotationGizmoEnabled: boolean;
  110300. /**
  110301. * If the scale gizmo is enabled
  110302. */
  110303. scaleGizmoEnabled: boolean;
  110304. /**
  110305. * If the boundingBox gizmo is enabled
  110306. */
  110307. boundingBoxGizmoEnabled: boolean;
  110308. /**
  110309. * Disposes of the gizmo manager
  110310. */
  110311. dispose(): void;
  110312. }
  110313. }
  110314. declare module BABYLON {
  110315. /**
  110316. * A directional light is defined by a direction (what a surprise!).
  110317. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  110318. * 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.
  110319. * Documentation: https://doc.babylonjs.com/babylon101/lights
  110320. */
  110321. export class DirectionalLight extends ShadowLight {
  110322. private _shadowFrustumSize;
  110323. /**
  110324. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  110325. */
  110326. /**
  110327. * Specifies a fix frustum size for the shadow generation.
  110328. */
  110329. shadowFrustumSize: number;
  110330. private _shadowOrthoScale;
  110331. /**
  110332. * Gets the shadow projection scale against the optimal computed one.
  110333. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  110334. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  110335. */
  110336. /**
  110337. * Sets the shadow projection scale against the optimal computed one.
  110338. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  110339. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  110340. */
  110341. shadowOrthoScale: number;
  110342. /**
  110343. * Automatically compute the projection matrix to best fit (including all the casters)
  110344. * on each frame.
  110345. */
  110346. autoUpdateExtends: boolean;
  110347. private _orthoLeft;
  110348. private _orthoRight;
  110349. private _orthoTop;
  110350. private _orthoBottom;
  110351. /**
  110352. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  110353. * The directional light is emitted from everywhere in the given direction.
  110354. * It can cast shadows.
  110355. * Documentation : https://doc.babylonjs.com/babylon101/lights
  110356. * @param name The friendly name of the light
  110357. * @param direction The direction of the light
  110358. * @param scene The scene the light belongs to
  110359. */
  110360. constructor(name: string, direction: Vector3, scene: Scene);
  110361. /**
  110362. * Returns the string "DirectionalLight".
  110363. * @return The class name
  110364. */
  110365. getClassName(): string;
  110366. /**
  110367. * Returns the integer 1.
  110368. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  110369. */
  110370. getTypeID(): number;
  110371. /**
  110372. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  110373. * Returns the DirectionalLight Shadow projection matrix.
  110374. */
  110375. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110376. /**
  110377. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  110378. * Returns the DirectionalLight Shadow projection matrix.
  110379. */
  110380. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  110381. /**
  110382. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  110383. * Returns the DirectionalLight Shadow projection matrix.
  110384. */
  110385. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110386. protected _buildUniformLayout(): void;
  110387. /**
  110388. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  110389. * @param effect The effect to update
  110390. * @param lightIndex The index of the light in the effect to update
  110391. * @returns The directional light
  110392. */
  110393. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  110394. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  110395. /**
  110396. * Gets the minZ used for shadow according to both the scene and the light.
  110397. *
  110398. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  110399. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  110400. * @param activeCamera The camera we are returning the min for
  110401. * @returns the depth min z
  110402. */
  110403. getDepthMinZ(activeCamera: Camera): number;
  110404. /**
  110405. * Gets the maxZ used for shadow according to both the scene and the light.
  110406. *
  110407. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  110408. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  110409. * @param activeCamera The camera we are returning the max for
  110410. * @returns the depth max z
  110411. */
  110412. getDepthMaxZ(activeCamera: Camera): number;
  110413. /**
  110414. * Prepares the list of defines specific to the light type.
  110415. * @param defines the list of defines
  110416. * @param lightIndex defines the index of the light for the effect
  110417. */
  110418. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  110419. }
  110420. }
  110421. declare module BABYLON {
  110422. /**
  110423. * Class containing static functions to help procedurally build meshes
  110424. */
  110425. export class HemisphereBuilder {
  110426. /**
  110427. * Creates a hemisphere mesh
  110428. * @param name defines the name of the mesh
  110429. * @param options defines the options used to create the mesh
  110430. * @param scene defines the hosting scene
  110431. * @returns the hemisphere mesh
  110432. */
  110433. static CreateHemisphere(name: string, options: {
  110434. segments?: number;
  110435. diameter?: number;
  110436. sideOrientation?: number;
  110437. }, scene: any): Mesh;
  110438. }
  110439. }
  110440. declare module BABYLON {
  110441. /**
  110442. * A spot light is defined by a position, a direction, an angle, and an exponent.
  110443. * These values define a cone of light starting from the position, emitting toward the direction.
  110444. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  110445. * and the exponent defines the speed of the decay of the light with distance (reach).
  110446. * Documentation: https://doc.babylonjs.com/babylon101/lights
  110447. */
  110448. export class SpotLight extends ShadowLight {
  110449. private _angle;
  110450. private _innerAngle;
  110451. private _cosHalfAngle;
  110452. private _lightAngleScale;
  110453. private _lightAngleOffset;
  110454. /**
  110455. * Gets the cone angle of the spot light in Radians.
  110456. */
  110457. /**
  110458. * Sets the cone angle of the spot light in Radians.
  110459. */
  110460. angle: number;
  110461. /**
  110462. * Only used in gltf falloff mode, this defines the angle where
  110463. * the directional falloff will start before cutting at angle which could be seen
  110464. * as outer angle.
  110465. */
  110466. /**
  110467. * Only used in gltf falloff mode, this defines the angle where
  110468. * the directional falloff will start before cutting at angle which could be seen
  110469. * as outer angle.
  110470. */
  110471. innerAngle: number;
  110472. private _shadowAngleScale;
  110473. /**
  110474. * Allows scaling the angle of the light for shadow generation only.
  110475. */
  110476. /**
  110477. * Allows scaling the angle of the light for shadow generation only.
  110478. */
  110479. shadowAngleScale: number;
  110480. /**
  110481. * The light decay speed with the distance from the emission spot.
  110482. */
  110483. exponent: number;
  110484. private _projectionTextureMatrix;
  110485. /**
  110486. * Allows reading the projecton texture
  110487. */
  110488. readonly projectionTextureMatrix: Matrix;
  110489. protected _projectionTextureLightNear: number;
  110490. /**
  110491. * Gets the near clip of the Spotlight for texture projection.
  110492. */
  110493. /**
  110494. * Sets the near clip of the Spotlight for texture projection.
  110495. */
  110496. projectionTextureLightNear: number;
  110497. protected _projectionTextureLightFar: number;
  110498. /**
  110499. * Gets the far clip of the Spotlight for texture projection.
  110500. */
  110501. /**
  110502. * Sets the far clip of the Spotlight for texture projection.
  110503. */
  110504. projectionTextureLightFar: number;
  110505. protected _projectionTextureUpDirection: Vector3;
  110506. /**
  110507. * Gets the Up vector of the Spotlight for texture projection.
  110508. */
  110509. /**
  110510. * Sets the Up vector of the Spotlight for texture projection.
  110511. */
  110512. projectionTextureUpDirection: Vector3;
  110513. private _projectionTexture;
  110514. /**
  110515. * Gets the projection texture of the light.
  110516. */
  110517. /**
  110518. * Sets the projection texture of the light.
  110519. */
  110520. projectionTexture: Nullable<BaseTexture>;
  110521. private _projectionTextureViewLightDirty;
  110522. private _projectionTextureProjectionLightDirty;
  110523. private _projectionTextureDirty;
  110524. private _projectionTextureViewTargetVector;
  110525. private _projectionTextureViewLightMatrix;
  110526. private _projectionTextureProjectionLightMatrix;
  110527. private _projectionTextureScalingMatrix;
  110528. /**
  110529. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  110530. * It can cast shadows.
  110531. * Documentation : https://doc.babylonjs.com/babylon101/lights
  110532. * @param name The light friendly name
  110533. * @param position The position of the spot light in the scene
  110534. * @param direction The direction of the light in the scene
  110535. * @param angle The cone angle of the light in Radians
  110536. * @param exponent The light decay speed with the distance from the emission spot
  110537. * @param scene The scene the lights belongs to
  110538. */
  110539. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  110540. /**
  110541. * Returns the string "SpotLight".
  110542. * @returns the class name
  110543. */
  110544. getClassName(): string;
  110545. /**
  110546. * Returns the integer 2.
  110547. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  110548. */
  110549. getTypeID(): number;
  110550. /**
  110551. * Overrides the direction setter to recompute the projection texture view light Matrix.
  110552. */
  110553. protected _setDirection(value: Vector3): void;
  110554. /**
  110555. * Overrides the position setter to recompute the projection texture view light Matrix.
  110556. */
  110557. protected _setPosition(value: Vector3): void;
  110558. /**
  110559. * 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.
  110560. * Returns the SpotLight.
  110561. */
  110562. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110563. protected _computeProjectionTextureViewLightMatrix(): void;
  110564. protected _computeProjectionTextureProjectionLightMatrix(): void;
  110565. /**
  110566. * Main function for light texture projection matrix computing.
  110567. */
  110568. protected _computeProjectionTextureMatrix(): void;
  110569. protected _buildUniformLayout(): void;
  110570. private _computeAngleValues;
  110571. /**
  110572. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  110573. * @param effect The effect to update
  110574. * @param lightIndex The index of the light in the effect to update
  110575. * @returns The spot light
  110576. */
  110577. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  110578. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  110579. /**
  110580. * Disposes the light and the associated resources.
  110581. */
  110582. dispose(): void;
  110583. /**
  110584. * Prepares the list of defines specific to the light type.
  110585. * @param defines the list of defines
  110586. * @param lightIndex defines the index of the light for the effect
  110587. */
  110588. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  110589. }
  110590. }
  110591. declare module BABYLON {
  110592. /**
  110593. * Gizmo that enables viewing a light
  110594. */
  110595. export class LightGizmo extends Gizmo {
  110596. private _lightMesh;
  110597. private _material;
  110598. private cachedPosition;
  110599. private cachedForward;
  110600. /**
  110601. * Creates a LightGizmo
  110602. * @param gizmoLayer The utility layer the gizmo will be added to
  110603. */
  110604. constructor(gizmoLayer?: UtilityLayerRenderer);
  110605. private _light;
  110606. /**
  110607. * The light that the gizmo is attached to
  110608. */
  110609. light: Nullable<Light>;
  110610. /**
  110611. * Gets the material used to render the light gizmo
  110612. */
  110613. readonly material: StandardMaterial;
  110614. /**
  110615. * @hidden
  110616. * Updates the gizmo to match the attached mesh's position/rotation
  110617. */
  110618. protected _update(): void;
  110619. private static _Scale;
  110620. /**
  110621. * Creates the lines for a light mesh
  110622. */
  110623. private static _createLightLines;
  110624. /**
  110625. * Disposes of the light gizmo
  110626. */
  110627. dispose(): void;
  110628. private static _CreateHemisphericLightMesh;
  110629. private static _CreatePointLightMesh;
  110630. private static _CreateSpotLightMesh;
  110631. private static _CreateDirectionalLightMesh;
  110632. }
  110633. }
  110634. declare module BABYLON {
  110635. /** @hidden */
  110636. export var backgroundFragmentDeclaration: {
  110637. name: string;
  110638. shader: string;
  110639. };
  110640. }
  110641. declare module BABYLON {
  110642. /** @hidden */
  110643. export var backgroundUboDeclaration: {
  110644. name: string;
  110645. shader: string;
  110646. };
  110647. }
  110648. declare module BABYLON {
  110649. /** @hidden */
  110650. export var backgroundPixelShader: {
  110651. name: string;
  110652. shader: string;
  110653. };
  110654. }
  110655. declare module BABYLON {
  110656. /** @hidden */
  110657. export var backgroundVertexDeclaration: {
  110658. name: string;
  110659. shader: string;
  110660. };
  110661. }
  110662. declare module BABYLON {
  110663. /** @hidden */
  110664. export var backgroundVertexShader: {
  110665. name: string;
  110666. shader: string;
  110667. };
  110668. }
  110669. declare module BABYLON {
  110670. /**
  110671. * Background material used to create an efficient environement around your scene.
  110672. */
  110673. export class BackgroundMaterial extends PushMaterial {
  110674. /**
  110675. * Standard reflectance value at parallel view angle.
  110676. */
  110677. static StandardReflectance0: number;
  110678. /**
  110679. * Standard reflectance value at grazing angle.
  110680. */
  110681. static StandardReflectance90: number;
  110682. protected _primaryColor: Color3;
  110683. /**
  110684. * Key light Color (multiply against the environement texture)
  110685. */
  110686. primaryColor: Color3;
  110687. protected __perceptualColor: Nullable<Color3>;
  110688. /**
  110689. * Experimental Internal Use Only.
  110690. *
  110691. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  110692. * This acts as a helper to set the primary color to a more "human friendly" value.
  110693. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  110694. * output color as close as possible from the chosen value.
  110695. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  110696. * part of lighting setup.)
  110697. */
  110698. _perceptualColor: Nullable<Color3>;
  110699. protected _primaryColorShadowLevel: float;
  110700. /**
  110701. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  110702. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  110703. */
  110704. primaryColorShadowLevel: float;
  110705. protected _primaryColorHighlightLevel: float;
  110706. /**
  110707. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  110708. * The primary color is used at the level chosen to define what the white area would look.
  110709. */
  110710. primaryColorHighlightLevel: float;
  110711. protected _reflectionTexture: Nullable<BaseTexture>;
  110712. /**
  110713. * Reflection Texture used in the material.
  110714. * Should be author in a specific way for the best result (refer to the documentation).
  110715. */
  110716. reflectionTexture: Nullable<BaseTexture>;
  110717. protected _reflectionBlur: float;
  110718. /**
  110719. * Reflection Texture level of blur.
  110720. *
  110721. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  110722. * texture twice.
  110723. */
  110724. reflectionBlur: float;
  110725. protected _diffuseTexture: Nullable<BaseTexture>;
  110726. /**
  110727. * Diffuse Texture used in the material.
  110728. * Should be author in a specific way for the best result (refer to the documentation).
  110729. */
  110730. diffuseTexture: Nullable<BaseTexture>;
  110731. protected _shadowLights: Nullable<IShadowLight[]>;
  110732. /**
  110733. * Specify the list of lights casting shadow on the material.
  110734. * All scene shadow lights will be included if null.
  110735. */
  110736. shadowLights: Nullable<IShadowLight[]>;
  110737. protected _shadowLevel: float;
  110738. /**
  110739. * Helps adjusting the shadow to a softer level if required.
  110740. * 0 means black shadows and 1 means no shadows.
  110741. */
  110742. shadowLevel: float;
  110743. protected _sceneCenter: Vector3;
  110744. /**
  110745. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  110746. * It is usually zero but might be interesting to modify according to your setup.
  110747. */
  110748. sceneCenter: Vector3;
  110749. protected _opacityFresnel: boolean;
  110750. /**
  110751. * This helps specifying that the material is falling off to the sky box at grazing angle.
  110752. * This helps ensuring a nice transition when the camera goes under the ground.
  110753. */
  110754. opacityFresnel: boolean;
  110755. protected _reflectionFresnel: boolean;
  110756. /**
  110757. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  110758. * This helps adding a mirror texture on the ground.
  110759. */
  110760. reflectionFresnel: boolean;
  110761. protected _reflectionFalloffDistance: number;
  110762. /**
  110763. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  110764. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  110765. */
  110766. reflectionFalloffDistance: number;
  110767. protected _reflectionAmount: number;
  110768. /**
  110769. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  110770. */
  110771. reflectionAmount: number;
  110772. protected _reflectionReflectance0: number;
  110773. /**
  110774. * This specifies the weight of the reflection at grazing angle.
  110775. */
  110776. reflectionReflectance0: number;
  110777. protected _reflectionReflectance90: number;
  110778. /**
  110779. * This specifies the weight of the reflection at a perpendicular point of view.
  110780. */
  110781. reflectionReflectance90: number;
  110782. /**
  110783. * Sets the reflection reflectance fresnel values according to the default standard
  110784. * empirically know to work well :-)
  110785. */
  110786. reflectionStandardFresnelWeight: number;
  110787. protected _useRGBColor: boolean;
  110788. /**
  110789. * Helps to directly use the maps channels instead of their level.
  110790. */
  110791. useRGBColor: boolean;
  110792. protected _enableNoise: boolean;
  110793. /**
  110794. * This helps reducing the banding effect that could occur on the background.
  110795. */
  110796. enableNoise: boolean;
  110797. /**
  110798. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  110799. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  110800. * Recommended to be keep at 1.0 except for special cases.
  110801. */
  110802. fovMultiplier: number;
  110803. private _fovMultiplier;
  110804. /**
  110805. * Enable the FOV adjustment feature controlled by fovMultiplier.
  110806. */
  110807. useEquirectangularFOV: boolean;
  110808. private _maxSimultaneousLights;
  110809. /**
  110810. * Number of Simultaneous lights allowed on the material.
  110811. */
  110812. maxSimultaneousLights: int;
  110813. /**
  110814. * Default configuration related to image processing available in the Background Material.
  110815. */
  110816. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  110817. /**
  110818. * Keep track of the image processing observer to allow dispose and replace.
  110819. */
  110820. private _imageProcessingObserver;
  110821. /**
  110822. * Attaches a new image processing configuration to the PBR Material.
  110823. * @param configuration (if null the scene configuration will be use)
  110824. */
  110825. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  110826. /**
  110827. * Gets the image processing configuration used either in this material.
  110828. */
  110829. /**
  110830. * Sets the Default image processing configuration used either in the this material.
  110831. *
  110832. * If sets to null, the scene one is in use.
  110833. */
  110834. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  110835. /**
  110836. * Gets wether the color curves effect is enabled.
  110837. */
  110838. /**
  110839. * Sets wether the color curves effect is enabled.
  110840. */
  110841. cameraColorCurvesEnabled: boolean;
  110842. /**
  110843. * Gets wether the color grading effect is enabled.
  110844. */
  110845. /**
  110846. * Gets wether the color grading effect is enabled.
  110847. */
  110848. cameraColorGradingEnabled: boolean;
  110849. /**
  110850. * Gets wether tonemapping is enabled or not.
  110851. */
  110852. /**
  110853. * Sets wether tonemapping is enabled or not
  110854. */
  110855. cameraToneMappingEnabled: boolean;
  110856. /**
  110857. * The camera exposure used on this material.
  110858. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110859. * This corresponds to a photographic exposure.
  110860. */
  110861. /**
  110862. * The camera exposure used on this material.
  110863. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110864. * This corresponds to a photographic exposure.
  110865. */
  110866. cameraExposure: float;
  110867. /**
  110868. * Gets The camera contrast used on this material.
  110869. */
  110870. /**
  110871. * Sets The camera contrast used on this material.
  110872. */
  110873. cameraContrast: float;
  110874. /**
  110875. * Gets the Color Grading 2D Lookup Texture.
  110876. */
  110877. /**
  110878. * Sets the Color Grading 2D Lookup Texture.
  110879. */
  110880. cameraColorGradingTexture: Nullable<BaseTexture>;
  110881. /**
  110882. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110883. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110884. * 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;
  110885. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110886. */
  110887. /**
  110888. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110889. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110890. * 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;
  110891. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110892. */
  110893. cameraColorCurves: Nullable<ColorCurves>;
  110894. /**
  110895. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  110896. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  110897. */
  110898. switchToBGR: boolean;
  110899. private _renderTargets;
  110900. private _reflectionControls;
  110901. private _white;
  110902. private _primaryShadowColor;
  110903. private _primaryHighlightColor;
  110904. /**
  110905. * Instantiates a Background Material in the given scene
  110906. * @param name The friendly name of the material
  110907. * @param scene The scene to add the material to
  110908. */
  110909. constructor(name: string, scene: Scene);
  110910. /**
  110911. * Gets a boolean indicating that current material needs to register RTT
  110912. */
  110913. readonly hasRenderTargetTextures: boolean;
  110914. /**
  110915. * The entire material has been created in order to prevent overdraw.
  110916. * @returns false
  110917. */
  110918. needAlphaTesting(): boolean;
  110919. /**
  110920. * The entire material has been created in order to prevent overdraw.
  110921. * @returns true if blending is enable
  110922. */
  110923. needAlphaBlending(): boolean;
  110924. /**
  110925. * Checks wether the material is ready to be rendered for a given mesh.
  110926. * @param mesh The mesh to render
  110927. * @param subMesh The submesh to check against
  110928. * @param useInstances Specify wether or not the material is used with instances
  110929. * @returns true if all the dependencies are ready (Textures, Effects...)
  110930. */
  110931. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  110932. /**
  110933. * Compute the primary color according to the chosen perceptual color.
  110934. */
  110935. private _computePrimaryColorFromPerceptualColor;
  110936. /**
  110937. * Compute the highlights and shadow colors according to their chosen levels.
  110938. */
  110939. private _computePrimaryColors;
  110940. /**
  110941. * Build the uniform buffer used in the material.
  110942. */
  110943. buildUniformLayout(): void;
  110944. /**
  110945. * Unbind the material.
  110946. */
  110947. unbind(): void;
  110948. /**
  110949. * Bind only the world matrix to the material.
  110950. * @param world The world matrix to bind.
  110951. */
  110952. bindOnlyWorldMatrix(world: Matrix): void;
  110953. /**
  110954. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  110955. * @param world The world matrix to bind.
  110956. * @param subMesh The submesh to bind for.
  110957. */
  110958. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  110959. /**
  110960. * Checks to see if a texture is used in the material.
  110961. * @param texture - Base texture to use.
  110962. * @returns - Boolean specifying if a texture is used in the material.
  110963. */
  110964. hasTexture(texture: BaseTexture): boolean;
  110965. /**
  110966. * Dispose the material.
  110967. * @param forceDisposeEffect Force disposal of the associated effect.
  110968. * @param forceDisposeTextures Force disposal of the associated textures.
  110969. */
  110970. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  110971. /**
  110972. * Clones the material.
  110973. * @param name The cloned name.
  110974. * @returns The cloned material.
  110975. */
  110976. clone(name: string): BackgroundMaterial;
  110977. /**
  110978. * Serializes the current material to its JSON representation.
  110979. * @returns The JSON representation.
  110980. */
  110981. serialize(): any;
  110982. /**
  110983. * Gets the class name of the material
  110984. * @returns "BackgroundMaterial"
  110985. */
  110986. getClassName(): string;
  110987. /**
  110988. * Parse a JSON input to create back a background material.
  110989. * @param source The JSON data to parse
  110990. * @param scene The scene to create the parsed material in
  110991. * @param rootUrl The root url of the assets the material depends upon
  110992. * @returns the instantiated BackgroundMaterial.
  110993. */
  110994. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  110995. }
  110996. }
  110997. declare module BABYLON {
  110998. /**
  110999. * Represents the different options available during the creation of
  111000. * a Environment helper.
  111001. *
  111002. * This can control the default ground, skybox and image processing setup of your scene.
  111003. */
  111004. export interface IEnvironmentHelperOptions {
  111005. /**
  111006. * Specifies wether or not to create a ground.
  111007. * True by default.
  111008. */
  111009. createGround: boolean;
  111010. /**
  111011. * Specifies the ground size.
  111012. * 15 by default.
  111013. */
  111014. groundSize: number;
  111015. /**
  111016. * The texture used on the ground for the main color.
  111017. * Comes from the BabylonJS CDN by default.
  111018. *
  111019. * Remarks: Can be either a texture or a url.
  111020. */
  111021. groundTexture: string | BaseTexture;
  111022. /**
  111023. * The color mixed in the ground texture by default.
  111024. * BabylonJS clearColor by default.
  111025. */
  111026. groundColor: Color3;
  111027. /**
  111028. * Specifies the ground opacity.
  111029. * 1 by default.
  111030. */
  111031. groundOpacity: number;
  111032. /**
  111033. * Enables the ground to receive shadows.
  111034. * True by default.
  111035. */
  111036. enableGroundShadow: boolean;
  111037. /**
  111038. * Helps preventing the shadow to be fully black on the ground.
  111039. * 0.5 by default.
  111040. */
  111041. groundShadowLevel: number;
  111042. /**
  111043. * Creates a mirror texture attach to the ground.
  111044. * false by default.
  111045. */
  111046. enableGroundMirror: boolean;
  111047. /**
  111048. * Specifies the ground mirror size ratio.
  111049. * 0.3 by default as the default kernel is 64.
  111050. */
  111051. groundMirrorSizeRatio: number;
  111052. /**
  111053. * Specifies the ground mirror blur kernel size.
  111054. * 64 by default.
  111055. */
  111056. groundMirrorBlurKernel: number;
  111057. /**
  111058. * Specifies the ground mirror visibility amount.
  111059. * 1 by default
  111060. */
  111061. groundMirrorAmount: number;
  111062. /**
  111063. * Specifies the ground mirror reflectance weight.
  111064. * This uses the standard weight of the background material to setup the fresnel effect
  111065. * of the mirror.
  111066. * 1 by default.
  111067. */
  111068. groundMirrorFresnelWeight: number;
  111069. /**
  111070. * Specifies the ground mirror Falloff distance.
  111071. * This can helps reducing the size of the reflection.
  111072. * 0 by Default.
  111073. */
  111074. groundMirrorFallOffDistance: number;
  111075. /**
  111076. * Specifies the ground mirror texture type.
  111077. * Unsigned Int by Default.
  111078. */
  111079. groundMirrorTextureType: number;
  111080. /**
  111081. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  111082. * the shown objects.
  111083. */
  111084. groundYBias: number;
  111085. /**
  111086. * Specifies wether or not to create a skybox.
  111087. * True by default.
  111088. */
  111089. createSkybox: boolean;
  111090. /**
  111091. * Specifies the skybox size.
  111092. * 20 by default.
  111093. */
  111094. skyboxSize: number;
  111095. /**
  111096. * The texture used on the skybox for the main color.
  111097. * Comes from the BabylonJS CDN by default.
  111098. *
  111099. * Remarks: Can be either a texture or a url.
  111100. */
  111101. skyboxTexture: string | BaseTexture;
  111102. /**
  111103. * The color mixed in the skybox texture by default.
  111104. * BabylonJS clearColor by default.
  111105. */
  111106. skyboxColor: Color3;
  111107. /**
  111108. * The background rotation around the Y axis of the scene.
  111109. * This helps aligning the key lights of your scene with the background.
  111110. * 0 by default.
  111111. */
  111112. backgroundYRotation: number;
  111113. /**
  111114. * Compute automatically the size of the elements to best fit with the scene.
  111115. */
  111116. sizeAuto: boolean;
  111117. /**
  111118. * Default position of the rootMesh if autoSize is not true.
  111119. */
  111120. rootPosition: Vector3;
  111121. /**
  111122. * Sets up the image processing in the scene.
  111123. * true by default.
  111124. */
  111125. setupImageProcessing: boolean;
  111126. /**
  111127. * The texture used as your environment texture in the scene.
  111128. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  111129. *
  111130. * Remarks: Can be either a texture or a url.
  111131. */
  111132. environmentTexture: string | BaseTexture;
  111133. /**
  111134. * The value of the exposure to apply to the scene.
  111135. * 0.6 by default if setupImageProcessing is true.
  111136. */
  111137. cameraExposure: number;
  111138. /**
  111139. * The value of the contrast to apply to the scene.
  111140. * 1.6 by default if setupImageProcessing is true.
  111141. */
  111142. cameraContrast: number;
  111143. /**
  111144. * Specifies wether or not tonemapping should be enabled in the scene.
  111145. * true by default if setupImageProcessing is true.
  111146. */
  111147. toneMappingEnabled: boolean;
  111148. }
  111149. /**
  111150. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  111151. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  111152. * It also helps with the default setup of your imageProcessing configuration.
  111153. */
  111154. export class EnvironmentHelper {
  111155. /**
  111156. * Default ground texture URL.
  111157. */
  111158. private static _groundTextureCDNUrl;
  111159. /**
  111160. * Default skybox texture URL.
  111161. */
  111162. private static _skyboxTextureCDNUrl;
  111163. /**
  111164. * Default environment texture URL.
  111165. */
  111166. private static _environmentTextureCDNUrl;
  111167. /**
  111168. * Creates the default options for the helper.
  111169. */
  111170. private static _getDefaultOptions;
  111171. private _rootMesh;
  111172. /**
  111173. * Gets the root mesh created by the helper.
  111174. */
  111175. readonly rootMesh: Mesh;
  111176. private _skybox;
  111177. /**
  111178. * Gets the skybox created by the helper.
  111179. */
  111180. readonly skybox: Nullable<Mesh>;
  111181. private _skyboxTexture;
  111182. /**
  111183. * Gets the skybox texture created by the helper.
  111184. */
  111185. readonly skyboxTexture: Nullable<BaseTexture>;
  111186. private _skyboxMaterial;
  111187. /**
  111188. * Gets the skybox material created by the helper.
  111189. */
  111190. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  111191. private _ground;
  111192. /**
  111193. * Gets the ground mesh created by the helper.
  111194. */
  111195. readonly ground: Nullable<Mesh>;
  111196. private _groundTexture;
  111197. /**
  111198. * Gets the ground texture created by the helper.
  111199. */
  111200. readonly groundTexture: Nullable<BaseTexture>;
  111201. private _groundMirror;
  111202. /**
  111203. * Gets the ground mirror created by the helper.
  111204. */
  111205. readonly groundMirror: Nullable<MirrorTexture>;
  111206. /**
  111207. * Gets the ground mirror render list to helps pushing the meshes
  111208. * you wish in the ground reflection.
  111209. */
  111210. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  111211. private _groundMaterial;
  111212. /**
  111213. * Gets the ground material created by the helper.
  111214. */
  111215. readonly groundMaterial: Nullable<BackgroundMaterial>;
  111216. /**
  111217. * Stores the creation options.
  111218. */
  111219. private readonly _scene;
  111220. private _options;
  111221. /**
  111222. * This observable will be notified with any error during the creation of the environment,
  111223. * mainly texture creation errors.
  111224. */
  111225. onErrorObservable: Observable<{
  111226. message?: string;
  111227. exception?: any;
  111228. }>;
  111229. /**
  111230. * constructor
  111231. * @param options Defines the options we want to customize the helper
  111232. * @param scene The scene to add the material to
  111233. */
  111234. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  111235. /**
  111236. * Updates the background according to the new options
  111237. * @param options
  111238. */
  111239. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  111240. /**
  111241. * Sets the primary color of all the available elements.
  111242. * @param color the main color to affect to the ground and the background
  111243. */
  111244. setMainColor(color: Color3): void;
  111245. /**
  111246. * Setup the image processing according to the specified options.
  111247. */
  111248. private _setupImageProcessing;
  111249. /**
  111250. * Setup the environment texture according to the specified options.
  111251. */
  111252. private _setupEnvironmentTexture;
  111253. /**
  111254. * Setup the background according to the specified options.
  111255. */
  111256. private _setupBackground;
  111257. /**
  111258. * Get the scene sizes according to the setup.
  111259. */
  111260. private _getSceneSize;
  111261. /**
  111262. * Setup the ground according to the specified options.
  111263. */
  111264. private _setupGround;
  111265. /**
  111266. * Setup the ground material according to the specified options.
  111267. */
  111268. private _setupGroundMaterial;
  111269. /**
  111270. * Setup the ground diffuse texture according to the specified options.
  111271. */
  111272. private _setupGroundDiffuseTexture;
  111273. /**
  111274. * Setup the ground mirror texture according to the specified options.
  111275. */
  111276. private _setupGroundMirrorTexture;
  111277. /**
  111278. * Setup the ground to receive the mirror texture.
  111279. */
  111280. private _setupMirrorInGroundMaterial;
  111281. /**
  111282. * Setup the skybox according to the specified options.
  111283. */
  111284. private _setupSkybox;
  111285. /**
  111286. * Setup the skybox material according to the specified options.
  111287. */
  111288. private _setupSkyboxMaterial;
  111289. /**
  111290. * Setup the skybox reflection texture according to the specified options.
  111291. */
  111292. private _setupSkyboxReflectionTexture;
  111293. private _errorHandler;
  111294. /**
  111295. * Dispose all the elements created by the Helper.
  111296. */
  111297. dispose(): void;
  111298. }
  111299. }
  111300. declare module BABYLON {
  111301. /**
  111302. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  111303. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  111304. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  111305. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  111306. */
  111307. export class PhotoDome extends TransformNode {
  111308. /**
  111309. * Define the image as a Monoscopic panoramic 360 image.
  111310. */
  111311. static readonly MODE_MONOSCOPIC: number;
  111312. /**
  111313. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  111314. */
  111315. static readonly MODE_TOPBOTTOM: number;
  111316. /**
  111317. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  111318. */
  111319. static readonly MODE_SIDEBYSIDE: number;
  111320. private _useDirectMapping;
  111321. /**
  111322. * The texture being displayed on the sphere
  111323. */
  111324. protected _photoTexture: Texture;
  111325. /**
  111326. * Gets or sets the texture being displayed on the sphere
  111327. */
  111328. photoTexture: Texture;
  111329. /**
  111330. * Observable raised when an error occured while loading the 360 image
  111331. */
  111332. onLoadErrorObservable: Observable<string>;
  111333. /**
  111334. * The skybox material
  111335. */
  111336. protected _material: BackgroundMaterial;
  111337. /**
  111338. * The surface used for the skybox
  111339. */
  111340. protected _mesh: Mesh;
  111341. /**
  111342. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  111343. * Also see the options.resolution property.
  111344. */
  111345. fovMultiplier: number;
  111346. private _imageMode;
  111347. /**
  111348. * Gets or set the current video mode for the video. It can be:
  111349. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  111350. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  111351. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  111352. */
  111353. imageMode: number;
  111354. /**
  111355. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  111356. * @param name Element's name, child elements will append suffixes for their own names.
  111357. * @param urlsOfPhoto defines the url of the photo to display
  111358. * @param options defines an object containing optional or exposed sub element properties
  111359. * @param onError defines a callback called when an error occured while loading the texture
  111360. */
  111361. constructor(name: string, urlOfPhoto: string, options: {
  111362. resolution?: number;
  111363. size?: number;
  111364. useDirectMapping?: boolean;
  111365. faceForward?: boolean;
  111366. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  111367. private _onBeforeCameraRenderObserver;
  111368. private _changeImageMode;
  111369. /**
  111370. * Releases resources associated with this node.
  111371. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  111372. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  111373. */
  111374. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  111375. }
  111376. }
  111377. declare module BABYLON {
  111378. /**
  111379. * Class used to host RGBD texture specific utilities
  111380. */
  111381. export class RGBDTextureTools {
  111382. /**
  111383. * Expand the RGBD Texture from RGBD to Half Float if possible.
  111384. * @param texture the texture to expand.
  111385. */
  111386. static ExpandRGBDTexture(texture: Texture): void;
  111387. }
  111388. }
  111389. declare module BABYLON {
  111390. /**
  111391. * Class used to host texture specific utilities
  111392. */
  111393. export class BRDFTextureTools {
  111394. /**
  111395. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  111396. * @param scene defines the hosting scene
  111397. * @returns the environment BRDF texture
  111398. */
  111399. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  111400. private static _environmentBRDFBase64Texture;
  111401. }
  111402. }
  111403. declare module BABYLON {
  111404. /**
  111405. * @hidden
  111406. */
  111407. export interface IMaterialClearCoatDefines {
  111408. CLEARCOAT: boolean;
  111409. CLEARCOAT_DEFAULTIOR: boolean;
  111410. CLEARCOAT_TEXTURE: boolean;
  111411. CLEARCOAT_TEXTUREDIRECTUV: number;
  111412. CLEARCOAT_BUMP: boolean;
  111413. CLEARCOAT_BUMPDIRECTUV: number;
  111414. CLEARCOAT_TINT: boolean;
  111415. CLEARCOAT_TINT_TEXTURE: boolean;
  111416. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  111417. /** @hidden */
  111418. _areTexturesDirty: boolean;
  111419. }
  111420. /**
  111421. * Define the code related to the clear coat parameters of the pbr material.
  111422. */
  111423. export class PBRClearCoatConfiguration {
  111424. /**
  111425. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  111426. * The default fits with a polyurethane material.
  111427. */
  111428. private static readonly _DefaultIndexOfRefraction;
  111429. private _isEnabled;
  111430. /**
  111431. * Defines if the clear coat is enabled in the material.
  111432. */
  111433. isEnabled: boolean;
  111434. /**
  111435. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  111436. */
  111437. intensity: number;
  111438. /**
  111439. * Defines the clear coat layer roughness.
  111440. */
  111441. roughness: number;
  111442. private _indexOfRefraction;
  111443. /**
  111444. * Defines the index of refraction of the clear coat.
  111445. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  111446. * The default fits with a polyurethane material.
  111447. * Changing the default value is more performance intensive.
  111448. */
  111449. indexOfRefraction: number;
  111450. private _texture;
  111451. /**
  111452. * Stores the clear coat values in a texture.
  111453. */
  111454. texture: Nullable<BaseTexture>;
  111455. private _bumpTexture;
  111456. /**
  111457. * Define the clear coat specific bump texture.
  111458. */
  111459. bumpTexture: Nullable<BaseTexture>;
  111460. private _isTintEnabled;
  111461. /**
  111462. * Defines if the clear coat tint is enabled in the material.
  111463. */
  111464. isTintEnabled: boolean;
  111465. /**
  111466. * Defines the clear coat tint of the material.
  111467. * This is only use if tint is enabled
  111468. */
  111469. tintColor: Color3;
  111470. /**
  111471. * Defines the distance at which the tint color should be found in the
  111472. * clear coat media.
  111473. * This is only use if tint is enabled
  111474. */
  111475. tintColorAtDistance: number;
  111476. /**
  111477. * Defines the clear coat layer thickness.
  111478. * This is only use if tint is enabled
  111479. */
  111480. tintThickness: number;
  111481. private _tintTexture;
  111482. /**
  111483. * Stores the clear tint values in a texture.
  111484. * rgb is tint
  111485. * a is a thickness factor
  111486. */
  111487. tintTexture: Nullable<BaseTexture>;
  111488. /** @hidden */
  111489. private _internalMarkAllSubMeshesAsTexturesDirty;
  111490. /** @hidden */
  111491. _markAllSubMeshesAsTexturesDirty(): void;
  111492. /**
  111493. * Instantiate a new istance of clear coat configuration.
  111494. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111495. */
  111496. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111497. /**
  111498. * Gets wehter the submesh is ready to be used or not.
  111499. * @param defines the list of "defines" to update.
  111500. * @param scene defines the scene the material belongs to.
  111501. * @param engine defines the engine the material belongs to.
  111502. * @param disableBumpMap defines wether the material disables bump or not.
  111503. * @returns - boolean indicating that the submesh is ready or not.
  111504. */
  111505. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  111506. /**
  111507. * Checks to see if a texture is used in the material.
  111508. * @param defines the list of "defines" to update.
  111509. * @param scene defines the scene to the material belongs to.
  111510. */
  111511. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  111512. /**
  111513. * Binds the material data.
  111514. * @param uniformBuffer defines the Uniform buffer to fill in.
  111515. * @param scene defines the scene the material belongs to.
  111516. * @param engine defines the engine the material belongs to.
  111517. * @param disableBumpMap defines wether the material disables bump or not.
  111518. * @param isFrozen defines wether the material is frozen or not.
  111519. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  111520. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  111521. */
  111522. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  111523. /**
  111524. * Checks to see if a texture is used in the material.
  111525. * @param texture - Base texture to use.
  111526. * @returns - Boolean specifying if a texture is used in the material.
  111527. */
  111528. hasTexture(texture: BaseTexture): boolean;
  111529. /**
  111530. * Returns an array of the actively used textures.
  111531. * @param activeTextures Array of BaseTextures
  111532. */
  111533. getActiveTextures(activeTextures: BaseTexture[]): void;
  111534. /**
  111535. * Returns the animatable textures.
  111536. * @param animatables Array of animatable textures.
  111537. */
  111538. getAnimatables(animatables: IAnimatable[]): void;
  111539. /**
  111540. * Disposes the resources of the material.
  111541. * @param forceDisposeTextures - Forces the disposal of all textures.
  111542. */
  111543. dispose(forceDisposeTextures?: boolean): void;
  111544. /**
  111545. * Get the current class name of the texture useful for serialization or dynamic coding.
  111546. * @returns "PBRClearCoatConfiguration"
  111547. */
  111548. getClassName(): string;
  111549. /**
  111550. * Add fallbacks to the effect fallbacks list.
  111551. * @param defines defines the Base texture to use.
  111552. * @param fallbacks defines the current fallback list.
  111553. * @param currentRank defines the current fallback rank.
  111554. * @returns the new fallback rank.
  111555. */
  111556. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111557. /**
  111558. * Add the required uniforms to the current list.
  111559. * @param uniforms defines the current uniform list.
  111560. */
  111561. static AddUniforms(uniforms: string[]): void;
  111562. /**
  111563. * Add the required samplers to the current list.
  111564. * @param samplers defines the current sampler list.
  111565. */
  111566. static AddSamplers(samplers: string[]): void;
  111567. /**
  111568. * Add the required uniforms to the current buffer.
  111569. * @param uniformBuffer defines the current uniform buffer.
  111570. */
  111571. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111572. /**
  111573. * Makes a duplicate of the current configuration into another one.
  111574. * @param clearCoatConfiguration define the config where to copy the info
  111575. */
  111576. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  111577. /**
  111578. * Serializes this clear coat configuration.
  111579. * @returns - An object with the serialized config.
  111580. */
  111581. serialize(): any;
  111582. /**
  111583. * Parses a anisotropy Configuration from a serialized object.
  111584. * @param source - Serialized object.
  111585. * @param scene Defines the scene we are parsing for
  111586. * @param rootUrl Defines the rootUrl to load from
  111587. */
  111588. parse(source: any, scene: Scene, rootUrl: string): void;
  111589. }
  111590. }
  111591. declare module BABYLON {
  111592. /**
  111593. * @hidden
  111594. */
  111595. export interface IMaterialAnisotropicDefines {
  111596. ANISOTROPIC: boolean;
  111597. ANISOTROPIC_TEXTURE: boolean;
  111598. ANISOTROPIC_TEXTUREDIRECTUV: number;
  111599. MAINUV1: boolean;
  111600. _areTexturesDirty: boolean;
  111601. _needUVs: boolean;
  111602. }
  111603. /**
  111604. * Define the code related to the anisotropic parameters of the pbr material.
  111605. */
  111606. export class PBRAnisotropicConfiguration {
  111607. private _isEnabled;
  111608. /**
  111609. * Defines if the anisotropy is enabled in the material.
  111610. */
  111611. isEnabled: boolean;
  111612. /**
  111613. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  111614. */
  111615. intensity: number;
  111616. /**
  111617. * Defines if the effect is along the tangents, bitangents or in between.
  111618. * By default, the effect is "strectching" the highlights along the tangents.
  111619. */
  111620. direction: Vector2;
  111621. private _texture;
  111622. /**
  111623. * Stores the anisotropy values in a texture.
  111624. * rg is direction (like normal from -1 to 1)
  111625. * b is a intensity
  111626. */
  111627. texture: Nullable<BaseTexture>;
  111628. /** @hidden */
  111629. private _internalMarkAllSubMeshesAsTexturesDirty;
  111630. /** @hidden */
  111631. _markAllSubMeshesAsTexturesDirty(): void;
  111632. /**
  111633. * Instantiate a new istance of anisotropy configuration.
  111634. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111635. */
  111636. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111637. /**
  111638. * Specifies that the submesh is ready to be used.
  111639. * @param defines the list of "defines" to update.
  111640. * @param scene defines the scene the material belongs to.
  111641. * @returns - boolean indicating that the submesh is ready or not.
  111642. */
  111643. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  111644. /**
  111645. * Checks to see if a texture is used in the material.
  111646. * @param defines the list of "defines" to update.
  111647. * @param mesh the mesh we are preparing the defines for.
  111648. * @param scene defines the scene the material belongs to.
  111649. */
  111650. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  111651. /**
  111652. * Binds the material data.
  111653. * @param uniformBuffer defines the Uniform buffer to fill in.
  111654. * @param scene defines the scene the material belongs to.
  111655. * @param isFrozen defines wether the material is frozen or not.
  111656. */
  111657. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  111658. /**
  111659. * Checks to see if a texture is used in the material.
  111660. * @param texture - Base texture to use.
  111661. * @returns - Boolean specifying if a texture is used in the material.
  111662. */
  111663. hasTexture(texture: BaseTexture): boolean;
  111664. /**
  111665. * Returns an array of the actively used textures.
  111666. * @param activeTextures Array of BaseTextures
  111667. */
  111668. getActiveTextures(activeTextures: BaseTexture[]): void;
  111669. /**
  111670. * Returns the animatable textures.
  111671. * @param animatables Array of animatable textures.
  111672. */
  111673. getAnimatables(animatables: IAnimatable[]): void;
  111674. /**
  111675. * Disposes the resources of the material.
  111676. * @param forceDisposeTextures - Forces the disposal of all textures.
  111677. */
  111678. dispose(forceDisposeTextures?: boolean): void;
  111679. /**
  111680. * Get the current class name of the texture useful for serialization or dynamic coding.
  111681. * @returns "PBRAnisotropicConfiguration"
  111682. */
  111683. getClassName(): string;
  111684. /**
  111685. * Add fallbacks to the effect fallbacks list.
  111686. * @param defines defines the Base texture to use.
  111687. * @param fallbacks defines the current fallback list.
  111688. * @param currentRank defines the current fallback rank.
  111689. * @returns the new fallback rank.
  111690. */
  111691. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111692. /**
  111693. * Add the required uniforms to the current list.
  111694. * @param uniforms defines the current uniform list.
  111695. */
  111696. static AddUniforms(uniforms: string[]): void;
  111697. /**
  111698. * Add the required uniforms to the current buffer.
  111699. * @param uniformBuffer defines the current uniform buffer.
  111700. */
  111701. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111702. /**
  111703. * Add the required samplers to the current list.
  111704. * @param samplers defines the current sampler list.
  111705. */
  111706. static AddSamplers(samplers: string[]): void;
  111707. /**
  111708. * Makes a duplicate of the current configuration into another one.
  111709. * @param anisotropicConfiguration define the config where to copy the info
  111710. */
  111711. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  111712. /**
  111713. * Serializes this anisotropy configuration.
  111714. * @returns - An object with the serialized config.
  111715. */
  111716. serialize(): any;
  111717. /**
  111718. * Parses a anisotropy Configuration from a serialized object.
  111719. * @param source - Serialized object.
  111720. * @param scene Defines the scene we are parsing for
  111721. * @param rootUrl Defines the rootUrl to load from
  111722. */
  111723. parse(source: any, scene: Scene, rootUrl: string): void;
  111724. }
  111725. }
  111726. declare module BABYLON {
  111727. /**
  111728. * @hidden
  111729. */
  111730. export interface IMaterialBRDFDefines {
  111731. BRDF_V_HEIGHT_CORRELATED: boolean;
  111732. MS_BRDF_ENERGY_CONSERVATION: boolean;
  111733. SPHERICAL_HARMONICS: boolean;
  111734. /** @hidden */
  111735. _areMiscDirty: boolean;
  111736. }
  111737. /**
  111738. * Define the code related to the BRDF parameters of the pbr material.
  111739. */
  111740. export class PBRBRDFConfiguration {
  111741. /**
  111742. * Default value used for the energy conservation.
  111743. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  111744. */
  111745. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  111746. /**
  111747. * Default value used for the Smith Visibility Height Correlated mode.
  111748. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  111749. */
  111750. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  111751. /**
  111752. * Default value used for the IBL diffuse part.
  111753. * This can help switching back to the polynomials mode globally which is a tiny bit
  111754. * less GPU intensive at the drawback of a lower quality.
  111755. */
  111756. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  111757. private _useEnergyConservation;
  111758. /**
  111759. * Defines if the material uses energy conservation.
  111760. */
  111761. useEnergyConservation: boolean;
  111762. private _useSmithVisibilityHeightCorrelated;
  111763. /**
  111764. * LEGACY Mode set to false
  111765. * Defines if the material uses height smith correlated visibility term.
  111766. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  111767. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  111768. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  111769. * Not relying on height correlated will also disable energy conservation.
  111770. */
  111771. useSmithVisibilityHeightCorrelated: boolean;
  111772. private _useSphericalHarmonics;
  111773. /**
  111774. * LEGACY Mode set to false
  111775. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  111776. * diffuse part of the IBL.
  111777. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  111778. * to the ground truth.
  111779. */
  111780. useSphericalHarmonics: boolean;
  111781. /** @hidden */
  111782. private _internalMarkAllSubMeshesAsMiscDirty;
  111783. /** @hidden */
  111784. _markAllSubMeshesAsMiscDirty(): void;
  111785. /**
  111786. * Instantiate a new istance of clear coat configuration.
  111787. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  111788. */
  111789. constructor(markAllSubMeshesAsMiscDirty: () => void);
  111790. /**
  111791. * Checks to see if a texture is used in the material.
  111792. * @param defines the list of "defines" to update.
  111793. */
  111794. prepareDefines(defines: IMaterialBRDFDefines): void;
  111795. /**
  111796. * Get the current class name of the texture useful for serialization or dynamic coding.
  111797. * @returns "PBRClearCoatConfiguration"
  111798. */
  111799. getClassName(): string;
  111800. /**
  111801. * Makes a duplicate of the current configuration into another one.
  111802. * @param brdfConfiguration define the config where to copy the info
  111803. */
  111804. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  111805. /**
  111806. * Serializes this BRDF configuration.
  111807. * @returns - An object with the serialized config.
  111808. */
  111809. serialize(): any;
  111810. /**
  111811. * Parses a anisotropy Configuration from a serialized object.
  111812. * @param source - Serialized object.
  111813. * @param scene Defines the scene we are parsing for
  111814. * @param rootUrl Defines the rootUrl to load from
  111815. */
  111816. parse(source: any, scene: Scene, rootUrl: string): void;
  111817. }
  111818. }
  111819. declare module BABYLON {
  111820. /**
  111821. * @hidden
  111822. */
  111823. export interface IMaterialSheenDefines {
  111824. SHEEN: boolean;
  111825. SHEEN_TEXTURE: boolean;
  111826. SHEEN_TEXTUREDIRECTUV: number;
  111827. SHEEN_LINKWITHALBEDO: boolean;
  111828. /** @hidden */
  111829. _areTexturesDirty: boolean;
  111830. }
  111831. /**
  111832. * Define the code related to the Sheen parameters of the pbr material.
  111833. */
  111834. export class PBRSheenConfiguration {
  111835. private _isEnabled;
  111836. /**
  111837. * Defines if the material uses sheen.
  111838. */
  111839. isEnabled: boolean;
  111840. private _linkSheenWithAlbedo;
  111841. /**
  111842. * Defines if the sheen is linked to the sheen color.
  111843. */
  111844. linkSheenWithAlbedo: boolean;
  111845. /**
  111846. * Defines the sheen intensity.
  111847. */
  111848. intensity: number;
  111849. /**
  111850. * Defines the sheen color.
  111851. */
  111852. color: Color3;
  111853. private _texture;
  111854. /**
  111855. * Stores the sheen tint values in a texture.
  111856. * rgb is tint
  111857. * a is a intensity
  111858. */
  111859. texture: Nullable<BaseTexture>;
  111860. /** @hidden */
  111861. private _internalMarkAllSubMeshesAsTexturesDirty;
  111862. /** @hidden */
  111863. _markAllSubMeshesAsTexturesDirty(): void;
  111864. /**
  111865. * Instantiate a new istance of clear coat configuration.
  111866. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111867. */
  111868. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111869. /**
  111870. * Specifies that the submesh is ready to be used.
  111871. * @param defines the list of "defines" to update.
  111872. * @param scene defines the scene the material belongs to.
  111873. * @returns - boolean indicating that the submesh is ready or not.
  111874. */
  111875. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  111876. /**
  111877. * Checks to see if a texture is used in the material.
  111878. * @param defines the list of "defines" to update.
  111879. * @param scene defines the scene the material belongs to.
  111880. */
  111881. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  111882. /**
  111883. * Binds the material data.
  111884. * @param uniformBuffer defines the Uniform buffer to fill in.
  111885. * @param scene defines the scene the material belongs to.
  111886. * @param isFrozen defines wether the material is frozen or not.
  111887. */
  111888. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  111889. /**
  111890. * Checks to see if a texture is used in the material.
  111891. * @param texture - Base texture to use.
  111892. * @returns - Boolean specifying if a texture is used in the material.
  111893. */
  111894. hasTexture(texture: BaseTexture): boolean;
  111895. /**
  111896. * Returns an array of the actively used textures.
  111897. * @param activeTextures Array of BaseTextures
  111898. */
  111899. getActiveTextures(activeTextures: BaseTexture[]): void;
  111900. /**
  111901. * Returns the animatable textures.
  111902. * @param animatables Array of animatable textures.
  111903. */
  111904. getAnimatables(animatables: IAnimatable[]): void;
  111905. /**
  111906. * Disposes the resources of the material.
  111907. * @param forceDisposeTextures - Forces the disposal of all textures.
  111908. */
  111909. dispose(forceDisposeTextures?: boolean): void;
  111910. /**
  111911. * Get the current class name of the texture useful for serialization or dynamic coding.
  111912. * @returns "PBRSheenConfiguration"
  111913. */
  111914. getClassName(): string;
  111915. /**
  111916. * Add fallbacks to the effect fallbacks list.
  111917. * @param defines defines the Base texture to use.
  111918. * @param fallbacks defines the current fallback list.
  111919. * @param currentRank defines the current fallback rank.
  111920. * @returns the new fallback rank.
  111921. */
  111922. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111923. /**
  111924. * Add the required uniforms to the current list.
  111925. * @param uniforms defines the current uniform list.
  111926. */
  111927. static AddUniforms(uniforms: string[]): void;
  111928. /**
  111929. * Add the required uniforms to the current buffer.
  111930. * @param uniformBuffer defines the current uniform buffer.
  111931. */
  111932. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111933. /**
  111934. * Add the required samplers to the current list.
  111935. * @param samplers defines the current sampler list.
  111936. */
  111937. static AddSamplers(samplers: string[]): void;
  111938. /**
  111939. * Makes a duplicate of the current configuration into another one.
  111940. * @param sheenConfiguration define the config where to copy the info
  111941. */
  111942. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  111943. /**
  111944. * Serializes this BRDF configuration.
  111945. * @returns - An object with the serialized config.
  111946. */
  111947. serialize(): any;
  111948. /**
  111949. * Parses a anisotropy Configuration from a serialized object.
  111950. * @param source - Serialized object.
  111951. * @param scene Defines the scene we are parsing for
  111952. * @param rootUrl Defines the rootUrl to load from
  111953. */
  111954. parse(source: any, scene: Scene, rootUrl: string): void;
  111955. }
  111956. }
  111957. declare module BABYLON {
  111958. /**
  111959. * @hidden
  111960. */
  111961. export interface IMaterialSubSurfaceDefines {
  111962. SUBSURFACE: boolean;
  111963. SS_REFRACTION: boolean;
  111964. SS_TRANSLUCENCY: boolean;
  111965. SS_SCATERRING: boolean;
  111966. SS_THICKNESSANDMASK_TEXTURE: boolean;
  111967. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  111968. SS_REFRACTIONMAP_3D: boolean;
  111969. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  111970. SS_LODINREFRACTIONALPHA: boolean;
  111971. SS_GAMMAREFRACTION: boolean;
  111972. SS_RGBDREFRACTION: boolean;
  111973. SS_LINEARSPECULARREFRACTION: boolean;
  111974. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  111975. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  111976. /** @hidden */
  111977. _areTexturesDirty: boolean;
  111978. }
  111979. /**
  111980. * Define the code related to the sub surface parameters of the pbr material.
  111981. */
  111982. export class PBRSubSurfaceConfiguration {
  111983. private _isRefractionEnabled;
  111984. /**
  111985. * Defines if the refraction is enabled in the material.
  111986. */
  111987. isRefractionEnabled: boolean;
  111988. private _isTranslucencyEnabled;
  111989. /**
  111990. * Defines if the translucency is enabled in the material.
  111991. */
  111992. isTranslucencyEnabled: boolean;
  111993. private _isScatteringEnabled;
  111994. /**
  111995. * Defines the refraction intensity of the material.
  111996. * The refraction when enabled replaces the Diffuse part of the material.
  111997. * The intensity helps transitionning between diffuse and refraction.
  111998. */
  111999. refractionIntensity: number;
  112000. /**
  112001. * Defines the translucency intensity of the material.
  112002. * When translucency has been enabled, this defines how much of the "translucency"
  112003. * is addded to the diffuse part of the material.
  112004. */
  112005. translucencyIntensity: number;
  112006. /**
  112007. * Defines the scattering intensity of the material.
  112008. * When scattering has been enabled, this defines how much of the "scattered light"
  112009. * is addded to the diffuse part of the material.
  112010. */
  112011. scatteringIntensity: number;
  112012. private _thicknessTexture;
  112013. /**
  112014. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  112015. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  112016. * 0 would mean minimumThickness
  112017. * 1 would mean maximumThickness
  112018. * The other channels might be use as a mask to vary the different effects intensity.
  112019. */
  112020. thicknessTexture: Nullable<BaseTexture>;
  112021. private _refractionTexture;
  112022. /**
  112023. * Defines the texture to use for refraction.
  112024. */
  112025. refractionTexture: Nullable<BaseTexture>;
  112026. private _indexOfRefraction;
  112027. /**
  112028. * Defines the index of refraction used in the material.
  112029. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  112030. */
  112031. indexOfRefraction: number;
  112032. private _invertRefractionY;
  112033. /**
  112034. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  112035. */
  112036. invertRefractionY: boolean;
  112037. private _linkRefractionWithTransparency;
  112038. /**
  112039. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  112040. * Materials half opaque for instance using refraction could benefit from this control.
  112041. */
  112042. linkRefractionWithTransparency: boolean;
  112043. /**
  112044. * Defines the minimum thickness stored in the thickness map.
  112045. * If no thickness map is defined, this value will be used to simulate thickness.
  112046. */
  112047. minimumThickness: number;
  112048. /**
  112049. * Defines the maximum thickness stored in the thickness map.
  112050. */
  112051. maximumThickness: number;
  112052. /**
  112053. * Defines the volume tint of the material.
  112054. * This is used for both translucency and scattering.
  112055. */
  112056. tintColor: Color3;
  112057. /**
  112058. * Defines the distance at which the tint color should be found in the media.
  112059. * This is used for refraction only.
  112060. */
  112061. tintColorAtDistance: number;
  112062. /**
  112063. * Defines how far each channel transmit through the media.
  112064. * It is defined as a color to simplify it selection.
  112065. */
  112066. diffusionDistance: Color3;
  112067. private _useMaskFromThicknessTexture;
  112068. /**
  112069. * Stores the intensity of the different subsurface effects in the thickness texture.
  112070. * * the green channel is the translucency intensity.
  112071. * * the blue channel is the scattering intensity.
  112072. * * the alpha channel is the refraction intensity.
  112073. */
  112074. useMaskFromThicknessTexture: boolean;
  112075. /** @hidden */
  112076. private _internalMarkAllSubMeshesAsTexturesDirty;
  112077. /** @hidden */
  112078. _markAllSubMeshesAsTexturesDirty(): void;
  112079. /**
  112080. * Instantiate a new istance of sub surface configuration.
  112081. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  112082. */
  112083. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  112084. /**
  112085. * Gets wehter the submesh is ready to be used or not.
  112086. * @param defines the list of "defines" to update.
  112087. * @param scene defines the scene the material belongs to.
  112088. * @returns - boolean indicating that the submesh is ready or not.
  112089. */
  112090. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  112091. /**
  112092. * Checks to see if a texture is used in the material.
  112093. * @param defines the list of "defines" to update.
  112094. * @param scene defines the scene to the material belongs to.
  112095. */
  112096. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  112097. /**
  112098. * Binds the material data.
  112099. * @param uniformBuffer defines the Uniform buffer to fill in.
  112100. * @param scene defines the scene the material belongs to.
  112101. * @param engine defines the engine the material belongs to.
  112102. * @param isFrozen defines wether the material is frozen or not.
  112103. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  112104. */
  112105. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  112106. /**
  112107. * Unbinds the material from the mesh.
  112108. * @param activeEffect defines the effect that should be unbound from.
  112109. * @returns true if unbound, otherwise false
  112110. */
  112111. unbind(activeEffect: Effect): boolean;
  112112. /**
  112113. * Returns the texture used for refraction or null if none is used.
  112114. * @param scene defines the scene the material belongs to.
  112115. * @returns - Refraction texture if present. If no refraction texture and refraction
  112116. * is linked with transparency, returns environment texture. Otherwise, returns null.
  112117. */
  112118. private _getRefractionTexture;
  112119. /**
  112120. * Returns true if alpha blending should be disabled.
  112121. */
  112122. readonly disableAlphaBlending: boolean;
  112123. /**
  112124. * Fills the list of render target textures.
  112125. * @param renderTargets the list of render targets to update
  112126. */
  112127. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  112128. /**
  112129. * Checks to see if a texture is used in the material.
  112130. * @param texture - Base texture to use.
  112131. * @returns - Boolean specifying if a texture is used in the material.
  112132. */
  112133. hasTexture(texture: BaseTexture): boolean;
  112134. /**
  112135. * Gets a boolean indicating that current material needs to register RTT
  112136. * @returns true if this uses a render target otherwise false.
  112137. */
  112138. hasRenderTargetTextures(): boolean;
  112139. /**
  112140. * Returns an array of the actively used textures.
  112141. * @param activeTextures Array of BaseTextures
  112142. */
  112143. getActiveTextures(activeTextures: BaseTexture[]): void;
  112144. /**
  112145. * Returns the animatable textures.
  112146. * @param animatables Array of animatable textures.
  112147. */
  112148. getAnimatables(animatables: IAnimatable[]): void;
  112149. /**
  112150. * Disposes the resources of the material.
  112151. * @param forceDisposeTextures - Forces the disposal of all textures.
  112152. */
  112153. dispose(forceDisposeTextures?: boolean): void;
  112154. /**
  112155. * Get the current class name of the texture useful for serialization or dynamic coding.
  112156. * @returns "PBRSubSurfaceConfiguration"
  112157. */
  112158. getClassName(): string;
  112159. /**
  112160. * Add fallbacks to the effect fallbacks list.
  112161. * @param defines defines the Base texture to use.
  112162. * @param fallbacks defines the current fallback list.
  112163. * @param currentRank defines the current fallback rank.
  112164. * @returns the new fallback rank.
  112165. */
  112166. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  112167. /**
  112168. * Add the required uniforms to the current list.
  112169. * @param uniforms defines the current uniform list.
  112170. */
  112171. static AddUniforms(uniforms: string[]): void;
  112172. /**
  112173. * Add the required samplers to the current list.
  112174. * @param samplers defines the current sampler list.
  112175. */
  112176. static AddSamplers(samplers: string[]): void;
  112177. /**
  112178. * Add the required uniforms to the current buffer.
  112179. * @param uniformBuffer defines the current uniform buffer.
  112180. */
  112181. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  112182. /**
  112183. * Makes a duplicate of the current configuration into another one.
  112184. * @param configuration define the config where to copy the info
  112185. */
  112186. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  112187. /**
  112188. * Serializes this Sub Surface configuration.
  112189. * @returns - An object with the serialized config.
  112190. */
  112191. serialize(): any;
  112192. /**
  112193. * Parses a anisotropy Configuration from a serialized object.
  112194. * @param source - Serialized object.
  112195. * @param scene Defines the scene we are parsing for
  112196. * @param rootUrl Defines the rootUrl to load from
  112197. */
  112198. parse(source: any, scene: Scene, rootUrl: string): void;
  112199. }
  112200. }
  112201. declare module BABYLON {
  112202. /** @hidden */
  112203. export var pbrFragmentDeclaration: {
  112204. name: string;
  112205. shader: string;
  112206. };
  112207. }
  112208. declare module BABYLON {
  112209. /** @hidden */
  112210. export var pbrUboDeclaration: {
  112211. name: string;
  112212. shader: string;
  112213. };
  112214. }
  112215. declare module BABYLON {
  112216. /** @hidden */
  112217. export var pbrFragmentExtraDeclaration: {
  112218. name: string;
  112219. shader: string;
  112220. };
  112221. }
  112222. declare module BABYLON {
  112223. /** @hidden */
  112224. export var pbrFragmentSamplersDeclaration: {
  112225. name: string;
  112226. shader: string;
  112227. };
  112228. }
  112229. declare module BABYLON {
  112230. /** @hidden */
  112231. export var pbrHelperFunctions: {
  112232. name: string;
  112233. shader: string;
  112234. };
  112235. }
  112236. declare module BABYLON {
  112237. /** @hidden */
  112238. export var harmonicsFunctions: {
  112239. name: string;
  112240. shader: string;
  112241. };
  112242. }
  112243. declare module BABYLON {
  112244. /** @hidden */
  112245. export var pbrDirectLightingSetupFunctions: {
  112246. name: string;
  112247. shader: string;
  112248. };
  112249. }
  112250. declare module BABYLON {
  112251. /** @hidden */
  112252. export var pbrDirectLightingFalloffFunctions: {
  112253. name: string;
  112254. shader: string;
  112255. };
  112256. }
  112257. declare module BABYLON {
  112258. /** @hidden */
  112259. export var pbrBRDFFunctions: {
  112260. name: string;
  112261. shader: string;
  112262. };
  112263. }
  112264. declare module BABYLON {
  112265. /** @hidden */
  112266. export var pbrDirectLightingFunctions: {
  112267. name: string;
  112268. shader: string;
  112269. };
  112270. }
  112271. declare module BABYLON {
  112272. /** @hidden */
  112273. export var pbrIBLFunctions: {
  112274. name: string;
  112275. shader: string;
  112276. };
  112277. }
  112278. declare module BABYLON {
  112279. /** @hidden */
  112280. export var pbrDebug: {
  112281. name: string;
  112282. shader: string;
  112283. };
  112284. }
  112285. declare module BABYLON {
  112286. /** @hidden */
  112287. export var pbrPixelShader: {
  112288. name: string;
  112289. shader: string;
  112290. };
  112291. }
  112292. declare module BABYLON {
  112293. /** @hidden */
  112294. export var pbrVertexDeclaration: {
  112295. name: string;
  112296. shader: string;
  112297. };
  112298. }
  112299. declare module BABYLON {
  112300. /** @hidden */
  112301. export var pbrVertexShader: {
  112302. name: string;
  112303. shader: string;
  112304. };
  112305. }
  112306. declare module BABYLON {
  112307. /**
  112308. * Manages the defines for the PBR Material.
  112309. * @hidden
  112310. */
  112311. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  112312. PBR: boolean;
  112313. MAINUV1: boolean;
  112314. MAINUV2: boolean;
  112315. UV1: boolean;
  112316. UV2: boolean;
  112317. ALBEDO: boolean;
  112318. ALBEDODIRECTUV: number;
  112319. VERTEXCOLOR: boolean;
  112320. AMBIENT: boolean;
  112321. AMBIENTDIRECTUV: number;
  112322. AMBIENTINGRAYSCALE: boolean;
  112323. OPACITY: boolean;
  112324. VERTEXALPHA: boolean;
  112325. OPACITYDIRECTUV: number;
  112326. OPACITYRGB: boolean;
  112327. ALPHATEST: boolean;
  112328. DEPTHPREPASS: boolean;
  112329. ALPHABLEND: boolean;
  112330. ALPHAFROMALBEDO: boolean;
  112331. ALPHATESTVALUE: string;
  112332. SPECULAROVERALPHA: boolean;
  112333. RADIANCEOVERALPHA: boolean;
  112334. ALPHAFRESNEL: boolean;
  112335. LINEARALPHAFRESNEL: boolean;
  112336. PREMULTIPLYALPHA: boolean;
  112337. EMISSIVE: boolean;
  112338. EMISSIVEDIRECTUV: number;
  112339. REFLECTIVITY: boolean;
  112340. REFLECTIVITYDIRECTUV: number;
  112341. SPECULARTERM: boolean;
  112342. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  112343. MICROSURFACEAUTOMATIC: boolean;
  112344. LODBASEDMICROSFURACE: boolean;
  112345. MICROSURFACEMAP: boolean;
  112346. MICROSURFACEMAPDIRECTUV: number;
  112347. METALLICWORKFLOW: boolean;
  112348. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  112349. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  112350. METALLNESSSTOREINMETALMAPBLUE: boolean;
  112351. AOSTOREINMETALMAPRED: boolean;
  112352. ENVIRONMENTBRDF: boolean;
  112353. ENVIRONMENTBRDF_RGBD: boolean;
  112354. NORMAL: boolean;
  112355. TANGENT: boolean;
  112356. BUMP: boolean;
  112357. BUMPDIRECTUV: number;
  112358. OBJECTSPACE_NORMALMAP: boolean;
  112359. PARALLAX: boolean;
  112360. PARALLAXOCCLUSION: boolean;
  112361. NORMALXYSCALE: boolean;
  112362. LIGHTMAP: boolean;
  112363. LIGHTMAPDIRECTUV: number;
  112364. USELIGHTMAPASSHADOWMAP: boolean;
  112365. GAMMALIGHTMAP: boolean;
  112366. RGBDLIGHTMAP: boolean;
  112367. REFLECTION: boolean;
  112368. REFLECTIONMAP_3D: boolean;
  112369. REFLECTIONMAP_SPHERICAL: boolean;
  112370. REFLECTIONMAP_PLANAR: boolean;
  112371. REFLECTIONMAP_CUBIC: boolean;
  112372. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  112373. REFLECTIONMAP_PROJECTION: boolean;
  112374. REFLECTIONMAP_SKYBOX: boolean;
  112375. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  112376. REFLECTIONMAP_EXPLICIT: boolean;
  112377. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  112378. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  112379. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  112380. INVERTCUBICMAP: boolean;
  112381. USESPHERICALFROMREFLECTIONMAP: boolean;
  112382. USEIRRADIANCEMAP: boolean;
  112383. SPHERICAL_HARMONICS: boolean;
  112384. USESPHERICALINVERTEX: boolean;
  112385. REFLECTIONMAP_OPPOSITEZ: boolean;
  112386. LODINREFLECTIONALPHA: boolean;
  112387. GAMMAREFLECTION: boolean;
  112388. RGBDREFLECTION: boolean;
  112389. LINEARSPECULARREFLECTION: boolean;
  112390. RADIANCEOCCLUSION: boolean;
  112391. HORIZONOCCLUSION: boolean;
  112392. INSTANCES: boolean;
  112393. NUM_BONE_INFLUENCERS: number;
  112394. BonesPerMesh: number;
  112395. BONETEXTURE: boolean;
  112396. NONUNIFORMSCALING: boolean;
  112397. MORPHTARGETS: boolean;
  112398. MORPHTARGETS_NORMAL: boolean;
  112399. MORPHTARGETS_TANGENT: boolean;
  112400. MORPHTARGETS_UV: boolean;
  112401. NUM_MORPH_INFLUENCERS: number;
  112402. IMAGEPROCESSING: boolean;
  112403. VIGNETTE: boolean;
  112404. VIGNETTEBLENDMODEMULTIPLY: boolean;
  112405. VIGNETTEBLENDMODEOPAQUE: boolean;
  112406. TONEMAPPING: boolean;
  112407. TONEMAPPING_ACES: boolean;
  112408. CONTRAST: boolean;
  112409. COLORCURVES: boolean;
  112410. COLORGRADING: boolean;
  112411. COLORGRADING3D: boolean;
  112412. SAMPLER3DGREENDEPTH: boolean;
  112413. SAMPLER3DBGRMAP: boolean;
  112414. IMAGEPROCESSINGPOSTPROCESS: boolean;
  112415. EXPOSURE: boolean;
  112416. MULTIVIEW: boolean;
  112417. USEPHYSICALLIGHTFALLOFF: boolean;
  112418. USEGLTFLIGHTFALLOFF: boolean;
  112419. TWOSIDEDLIGHTING: boolean;
  112420. SHADOWFLOAT: boolean;
  112421. CLIPPLANE: boolean;
  112422. CLIPPLANE2: boolean;
  112423. CLIPPLANE3: boolean;
  112424. CLIPPLANE4: boolean;
  112425. POINTSIZE: boolean;
  112426. FOG: boolean;
  112427. LOGARITHMICDEPTH: boolean;
  112428. FORCENORMALFORWARD: boolean;
  112429. SPECULARAA: boolean;
  112430. CLEARCOAT: boolean;
  112431. CLEARCOAT_DEFAULTIOR: boolean;
  112432. CLEARCOAT_TEXTURE: boolean;
  112433. CLEARCOAT_TEXTUREDIRECTUV: number;
  112434. CLEARCOAT_BUMP: boolean;
  112435. CLEARCOAT_BUMPDIRECTUV: number;
  112436. CLEARCOAT_TINT: boolean;
  112437. CLEARCOAT_TINT_TEXTURE: boolean;
  112438. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  112439. ANISOTROPIC: boolean;
  112440. ANISOTROPIC_TEXTURE: boolean;
  112441. ANISOTROPIC_TEXTUREDIRECTUV: number;
  112442. BRDF_V_HEIGHT_CORRELATED: boolean;
  112443. MS_BRDF_ENERGY_CONSERVATION: boolean;
  112444. SHEEN: boolean;
  112445. SHEEN_TEXTURE: boolean;
  112446. SHEEN_TEXTUREDIRECTUV: number;
  112447. SHEEN_LINKWITHALBEDO: boolean;
  112448. SUBSURFACE: boolean;
  112449. SS_REFRACTION: boolean;
  112450. SS_TRANSLUCENCY: boolean;
  112451. SS_SCATERRING: boolean;
  112452. SS_THICKNESSANDMASK_TEXTURE: boolean;
  112453. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  112454. SS_REFRACTIONMAP_3D: boolean;
  112455. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  112456. SS_LODINREFRACTIONALPHA: boolean;
  112457. SS_GAMMAREFRACTION: boolean;
  112458. SS_RGBDREFRACTION: boolean;
  112459. SS_LINEARSPECULARREFRACTION: boolean;
  112460. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  112461. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  112462. UNLIT: boolean;
  112463. DEBUGMODE: number;
  112464. /**
  112465. * Initializes the PBR Material defines.
  112466. */
  112467. constructor();
  112468. /**
  112469. * Resets the PBR Material defines.
  112470. */
  112471. reset(): void;
  112472. }
  112473. /**
  112474. * The Physically based material base class of BJS.
  112475. *
  112476. * This offers the main features of a standard PBR material.
  112477. * For more information, please refer to the documentation :
  112478. * https://doc.babylonjs.com/how_to/physically_based_rendering
  112479. */
  112480. export abstract class PBRBaseMaterial extends PushMaterial {
  112481. /**
  112482. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  112483. */
  112484. static readonly PBRMATERIAL_OPAQUE: number;
  112485. /**
  112486. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  112487. */
  112488. static readonly PBRMATERIAL_ALPHATEST: number;
  112489. /**
  112490. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  112491. */
  112492. static readonly PBRMATERIAL_ALPHABLEND: number;
  112493. /**
  112494. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  112495. * They are also discarded below the alpha cutoff threshold to improve performances.
  112496. */
  112497. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  112498. /**
  112499. * Defines the default value of how much AO map is occluding the analytical lights
  112500. * (point spot...).
  112501. */
  112502. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  112503. /**
  112504. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  112505. */
  112506. static readonly LIGHTFALLOFF_PHYSICAL: number;
  112507. /**
  112508. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  112509. * to enhance interoperability with other engines.
  112510. */
  112511. static readonly LIGHTFALLOFF_GLTF: number;
  112512. /**
  112513. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  112514. * to enhance interoperability with other materials.
  112515. */
  112516. static readonly LIGHTFALLOFF_STANDARD: number;
  112517. /**
  112518. * Intensity of the direct lights e.g. the four lights available in your scene.
  112519. * This impacts both the direct diffuse and specular highlights.
  112520. */
  112521. protected _directIntensity: number;
  112522. /**
  112523. * Intensity of the emissive part of the material.
  112524. * This helps controlling the emissive effect without modifying the emissive color.
  112525. */
  112526. protected _emissiveIntensity: number;
  112527. /**
  112528. * Intensity of the environment e.g. how much the environment will light the object
  112529. * either through harmonics for rough material or through the refelction for shiny ones.
  112530. */
  112531. protected _environmentIntensity: number;
  112532. /**
  112533. * This is a special control allowing the reduction of the specular highlights coming from the
  112534. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  112535. */
  112536. protected _specularIntensity: number;
  112537. /**
  112538. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  112539. */
  112540. private _lightingInfos;
  112541. /**
  112542. * Debug Control allowing disabling the bump map on this material.
  112543. */
  112544. protected _disableBumpMap: boolean;
  112545. /**
  112546. * AKA Diffuse Texture in standard nomenclature.
  112547. */
  112548. protected _albedoTexture: Nullable<BaseTexture>;
  112549. /**
  112550. * AKA Occlusion Texture in other nomenclature.
  112551. */
  112552. protected _ambientTexture: Nullable<BaseTexture>;
  112553. /**
  112554. * AKA Occlusion Texture Intensity in other nomenclature.
  112555. */
  112556. protected _ambientTextureStrength: number;
  112557. /**
  112558. * Defines how much the AO map is occluding the analytical lights (point spot...).
  112559. * 1 means it completely occludes it
  112560. * 0 mean it has no impact
  112561. */
  112562. protected _ambientTextureImpactOnAnalyticalLights: number;
  112563. /**
  112564. * Stores the alpha values in a texture.
  112565. */
  112566. protected _opacityTexture: Nullable<BaseTexture>;
  112567. /**
  112568. * Stores the reflection values in a texture.
  112569. */
  112570. protected _reflectionTexture: Nullable<BaseTexture>;
  112571. /**
  112572. * Stores the emissive values in a texture.
  112573. */
  112574. protected _emissiveTexture: Nullable<BaseTexture>;
  112575. /**
  112576. * AKA Specular texture in other nomenclature.
  112577. */
  112578. protected _reflectivityTexture: Nullable<BaseTexture>;
  112579. /**
  112580. * Used to switch from specular/glossiness to metallic/roughness workflow.
  112581. */
  112582. protected _metallicTexture: Nullable<BaseTexture>;
  112583. /**
  112584. * Specifies the metallic scalar of the metallic/roughness workflow.
  112585. * Can also be used to scale the metalness values of the metallic texture.
  112586. */
  112587. protected _metallic: Nullable<number>;
  112588. /**
  112589. * Specifies the roughness scalar of the metallic/roughness workflow.
  112590. * Can also be used to scale the roughness values of the metallic texture.
  112591. */
  112592. protected _roughness: Nullable<number>;
  112593. /**
  112594. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  112595. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  112596. */
  112597. protected _microSurfaceTexture: Nullable<BaseTexture>;
  112598. /**
  112599. * Stores surface normal data used to displace a mesh in a texture.
  112600. */
  112601. protected _bumpTexture: Nullable<BaseTexture>;
  112602. /**
  112603. * Stores the pre-calculated light information of a mesh in a texture.
  112604. */
  112605. protected _lightmapTexture: Nullable<BaseTexture>;
  112606. /**
  112607. * The color of a material in ambient lighting.
  112608. */
  112609. protected _ambientColor: Color3;
  112610. /**
  112611. * AKA Diffuse Color in other nomenclature.
  112612. */
  112613. protected _albedoColor: Color3;
  112614. /**
  112615. * AKA Specular Color in other nomenclature.
  112616. */
  112617. protected _reflectivityColor: Color3;
  112618. /**
  112619. * The color applied when light is reflected from a material.
  112620. */
  112621. protected _reflectionColor: Color3;
  112622. /**
  112623. * The color applied when light is emitted from a material.
  112624. */
  112625. protected _emissiveColor: Color3;
  112626. /**
  112627. * AKA Glossiness in other nomenclature.
  112628. */
  112629. protected _microSurface: number;
  112630. /**
  112631. * Specifies that the material will use the light map as a show map.
  112632. */
  112633. protected _useLightmapAsShadowmap: boolean;
  112634. /**
  112635. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  112636. * makes the reflect vector face the model (under horizon).
  112637. */
  112638. protected _useHorizonOcclusion: boolean;
  112639. /**
  112640. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  112641. * too much the area relying on ambient texture to define their ambient occlusion.
  112642. */
  112643. protected _useRadianceOcclusion: boolean;
  112644. /**
  112645. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  112646. */
  112647. protected _useAlphaFromAlbedoTexture: boolean;
  112648. /**
  112649. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  112650. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  112651. */
  112652. protected _useSpecularOverAlpha: boolean;
  112653. /**
  112654. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  112655. */
  112656. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  112657. /**
  112658. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  112659. */
  112660. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  112661. /**
  112662. * Specifies if the metallic texture contains the roughness information in its green channel.
  112663. */
  112664. protected _useRoughnessFromMetallicTextureGreen: boolean;
  112665. /**
  112666. * Specifies if the metallic texture contains the metallness information in its blue channel.
  112667. */
  112668. protected _useMetallnessFromMetallicTextureBlue: boolean;
  112669. /**
  112670. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  112671. */
  112672. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  112673. /**
  112674. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  112675. */
  112676. protected _useAmbientInGrayScale: boolean;
  112677. /**
  112678. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  112679. * The material will try to infer what glossiness each pixel should be.
  112680. */
  112681. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  112682. /**
  112683. * Defines the falloff type used in this material.
  112684. * It by default is Physical.
  112685. */
  112686. protected _lightFalloff: number;
  112687. /**
  112688. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  112689. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  112690. */
  112691. protected _useRadianceOverAlpha: boolean;
  112692. /**
  112693. * Allows using an object space normal map (instead of tangent space).
  112694. */
  112695. protected _useObjectSpaceNormalMap: boolean;
  112696. /**
  112697. * Allows using the bump map in parallax mode.
  112698. */
  112699. protected _useParallax: boolean;
  112700. /**
  112701. * Allows using the bump map in parallax occlusion mode.
  112702. */
  112703. protected _useParallaxOcclusion: boolean;
  112704. /**
  112705. * Controls the scale bias of the parallax mode.
  112706. */
  112707. protected _parallaxScaleBias: number;
  112708. /**
  112709. * If sets to true, disables all the lights affecting the material.
  112710. */
  112711. protected _disableLighting: boolean;
  112712. /**
  112713. * Number of Simultaneous lights allowed on the material.
  112714. */
  112715. protected _maxSimultaneousLights: number;
  112716. /**
  112717. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  112718. */
  112719. protected _invertNormalMapX: boolean;
  112720. /**
  112721. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  112722. */
  112723. protected _invertNormalMapY: boolean;
  112724. /**
  112725. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  112726. */
  112727. protected _twoSidedLighting: boolean;
  112728. /**
  112729. * Defines the alpha limits in alpha test mode.
  112730. */
  112731. protected _alphaCutOff: number;
  112732. /**
  112733. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  112734. */
  112735. protected _forceAlphaTest: boolean;
  112736. /**
  112737. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  112738. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  112739. */
  112740. protected _useAlphaFresnel: boolean;
  112741. /**
  112742. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  112743. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  112744. */
  112745. protected _useLinearAlphaFresnel: boolean;
  112746. /**
  112747. * The transparency mode of the material.
  112748. */
  112749. protected _transparencyMode: Nullable<number>;
  112750. /**
  112751. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  112752. * from cos thetav and roughness:
  112753. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  112754. */
  112755. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  112756. /**
  112757. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  112758. */
  112759. protected _forceIrradianceInFragment: boolean;
  112760. /**
  112761. * Force normal to face away from face.
  112762. */
  112763. protected _forceNormalForward: boolean;
  112764. /**
  112765. * Enables specular anti aliasing in the PBR shader.
  112766. * It will both interacts on the Geometry for analytical and IBL lighting.
  112767. * It also prefilter the roughness map based on the bump values.
  112768. */
  112769. protected _enableSpecularAntiAliasing: boolean;
  112770. /**
  112771. * Default configuration related to image processing available in the PBR Material.
  112772. */
  112773. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  112774. /**
  112775. * Keep track of the image processing observer to allow dispose and replace.
  112776. */
  112777. private _imageProcessingObserver;
  112778. /**
  112779. * Attaches a new image processing configuration to the PBR Material.
  112780. * @param configuration
  112781. */
  112782. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  112783. /**
  112784. * Stores the available render targets.
  112785. */
  112786. private _renderTargets;
  112787. /**
  112788. * Sets the global ambient color for the material used in lighting calculations.
  112789. */
  112790. private _globalAmbientColor;
  112791. /**
  112792. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  112793. */
  112794. private _useLogarithmicDepth;
  112795. /**
  112796. * If set to true, no lighting calculations will be applied.
  112797. */
  112798. private _unlit;
  112799. private _debugMode;
  112800. /**
  112801. * @hidden
  112802. * This is reserved for the inspector.
  112803. * Defines the material debug mode.
  112804. * It helps seeing only some components of the material while troubleshooting.
  112805. */
  112806. debugMode: number;
  112807. /**
  112808. * @hidden
  112809. * This is reserved for the inspector.
  112810. * Specify from where on screen the debug mode should start.
  112811. * The value goes from -1 (full screen) to 1 (not visible)
  112812. * It helps with side by side comparison against the final render
  112813. * This defaults to -1
  112814. */
  112815. private debugLimit;
  112816. /**
  112817. * @hidden
  112818. * This is reserved for the inspector.
  112819. * As the default viewing range might not be enough (if the ambient is really small for instance)
  112820. * You can use the factor to better multiply the final value.
  112821. */
  112822. private debugFactor;
  112823. /**
  112824. * Defines the clear coat layer parameters for the material.
  112825. */
  112826. readonly clearCoat: PBRClearCoatConfiguration;
  112827. /**
  112828. * Defines the anisotropic parameters for the material.
  112829. */
  112830. readonly anisotropy: PBRAnisotropicConfiguration;
  112831. /**
  112832. * Defines the BRDF parameters for the material.
  112833. */
  112834. readonly brdf: PBRBRDFConfiguration;
  112835. /**
  112836. * Defines the Sheen parameters for the material.
  112837. */
  112838. readonly sheen: PBRSheenConfiguration;
  112839. /**
  112840. * Defines the SubSurface parameters for the material.
  112841. */
  112842. readonly subSurface: PBRSubSurfaceConfiguration;
  112843. /**
  112844. * Custom callback helping to override the default shader used in the material.
  112845. */
  112846. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  112847. protected _rebuildInParallel: boolean;
  112848. /**
  112849. * Instantiates a new PBRMaterial instance.
  112850. *
  112851. * @param name The material name
  112852. * @param scene The scene the material will be use in.
  112853. */
  112854. constructor(name: string, scene: Scene);
  112855. /**
  112856. * Gets a boolean indicating that current material needs to register RTT
  112857. */
  112858. readonly hasRenderTargetTextures: boolean;
  112859. /**
  112860. * Gets the name of the material class.
  112861. */
  112862. getClassName(): string;
  112863. /**
  112864. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  112865. */
  112866. /**
  112867. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  112868. */
  112869. useLogarithmicDepth: boolean;
  112870. /**
  112871. * Gets the current transparency mode.
  112872. */
  112873. /**
  112874. * Sets the transparency mode of the material.
  112875. *
  112876. * | Value | Type | Description |
  112877. * | ----- | ----------------------------------- | ----------- |
  112878. * | 0 | OPAQUE | |
  112879. * | 1 | ALPHATEST | |
  112880. * | 2 | ALPHABLEND | |
  112881. * | 3 | ALPHATESTANDBLEND | |
  112882. *
  112883. */
  112884. transparencyMode: Nullable<number>;
  112885. /**
  112886. * Returns true if alpha blending should be disabled.
  112887. */
  112888. private readonly _disableAlphaBlending;
  112889. /**
  112890. * Specifies whether or not this material should be rendered in alpha blend mode.
  112891. */
  112892. needAlphaBlending(): boolean;
  112893. /**
  112894. * Specifies if the mesh will require alpha blending.
  112895. * @param mesh - BJS mesh.
  112896. */
  112897. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  112898. /**
  112899. * Specifies whether or not this material should be rendered in alpha test mode.
  112900. */
  112901. needAlphaTesting(): boolean;
  112902. /**
  112903. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  112904. */
  112905. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  112906. /**
  112907. * Gets the texture used for the alpha test.
  112908. */
  112909. getAlphaTestTexture(): Nullable<BaseTexture>;
  112910. /**
  112911. * Specifies that the submesh is ready to be used.
  112912. * @param mesh - BJS mesh.
  112913. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  112914. * @param useInstances - Specifies that instances should be used.
  112915. * @returns - boolean indicating that the submesh is ready or not.
  112916. */
  112917. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  112918. /**
  112919. * Specifies if the material uses metallic roughness workflow.
  112920. * @returns boolean specifiying if the material uses metallic roughness workflow.
  112921. */
  112922. isMetallicWorkflow(): boolean;
  112923. private _prepareEffect;
  112924. private _prepareDefines;
  112925. /**
  112926. * Force shader compilation
  112927. */
  112928. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  112929. clipPlane: boolean;
  112930. }>): void;
  112931. /**
  112932. * Initializes the uniform buffer layout for the shader.
  112933. */
  112934. buildUniformLayout(): void;
  112935. /**
  112936. * Unbinds the material from the mesh
  112937. */
  112938. unbind(): void;
  112939. /**
  112940. * Binds the submesh data.
  112941. * @param world - The world matrix.
  112942. * @param mesh - The BJS mesh.
  112943. * @param subMesh - A submesh of the BJS mesh.
  112944. */
  112945. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  112946. /**
  112947. * Returns the animatable textures.
  112948. * @returns - Array of animatable textures.
  112949. */
  112950. getAnimatables(): IAnimatable[];
  112951. /**
  112952. * Returns the texture used for reflections.
  112953. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  112954. */
  112955. private _getReflectionTexture;
  112956. /**
  112957. * Returns an array of the actively used textures.
  112958. * @returns - Array of BaseTextures
  112959. */
  112960. getActiveTextures(): BaseTexture[];
  112961. /**
  112962. * Checks to see if a texture is used in the material.
  112963. * @param texture - Base texture to use.
  112964. * @returns - Boolean specifying if a texture is used in the material.
  112965. */
  112966. hasTexture(texture: BaseTexture): boolean;
  112967. /**
  112968. * Disposes the resources of the material.
  112969. * @param forceDisposeEffect - Forces the disposal of effects.
  112970. * @param forceDisposeTextures - Forces the disposal of all textures.
  112971. */
  112972. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  112973. }
  112974. }
  112975. declare module BABYLON {
  112976. /**
  112977. * The Physically based material of BJS.
  112978. *
  112979. * This offers the main features of a standard PBR material.
  112980. * For more information, please refer to the documentation :
  112981. * https://doc.babylonjs.com/how_to/physically_based_rendering
  112982. */
  112983. export class PBRMaterial extends PBRBaseMaterial {
  112984. /**
  112985. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  112986. */
  112987. static readonly PBRMATERIAL_OPAQUE: number;
  112988. /**
  112989. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  112990. */
  112991. static readonly PBRMATERIAL_ALPHATEST: number;
  112992. /**
  112993. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  112994. */
  112995. static readonly PBRMATERIAL_ALPHABLEND: number;
  112996. /**
  112997. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  112998. * They are also discarded below the alpha cutoff threshold to improve performances.
  112999. */
  113000. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  113001. /**
  113002. * Defines the default value of how much AO map is occluding the analytical lights
  113003. * (point spot...).
  113004. */
  113005. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  113006. /**
  113007. * Intensity of the direct lights e.g. the four lights available in your scene.
  113008. * This impacts both the direct diffuse and specular highlights.
  113009. */
  113010. directIntensity: number;
  113011. /**
  113012. * Intensity of the emissive part of the material.
  113013. * This helps controlling the emissive effect without modifying the emissive color.
  113014. */
  113015. emissiveIntensity: number;
  113016. /**
  113017. * Intensity of the environment e.g. how much the environment will light the object
  113018. * either through harmonics for rough material or through the refelction for shiny ones.
  113019. */
  113020. environmentIntensity: number;
  113021. /**
  113022. * This is a special control allowing the reduction of the specular highlights coming from the
  113023. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  113024. */
  113025. specularIntensity: number;
  113026. /**
  113027. * Debug Control allowing disabling the bump map on this material.
  113028. */
  113029. disableBumpMap: boolean;
  113030. /**
  113031. * AKA Diffuse Texture in standard nomenclature.
  113032. */
  113033. albedoTexture: BaseTexture;
  113034. /**
  113035. * AKA Occlusion Texture in other nomenclature.
  113036. */
  113037. ambientTexture: BaseTexture;
  113038. /**
  113039. * AKA Occlusion Texture Intensity in other nomenclature.
  113040. */
  113041. ambientTextureStrength: number;
  113042. /**
  113043. * Defines how much the AO map is occluding the analytical lights (point spot...).
  113044. * 1 means it completely occludes it
  113045. * 0 mean it has no impact
  113046. */
  113047. ambientTextureImpactOnAnalyticalLights: number;
  113048. /**
  113049. * Stores the alpha values in a texture.
  113050. */
  113051. opacityTexture: BaseTexture;
  113052. /**
  113053. * Stores the reflection values in a texture.
  113054. */
  113055. reflectionTexture: Nullable<BaseTexture>;
  113056. /**
  113057. * Stores the emissive values in a texture.
  113058. */
  113059. emissiveTexture: BaseTexture;
  113060. /**
  113061. * AKA Specular texture in other nomenclature.
  113062. */
  113063. reflectivityTexture: BaseTexture;
  113064. /**
  113065. * Used to switch from specular/glossiness to metallic/roughness workflow.
  113066. */
  113067. metallicTexture: BaseTexture;
  113068. /**
  113069. * Specifies the metallic scalar of the metallic/roughness workflow.
  113070. * Can also be used to scale the metalness values of the metallic texture.
  113071. */
  113072. metallic: Nullable<number>;
  113073. /**
  113074. * Specifies the roughness scalar of the metallic/roughness workflow.
  113075. * Can also be used to scale the roughness values of the metallic texture.
  113076. */
  113077. roughness: Nullable<number>;
  113078. /**
  113079. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  113080. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  113081. */
  113082. microSurfaceTexture: BaseTexture;
  113083. /**
  113084. * Stores surface normal data used to displace a mesh in a texture.
  113085. */
  113086. bumpTexture: BaseTexture;
  113087. /**
  113088. * Stores the pre-calculated light information of a mesh in a texture.
  113089. */
  113090. lightmapTexture: BaseTexture;
  113091. /**
  113092. * Stores the refracted light information in a texture.
  113093. */
  113094. refractionTexture: Nullable<BaseTexture>;
  113095. /**
  113096. * The color of a material in ambient lighting.
  113097. */
  113098. ambientColor: Color3;
  113099. /**
  113100. * AKA Diffuse Color in other nomenclature.
  113101. */
  113102. albedoColor: Color3;
  113103. /**
  113104. * AKA Specular Color in other nomenclature.
  113105. */
  113106. reflectivityColor: Color3;
  113107. /**
  113108. * The color reflected from the material.
  113109. */
  113110. reflectionColor: Color3;
  113111. /**
  113112. * The color emitted from the material.
  113113. */
  113114. emissiveColor: Color3;
  113115. /**
  113116. * AKA Glossiness in other nomenclature.
  113117. */
  113118. microSurface: number;
  113119. /**
  113120. * source material index of refraction (IOR)' / 'destination material IOR.
  113121. */
  113122. indexOfRefraction: number;
  113123. /**
  113124. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  113125. */
  113126. invertRefractionY: boolean;
  113127. /**
  113128. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  113129. * Materials half opaque for instance using refraction could benefit from this control.
  113130. */
  113131. linkRefractionWithTransparency: boolean;
  113132. /**
  113133. * If true, the light map contains occlusion information instead of lighting info.
  113134. */
  113135. useLightmapAsShadowmap: boolean;
  113136. /**
  113137. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  113138. */
  113139. useAlphaFromAlbedoTexture: boolean;
  113140. /**
  113141. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  113142. */
  113143. forceAlphaTest: boolean;
  113144. /**
  113145. * Defines the alpha limits in alpha test mode.
  113146. */
  113147. alphaCutOff: number;
  113148. /**
  113149. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  113150. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  113151. */
  113152. useSpecularOverAlpha: boolean;
  113153. /**
  113154. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  113155. */
  113156. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  113157. /**
  113158. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  113159. */
  113160. useRoughnessFromMetallicTextureAlpha: boolean;
  113161. /**
  113162. * Specifies if the metallic texture contains the roughness information in its green channel.
  113163. */
  113164. useRoughnessFromMetallicTextureGreen: boolean;
  113165. /**
  113166. * Specifies if the metallic texture contains the metallness information in its blue channel.
  113167. */
  113168. useMetallnessFromMetallicTextureBlue: boolean;
  113169. /**
  113170. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  113171. */
  113172. useAmbientOcclusionFromMetallicTextureRed: boolean;
  113173. /**
  113174. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  113175. */
  113176. useAmbientInGrayScale: boolean;
  113177. /**
  113178. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  113179. * The material will try to infer what glossiness each pixel should be.
  113180. */
  113181. useAutoMicroSurfaceFromReflectivityMap: boolean;
  113182. /**
  113183. * BJS is using an harcoded light falloff based on a manually sets up range.
  113184. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  113185. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  113186. */
  113187. /**
  113188. * BJS is using an harcoded light falloff based on a manually sets up range.
  113189. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  113190. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  113191. */
  113192. usePhysicalLightFalloff: boolean;
  113193. /**
  113194. * In order to support the falloff compatibility with gltf, a special mode has been added
  113195. * to reproduce the gltf light falloff.
  113196. */
  113197. /**
  113198. * In order to support the falloff compatibility with gltf, a special mode has been added
  113199. * to reproduce the gltf light falloff.
  113200. */
  113201. useGLTFLightFalloff: boolean;
  113202. /**
  113203. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  113204. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  113205. */
  113206. useRadianceOverAlpha: boolean;
  113207. /**
  113208. * Allows using an object space normal map (instead of tangent space).
  113209. */
  113210. useObjectSpaceNormalMap: boolean;
  113211. /**
  113212. * Allows using the bump map in parallax mode.
  113213. */
  113214. useParallax: boolean;
  113215. /**
  113216. * Allows using the bump map in parallax occlusion mode.
  113217. */
  113218. useParallaxOcclusion: boolean;
  113219. /**
  113220. * Controls the scale bias of the parallax mode.
  113221. */
  113222. parallaxScaleBias: number;
  113223. /**
  113224. * If sets to true, disables all the lights affecting the material.
  113225. */
  113226. disableLighting: boolean;
  113227. /**
  113228. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  113229. */
  113230. forceIrradianceInFragment: boolean;
  113231. /**
  113232. * Number of Simultaneous lights allowed on the material.
  113233. */
  113234. maxSimultaneousLights: number;
  113235. /**
  113236. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  113237. */
  113238. invertNormalMapX: boolean;
  113239. /**
  113240. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  113241. */
  113242. invertNormalMapY: boolean;
  113243. /**
  113244. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  113245. */
  113246. twoSidedLighting: boolean;
  113247. /**
  113248. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  113249. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  113250. */
  113251. useAlphaFresnel: boolean;
  113252. /**
  113253. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  113254. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  113255. */
  113256. useLinearAlphaFresnel: boolean;
  113257. /**
  113258. * Let user defines the brdf lookup texture used for IBL.
  113259. * A default 8bit version is embedded but you could point at :
  113260. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  113261. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  113262. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  113263. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  113264. */
  113265. environmentBRDFTexture: Nullable<BaseTexture>;
  113266. /**
  113267. * Force normal to face away from face.
  113268. */
  113269. forceNormalForward: boolean;
  113270. /**
  113271. * Enables specular anti aliasing in the PBR shader.
  113272. * It will both interacts on the Geometry for analytical and IBL lighting.
  113273. * It also prefilter the roughness map based on the bump values.
  113274. */
  113275. enableSpecularAntiAliasing: boolean;
  113276. /**
  113277. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  113278. * makes the reflect vector face the model (under horizon).
  113279. */
  113280. useHorizonOcclusion: boolean;
  113281. /**
  113282. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  113283. * too much the area relying on ambient texture to define their ambient occlusion.
  113284. */
  113285. useRadianceOcclusion: boolean;
  113286. /**
  113287. * If set to true, no lighting calculations will be applied.
  113288. */
  113289. unlit: boolean;
  113290. /**
  113291. * Gets the image processing configuration used either in this material.
  113292. */
  113293. /**
  113294. * Sets the Default image processing configuration used either in the this material.
  113295. *
  113296. * If sets to null, the scene one is in use.
  113297. */
  113298. imageProcessingConfiguration: ImageProcessingConfiguration;
  113299. /**
  113300. * Gets wether the color curves effect is enabled.
  113301. */
  113302. /**
  113303. * Sets wether the color curves effect is enabled.
  113304. */
  113305. cameraColorCurvesEnabled: boolean;
  113306. /**
  113307. * Gets wether the color grading effect is enabled.
  113308. */
  113309. /**
  113310. * Gets wether the color grading effect is enabled.
  113311. */
  113312. cameraColorGradingEnabled: boolean;
  113313. /**
  113314. * Gets wether tonemapping is enabled or not.
  113315. */
  113316. /**
  113317. * Sets wether tonemapping is enabled or not
  113318. */
  113319. cameraToneMappingEnabled: boolean;
  113320. /**
  113321. * The camera exposure used on this material.
  113322. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113323. * This corresponds to a photographic exposure.
  113324. */
  113325. /**
  113326. * The camera exposure used on this material.
  113327. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113328. * This corresponds to a photographic exposure.
  113329. */
  113330. cameraExposure: number;
  113331. /**
  113332. * Gets The camera contrast used on this material.
  113333. */
  113334. /**
  113335. * Sets The camera contrast used on this material.
  113336. */
  113337. cameraContrast: number;
  113338. /**
  113339. * Gets the Color Grading 2D Lookup Texture.
  113340. */
  113341. /**
  113342. * Sets the Color Grading 2D Lookup Texture.
  113343. */
  113344. cameraColorGradingTexture: Nullable<BaseTexture>;
  113345. /**
  113346. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113347. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113348. * 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;
  113349. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113350. */
  113351. /**
  113352. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113353. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113354. * 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;
  113355. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113356. */
  113357. cameraColorCurves: Nullable<ColorCurves>;
  113358. /**
  113359. * Instantiates a new PBRMaterial instance.
  113360. *
  113361. * @param name The material name
  113362. * @param scene The scene the material will be use in.
  113363. */
  113364. constructor(name: string, scene: Scene);
  113365. /**
  113366. * Returns the name of this material class.
  113367. */
  113368. getClassName(): string;
  113369. /**
  113370. * Makes a duplicate of the current material.
  113371. * @param name - name to use for the new material.
  113372. */
  113373. clone(name: string): PBRMaterial;
  113374. /**
  113375. * Serializes this PBR Material.
  113376. * @returns - An object with the serialized material.
  113377. */
  113378. serialize(): any;
  113379. /**
  113380. * Parses a PBR Material from a serialized object.
  113381. * @param source - Serialized object.
  113382. * @param scene - BJS scene instance.
  113383. * @param rootUrl - url for the scene object
  113384. * @returns - PBRMaterial
  113385. */
  113386. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  113387. }
  113388. }
  113389. declare module BABYLON {
  113390. /**
  113391. * Direct draw surface info
  113392. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  113393. */
  113394. export interface DDSInfo {
  113395. /**
  113396. * Width of the texture
  113397. */
  113398. width: number;
  113399. /**
  113400. * Width of the texture
  113401. */
  113402. height: number;
  113403. /**
  113404. * Number of Mipmaps for the texture
  113405. * @see https://en.wikipedia.org/wiki/Mipmap
  113406. */
  113407. mipmapCount: number;
  113408. /**
  113409. * If the textures format is a known fourCC format
  113410. * @see https://www.fourcc.org/
  113411. */
  113412. isFourCC: boolean;
  113413. /**
  113414. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  113415. */
  113416. isRGB: boolean;
  113417. /**
  113418. * If the texture is a lumincance format
  113419. */
  113420. isLuminance: boolean;
  113421. /**
  113422. * If this is a cube texture
  113423. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  113424. */
  113425. isCube: boolean;
  113426. /**
  113427. * If the texture is a compressed format eg. FOURCC_DXT1
  113428. */
  113429. isCompressed: boolean;
  113430. /**
  113431. * The dxgiFormat of the texture
  113432. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  113433. */
  113434. dxgiFormat: number;
  113435. /**
  113436. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  113437. */
  113438. textureType: number;
  113439. /**
  113440. * Sphericle polynomial created for the dds texture
  113441. */
  113442. sphericalPolynomial?: SphericalPolynomial;
  113443. }
  113444. /**
  113445. * Class used to provide DDS decompression tools
  113446. */
  113447. export class DDSTools {
  113448. /**
  113449. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  113450. */
  113451. static StoreLODInAlphaChannel: boolean;
  113452. /**
  113453. * Gets DDS information from an array buffer
  113454. * @param arrayBuffer defines the array buffer to read data from
  113455. * @returns the DDS information
  113456. */
  113457. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  113458. private static _FloatView;
  113459. private static _Int32View;
  113460. private static _ToHalfFloat;
  113461. private static _FromHalfFloat;
  113462. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  113463. private static _GetHalfFloatRGBAArrayBuffer;
  113464. private static _GetFloatRGBAArrayBuffer;
  113465. private static _GetFloatAsUIntRGBAArrayBuffer;
  113466. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  113467. private static _GetRGBAArrayBuffer;
  113468. private static _ExtractLongWordOrder;
  113469. private static _GetRGBArrayBuffer;
  113470. private static _GetLuminanceArrayBuffer;
  113471. /**
  113472. * Uploads DDS Levels to a Babylon Texture
  113473. * @hidden
  113474. */
  113475. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  113476. }
  113477. interface Engine {
  113478. /**
  113479. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  113480. * @param rootUrl defines the url where the file to load is located
  113481. * @param scene defines the current scene
  113482. * @param lodScale defines scale to apply to the mip map selection
  113483. * @param lodOffset defines offset to apply to the mip map selection
  113484. * @param onLoad defines an optional callback raised when the texture is loaded
  113485. * @param onError defines an optional callback raised if there is an issue to load the texture
  113486. * @param format defines the format of the data
  113487. * @param forcedExtension defines the extension to use to pick the right loader
  113488. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  113489. * @returns the cube texture as an InternalTexture
  113490. */
  113491. 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;
  113492. }
  113493. }
  113494. declare module BABYLON {
  113495. /**
  113496. * Implementation of the DDS Texture Loader.
  113497. * @hidden
  113498. */
  113499. export class _DDSTextureLoader implements IInternalTextureLoader {
  113500. /**
  113501. * Defines wether the loader supports cascade loading the different faces.
  113502. */
  113503. readonly supportCascades: boolean;
  113504. /**
  113505. * This returns if the loader support the current file information.
  113506. * @param extension defines the file extension of the file being loaded
  113507. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113508. * @param fallback defines the fallback internal texture if any
  113509. * @param isBase64 defines whether the texture is encoded as a base64
  113510. * @param isBuffer defines whether the texture data are stored as a buffer
  113511. * @returns true if the loader can load the specified file
  113512. */
  113513. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113514. /**
  113515. * Transform the url before loading if required.
  113516. * @param rootUrl the url of the texture
  113517. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113518. * @returns the transformed texture
  113519. */
  113520. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113521. /**
  113522. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113523. * @param rootUrl the url of the texture
  113524. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113525. * @returns the fallback texture
  113526. */
  113527. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113528. /**
  113529. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113530. * @param data contains the texture data
  113531. * @param texture defines the BabylonJS internal texture
  113532. * @param createPolynomials will be true if polynomials have been requested
  113533. * @param onLoad defines the callback to trigger once the texture is ready
  113534. * @param onError defines the callback to trigger in case of error
  113535. */
  113536. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113537. /**
  113538. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113539. * @param data contains the texture data
  113540. * @param texture defines the BabylonJS internal texture
  113541. * @param callback defines the method to call once ready to upload
  113542. */
  113543. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  113544. }
  113545. }
  113546. declare module BABYLON {
  113547. /**
  113548. * Implementation of the ENV Texture Loader.
  113549. * @hidden
  113550. */
  113551. export class _ENVTextureLoader implements IInternalTextureLoader {
  113552. /**
  113553. * Defines wether the loader supports cascade loading the different faces.
  113554. */
  113555. readonly supportCascades: boolean;
  113556. /**
  113557. * This returns if the loader support the current file information.
  113558. * @param extension defines the file extension of the file being loaded
  113559. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113560. * @param fallback defines the fallback internal texture if any
  113561. * @param isBase64 defines whether the texture is encoded as a base64
  113562. * @param isBuffer defines whether the texture data are stored as a buffer
  113563. * @returns true if the loader can load the specified file
  113564. */
  113565. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113566. /**
  113567. * Transform the url before loading if required.
  113568. * @param rootUrl the url of the texture
  113569. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113570. * @returns the transformed texture
  113571. */
  113572. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113573. /**
  113574. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113575. * @param rootUrl the url of the texture
  113576. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113577. * @returns the fallback texture
  113578. */
  113579. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113580. /**
  113581. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113582. * @param data contains the texture data
  113583. * @param texture defines the BabylonJS internal texture
  113584. * @param createPolynomials will be true if polynomials have been requested
  113585. * @param onLoad defines the callback to trigger once the texture is ready
  113586. * @param onError defines the callback to trigger in case of error
  113587. */
  113588. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113589. /**
  113590. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113591. * @param data contains the texture data
  113592. * @param texture defines the BabylonJS internal texture
  113593. * @param callback defines the method to call once ready to upload
  113594. */
  113595. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  113596. }
  113597. }
  113598. declare module BABYLON {
  113599. /**
  113600. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  113601. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  113602. */
  113603. export class KhronosTextureContainer {
  113604. /** contents of the KTX container file */
  113605. arrayBuffer: any;
  113606. private static HEADER_LEN;
  113607. private static COMPRESSED_2D;
  113608. private static COMPRESSED_3D;
  113609. private static TEX_2D;
  113610. private static TEX_3D;
  113611. /**
  113612. * Gets the openGL type
  113613. */
  113614. glType: number;
  113615. /**
  113616. * Gets the openGL type size
  113617. */
  113618. glTypeSize: number;
  113619. /**
  113620. * Gets the openGL format
  113621. */
  113622. glFormat: number;
  113623. /**
  113624. * Gets the openGL internal format
  113625. */
  113626. glInternalFormat: number;
  113627. /**
  113628. * Gets the base internal format
  113629. */
  113630. glBaseInternalFormat: number;
  113631. /**
  113632. * Gets image width in pixel
  113633. */
  113634. pixelWidth: number;
  113635. /**
  113636. * Gets image height in pixel
  113637. */
  113638. pixelHeight: number;
  113639. /**
  113640. * Gets image depth in pixels
  113641. */
  113642. pixelDepth: number;
  113643. /**
  113644. * Gets the number of array elements
  113645. */
  113646. numberOfArrayElements: number;
  113647. /**
  113648. * Gets the number of faces
  113649. */
  113650. numberOfFaces: number;
  113651. /**
  113652. * Gets the number of mipmap levels
  113653. */
  113654. numberOfMipmapLevels: number;
  113655. /**
  113656. * Gets the bytes of key value data
  113657. */
  113658. bytesOfKeyValueData: number;
  113659. /**
  113660. * Gets the load type
  113661. */
  113662. loadType: number;
  113663. /**
  113664. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  113665. */
  113666. isInvalid: boolean;
  113667. /**
  113668. * Creates a new KhronosTextureContainer
  113669. * @param arrayBuffer contents of the KTX container file
  113670. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  113671. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  113672. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  113673. */
  113674. constructor(
  113675. /** contents of the KTX container file */
  113676. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  113677. /**
  113678. * Uploads KTX content to a Babylon Texture.
  113679. * It is assumed that the texture has already been created & is currently bound
  113680. * @hidden
  113681. */
  113682. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  113683. private _upload2DCompressedLevels;
  113684. }
  113685. }
  113686. declare module BABYLON {
  113687. /**
  113688. * Implementation of the KTX Texture Loader.
  113689. * @hidden
  113690. */
  113691. export class _KTXTextureLoader implements IInternalTextureLoader {
  113692. /**
  113693. * Defines wether the loader supports cascade loading the different faces.
  113694. */
  113695. readonly supportCascades: boolean;
  113696. /**
  113697. * This returns if the loader support the current file information.
  113698. * @param extension defines the file extension of the file being loaded
  113699. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113700. * @param fallback defines the fallback internal texture if any
  113701. * @param isBase64 defines whether the texture is encoded as a base64
  113702. * @param isBuffer defines whether the texture data are stored as a buffer
  113703. * @returns true if the loader can load the specified file
  113704. */
  113705. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113706. /**
  113707. * Transform the url before loading if required.
  113708. * @param rootUrl the url of the texture
  113709. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113710. * @returns the transformed texture
  113711. */
  113712. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113713. /**
  113714. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113715. * @param rootUrl the url of the texture
  113716. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113717. * @returns the fallback texture
  113718. */
  113719. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113720. /**
  113721. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113722. * @param data contains the texture data
  113723. * @param texture defines the BabylonJS internal texture
  113724. * @param createPolynomials will be true if polynomials have been requested
  113725. * @param onLoad defines the callback to trigger once the texture is ready
  113726. * @param onError defines the callback to trigger in case of error
  113727. */
  113728. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113729. /**
  113730. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113731. * @param data contains the texture data
  113732. * @param texture defines the BabylonJS internal texture
  113733. * @param callback defines the method to call once ready to upload
  113734. */
  113735. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  113736. }
  113737. }
  113738. declare module BABYLON {
  113739. /**
  113740. * Options for the default xr helper
  113741. */
  113742. export class WebXRDefaultExperienceOptions {
  113743. /**
  113744. * Floor meshes that should be used for teleporting
  113745. */
  113746. floorMeshes: Array<AbstractMesh>;
  113747. }
  113748. /**
  113749. * Default experience which provides a similar setup to the previous webVRExperience
  113750. */
  113751. export class WebXRDefaultExperience {
  113752. /**
  113753. * Base experience
  113754. */
  113755. baseExperience: WebXRExperienceHelper;
  113756. /**
  113757. * Input experience extension
  113758. */
  113759. input: WebXRInput;
  113760. /**
  113761. * Loads the controller models
  113762. */
  113763. controllerModelLoader: WebXRControllerModelLoader;
  113764. /**
  113765. * Enables laser pointer and selection
  113766. */
  113767. pointerSelection: WebXRControllerPointerSelection;
  113768. /**
  113769. * Enables teleportation
  113770. */
  113771. teleportation: WebXRControllerTeleportation;
  113772. /**
  113773. * Enables ui for enetering/exiting xr
  113774. */
  113775. enterExitUI: WebXREnterExitUI;
  113776. /**
  113777. * Default output canvas xr should render to
  113778. */
  113779. outputCanvas: WebXRManagedOutputCanvas;
  113780. /**
  113781. * Creates the default xr experience
  113782. * @param scene scene
  113783. * @param options options for basic configuration
  113784. * @returns resulting WebXRDefaultExperience
  113785. */
  113786. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  113787. private constructor();
  113788. /**
  113789. * DIsposes of the experience helper
  113790. */
  113791. dispose(): void;
  113792. }
  113793. }
  113794. declare module BABYLON {
  113795. /** @hidden */
  113796. export var _forceSceneHelpersToBundle: boolean;
  113797. interface Scene {
  113798. /**
  113799. * Creates a default light for the scene.
  113800. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  113801. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  113802. */
  113803. createDefaultLight(replace?: boolean): void;
  113804. /**
  113805. * Creates a default camera for the scene.
  113806. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  113807. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  113808. * @param replace has default false, when true replaces the active camera in the scene
  113809. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  113810. */
  113811. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  113812. /**
  113813. * Creates a default camera and a default light.
  113814. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  113815. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  113816. * @param replace has the default false, when true replaces the active camera/light in the scene
  113817. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  113818. */
  113819. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  113820. /**
  113821. * Creates a new sky box
  113822. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  113823. * @param environmentTexture defines the texture to use as environment texture
  113824. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  113825. * @param scale defines the overall scale of the skybox
  113826. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  113827. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  113828. * @returns a new mesh holding the sky box
  113829. */
  113830. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  113831. /**
  113832. * Creates a new environment
  113833. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  113834. * @param options defines the options you can use to configure the environment
  113835. * @returns the new EnvironmentHelper
  113836. */
  113837. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  113838. /**
  113839. * Creates a new VREXperienceHelper
  113840. * @see http://doc.babylonjs.com/how_to/webvr_helper
  113841. * @param webVROptions defines the options used to create the new VREXperienceHelper
  113842. * @returns a new VREXperienceHelper
  113843. */
  113844. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  113845. /**
  113846. * Creates a new WebXRDefaultExperience
  113847. * @see http://doc.babylonjs.com/how_to/webxr
  113848. * @param options experience options
  113849. * @returns a promise for a new WebXRDefaultExperience
  113850. */
  113851. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  113852. }
  113853. }
  113854. declare module BABYLON {
  113855. /**
  113856. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  113857. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  113858. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  113859. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  113860. */
  113861. export class VideoDome extends TransformNode {
  113862. /**
  113863. * Define the video source as a Monoscopic panoramic 360 video.
  113864. */
  113865. static readonly MODE_MONOSCOPIC: number;
  113866. /**
  113867. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  113868. */
  113869. static readonly MODE_TOPBOTTOM: number;
  113870. /**
  113871. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  113872. */
  113873. static readonly MODE_SIDEBYSIDE: number;
  113874. private _halfDome;
  113875. private _useDirectMapping;
  113876. /**
  113877. * The video texture being displayed on the sphere
  113878. */
  113879. protected _videoTexture: VideoTexture;
  113880. /**
  113881. * Gets the video texture being displayed on the sphere
  113882. */
  113883. readonly videoTexture: VideoTexture;
  113884. /**
  113885. * The skybox material
  113886. */
  113887. protected _material: BackgroundMaterial;
  113888. /**
  113889. * The surface used for the skybox
  113890. */
  113891. protected _mesh: Mesh;
  113892. /**
  113893. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  113894. */
  113895. private _halfDomeMask;
  113896. /**
  113897. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  113898. * Also see the options.resolution property.
  113899. */
  113900. fovMultiplier: number;
  113901. private _videoMode;
  113902. /**
  113903. * Gets or set the current video mode for the video. It can be:
  113904. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  113905. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  113906. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  113907. */
  113908. videoMode: number;
  113909. /**
  113910. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  113911. *
  113912. */
  113913. /**
  113914. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  113915. */
  113916. halfDome: boolean;
  113917. /**
  113918. * Oberserver used in Stereoscopic VR Mode.
  113919. */
  113920. private _onBeforeCameraRenderObserver;
  113921. /**
  113922. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  113923. * @param name Element's name, child elements will append suffixes for their own names.
  113924. * @param urlsOrVideo defines the url(s) or the video element to use
  113925. * @param options An object containing optional or exposed sub element properties
  113926. */
  113927. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  113928. resolution?: number;
  113929. clickToPlay?: boolean;
  113930. autoPlay?: boolean;
  113931. loop?: boolean;
  113932. size?: number;
  113933. poster?: string;
  113934. faceForward?: boolean;
  113935. useDirectMapping?: boolean;
  113936. halfDomeMode?: boolean;
  113937. }, scene: Scene);
  113938. private _changeVideoMode;
  113939. /**
  113940. * Releases resources associated with this node.
  113941. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  113942. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  113943. */
  113944. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  113945. }
  113946. }
  113947. declare module BABYLON {
  113948. /**
  113949. * This class can be used to get instrumentation data from a Babylon engine
  113950. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  113951. */
  113952. export class EngineInstrumentation implements IDisposable {
  113953. /**
  113954. * Define the instrumented engine.
  113955. */
  113956. engine: Engine;
  113957. private _captureGPUFrameTime;
  113958. private _gpuFrameTimeToken;
  113959. private _gpuFrameTime;
  113960. private _captureShaderCompilationTime;
  113961. private _shaderCompilationTime;
  113962. private _onBeginFrameObserver;
  113963. private _onEndFrameObserver;
  113964. private _onBeforeShaderCompilationObserver;
  113965. private _onAfterShaderCompilationObserver;
  113966. /**
  113967. * Gets the perf counter used for GPU frame time
  113968. */
  113969. readonly gpuFrameTimeCounter: PerfCounter;
  113970. /**
  113971. * Gets the GPU frame time capture status
  113972. */
  113973. /**
  113974. * Enable or disable the GPU frame time capture
  113975. */
  113976. captureGPUFrameTime: boolean;
  113977. /**
  113978. * Gets the perf counter used for shader compilation time
  113979. */
  113980. readonly shaderCompilationTimeCounter: PerfCounter;
  113981. /**
  113982. * Gets the shader compilation time capture status
  113983. */
  113984. /**
  113985. * Enable or disable the shader compilation time capture
  113986. */
  113987. captureShaderCompilationTime: boolean;
  113988. /**
  113989. * Instantiates a new engine instrumentation.
  113990. * This class can be used to get instrumentation data from a Babylon engine
  113991. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  113992. * @param engine Defines the engine to instrument
  113993. */
  113994. constructor(
  113995. /**
  113996. * Define the instrumented engine.
  113997. */
  113998. engine: Engine);
  113999. /**
  114000. * Dispose and release associated resources.
  114001. */
  114002. dispose(): void;
  114003. }
  114004. }
  114005. declare module BABYLON {
  114006. /**
  114007. * This class can be used to get instrumentation data from a Babylon engine
  114008. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114009. */
  114010. export class SceneInstrumentation implements IDisposable {
  114011. /**
  114012. * Defines the scene to instrument
  114013. */
  114014. scene: Scene;
  114015. private _captureActiveMeshesEvaluationTime;
  114016. private _activeMeshesEvaluationTime;
  114017. private _captureRenderTargetsRenderTime;
  114018. private _renderTargetsRenderTime;
  114019. private _captureFrameTime;
  114020. private _frameTime;
  114021. private _captureRenderTime;
  114022. private _renderTime;
  114023. private _captureInterFrameTime;
  114024. private _interFrameTime;
  114025. private _captureParticlesRenderTime;
  114026. private _particlesRenderTime;
  114027. private _captureSpritesRenderTime;
  114028. private _spritesRenderTime;
  114029. private _capturePhysicsTime;
  114030. private _physicsTime;
  114031. private _captureAnimationsTime;
  114032. private _animationsTime;
  114033. private _captureCameraRenderTime;
  114034. private _cameraRenderTime;
  114035. private _onBeforeActiveMeshesEvaluationObserver;
  114036. private _onAfterActiveMeshesEvaluationObserver;
  114037. private _onBeforeRenderTargetsRenderObserver;
  114038. private _onAfterRenderTargetsRenderObserver;
  114039. private _onAfterRenderObserver;
  114040. private _onBeforeDrawPhaseObserver;
  114041. private _onAfterDrawPhaseObserver;
  114042. private _onBeforeAnimationsObserver;
  114043. private _onBeforeParticlesRenderingObserver;
  114044. private _onAfterParticlesRenderingObserver;
  114045. private _onBeforeSpritesRenderingObserver;
  114046. private _onAfterSpritesRenderingObserver;
  114047. private _onBeforePhysicsObserver;
  114048. private _onAfterPhysicsObserver;
  114049. private _onAfterAnimationsObserver;
  114050. private _onBeforeCameraRenderObserver;
  114051. private _onAfterCameraRenderObserver;
  114052. /**
  114053. * Gets the perf counter used for active meshes evaluation time
  114054. */
  114055. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  114056. /**
  114057. * Gets the active meshes evaluation time capture status
  114058. */
  114059. /**
  114060. * Enable or disable the active meshes evaluation time capture
  114061. */
  114062. captureActiveMeshesEvaluationTime: boolean;
  114063. /**
  114064. * Gets the perf counter used for render targets render time
  114065. */
  114066. readonly renderTargetsRenderTimeCounter: PerfCounter;
  114067. /**
  114068. * Gets the render targets render time capture status
  114069. */
  114070. /**
  114071. * Enable or disable the render targets render time capture
  114072. */
  114073. captureRenderTargetsRenderTime: boolean;
  114074. /**
  114075. * Gets the perf counter used for particles render time
  114076. */
  114077. readonly particlesRenderTimeCounter: PerfCounter;
  114078. /**
  114079. * Gets the particles render time capture status
  114080. */
  114081. /**
  114082. * Enable or disable the particles render time capture
  114083. */
  114084. captureParticlesRenderTime: boolean;
  114085. /**
  114086. * Gets the perf counter used for sprites render time
  114087. */
  114088. readonly spritesRenderTimeCounter: PerfCounter;
  114089. /**
  114090. * Gets the sprites render time capture status
  114091. */
  114092. /**
  114093. * Enable or disable the sprites render time capture
  114094. */
  114095. captureSpritesRenderTime: boolean;
  114096. /**
  114097. * Gets the perf counter used for physics time
  114098. */
  114099. readonly physicsTimeCounter: PerfCounter;
  114100. /**
  114101. * Gets the physics time capture status
  114102. */
  114103. /**
  114104. * Enable or disable the physics time capture
  114105. */
  114106. capturePhysicsTime: boolean;
  114107. /**
  114108. * Gets the perf counter used for animations time
  114109. */
  114110. readonly animationsTimeCounter: PerfCounter;
  114111. /**
  114112. * Gets the animations time capture status
  114113. */
  114114. /**
  114115. * Enable or disable the animations time capture
  114116. */
  114117. captureAnimationsTime: boolean;
  114118. /**
  114119. * Gets the perf counter used for frame time capture
  114120. */
  114121. readonly frameTimeCounter: PerfCounter;
  114122. /**
  114123. * Gets the frame time capture status
  114124. */
  114125. /**
  114126. * Enable or disable the frame time capture
  114127. */
  114128. captureFrameTime: boolean;
  114129. /**
  114130. * Gets the perf counter used for inter-frames time capture
  114131. */
  114132. readonly interFrameTimeCounter: PerfCounter;
  114133. /**
  114134. * Gets the inter-frames time capture status
  114135. */
  114136. /**
  114137. * Enable or disable the inter-frames time capture
  114138. */
  114139. captureInterFrameTime: boolean;
  114140. /**
  114141. * Gets the perf counter used for render time capture
  114142. */
  114143. readonly renderTimeCounter: PerfCounter;
  114144. /**
  114145. * Gets the render time capture status
  114146. */
  114147. /**
  114148. * Enable or disable the render time capture
  114149. */
  114150. captureRenderTime: boolean;
  114151. /**
  114152. * Gets the perf counter used for camera render time capture
  114153. */
  114154. readonly cameraRenderTimeCounter: PerfCounter;
  114155. /**
  114156. * Gets the camera render time capture status
  114157. */
  114158. /**
  114159. * Enable or disable the camera render time capture
  114160. */
  114161. captureCameraRenderTime: boolean;
  114162. /**
  114163. * Gets the perf counter used for draw calls
  114164. */
  114165. readonly drawCallsCounter: PerfCounter;
  114166. /**
  114167. * Instantiates a new scene instrumentation.
  114168. * This class can be used to get instrumentation data from a Babylon engine
  114169. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114170. * @param scene Defines the scene to instrument
  114171. */
  114172. constructor(
  114173. /**
  114174. * Defines the scene to instrument
  114175. */
  114176. scene: Scene);
  114177. /**
  114178. * Dispose and release associated resources.
  114179. */
  114180. dispose(): void;
  114181. }
  114182. }
  114183. declare module BABYLON {
  114184. /** @hidden */
  114185. export var glowMapGenerationPixelShader: {
  114186. name: string;
  114187. shader: string;
  114188. };
  114189. }
  114190. declare module BABYLON {
  114191. /** @hidden */
  114192. export var glowMapGenerationVertexShader: {
  114193. name: string;
  114194. shader: string;
  114195. };
  114196. }
  114197. declare module BABYLON {
  114198. /**
  114199. * Effect layer options. This helps customizing the behaviour
  114200. * of the effect layer.
  114201. */
  114202. export interface IEffectLayerOptions {
  114203. /**
  114204. * Multiplication factor apply to the canvas size to compute the render target size
  114205. * used to generated the objects (the smaller the faster).
  114206. */
  114207. mainTextureRatio: number;
  114208. /**
  114209. * Enforces a fixed size texture to ensure effect stability across devices.
  114210. */
  114211. mainTextureFixedSize?: number;
  114212. /**
  114213. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  114214. */
  114215. alphaBlendingMode: number;
  114216. /**
  114217. * The camera attached to the layer.
  114218. */
  114219. camera: Nullable<Camera>;
  114220. /**
  114221. * The rendering group to draw the layer in.
  114222. */
  114223. renderingGroupId: number;
  114224. }
  114225. /**
  114226. * The effect layer Helps adding post process effect blended with the main pass.
  114227. *
  114228. * This can be for instance use to generate glow or higlight effects on the scene.
  114229. *
  114230. * The effect layer class can not be used directly and is intented to inherited from to be
  114231. * customized per effects.
  114232. */
  114233. export abstract class EffectLayer {
  114234. private _vertexBuffers;
  114235. private _indexBuffer;
  114236. private _cachedDefines;
  114237. private _effectLayerMapGenerationEffect;
  114238. private _effectLayerOptions;
  114239. private _mergeEffect;
  114240. protected _scene: Scene;
  114241. protected _engine: Engine;
  114242. protected _maxSize: number;
  114243. protected _mainTextureDesiredSize: ISize;
  114244. protected _mainTexture: RenderTargetTexture;
  114245. protected _shouldRender: boolean;
  114246. protected _postProcesses: PostProcess[];
  114247. protected _textures: BaseTexture[];
  114248. protected _emissiveTextureAndColor: {
  114249. texture: Nullable<BaseTexture>;
  114250. color: Color4;
  114251. };
  114252. /**
  114253. * The name of the layer
  114254. */
  114255. name: string;
  114256. /**
  114257. * The clear color of the texture used to generate the glow map.
  114258. */
  114259. neutralColor: Color4;
  114260. /**
  114261. * Specifies wether the highlight layer is enabled or not.
  114262. */
  114263. isEnabled: boolean;
  114264. /**
  114265. * Gets the camera attached to the layer.
  114266. */
  114267. readonly camera: Nullable<Camera>;
  114268. /**
  114269. * Gets the rendering group id the layer should render in.
  114270. */
  114271. renderingGroupId: number;
  114272. /**
  114273. * An event triggered when the effect layer has been disposed.
  114274. */
  114275. onDisposeObservable: Observable<EffectLayer>;
  114276. /**
  114277. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  114278. */
  114279. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  114280. /**
  114281. * An event triggered when the generated texture is being merged in the scene.
  114282. */
  114283. onBeforeComposeObservable: Observable<EffectLayer>;
  114284. /**
  114285. * An event triggered when the generated texture has been merged in the scene.
  114286. */
  114287. onAfterComposeObservable: Observable<EffectLayer>;
  114288. /**
  114289. * An event triggered when the efffect layer changes its size.
  114290. */
  114291. onSizeChangedObservable: Observable<EffectLayer>;
  114292. /** @hidden */
  114293. static _SceneComponentInitialization: (scene: Scene) => void;
  114294. /**
  114295. * Instantiates a new effect Layer and references it in the scene.
  114296. * @param name The name of the layer
  114297. * @param scene The scene to use the layer in
  114298. */
  114299. constructor(
  114300. /** The Friendly of the effect in the scene */
  114301. name: string, scene: Scene);
  114302. /**
  114303. * Get the effect name of the layer.
  114304. * @return The effect name
  114305. */
  114306. abstract getEffectName(): string;
  114307. /**
  114308. * Checks for the readiness of the element composing the layer.
  114309. * @param subMesh the mesh to check for
  114310. * @param useInstances specify wether or not to use instances to render the mesh
  114311. * @return true if ready otherwise, false
  114312. */
  114313. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  114314. /**
  114315. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114316. * @returns true if the effect requires stencil during the main canvas render pass.
  114317. */
  114318. abstract needStencil(): boolean;
  114319. /**
  114320. * Create the merge effect. This is the shader use to blit the information back
  114321. * to the main canvas at the end of the scene rendering.
  114322. * @returns The effect containing the shader used to merge the effect on the main canvas
  114323. */
  114324. protected abstract _createMergeEffect(): Effect;
  114325. /**
  114326. * Creates the render target textures and post processes used in the effect layer.
  114327. */
  114328. protected abstract _createTextureAndPostProcesses(): void;
  114329. /**
  114330. * Implementation specific of rendering the generating effect on the main canvas.
  114331. * @param effect The effect used to render through
  114332. */
  114333. protected abstract _internalRender(effect: Effect): void;
  114334. /**
  114335. * Sets the required values for both the emissive texture and and the main color.
  114336. */
  114337. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  114338. /**
  114339. * Free any resources and references associated to a mesh.
  114340. * Internal use
  114341. * @param mesh The mesh to free.
  114342. */
  114343. abstract _disposeMesh(mesh: Mesh): void;
  114344. /**
  114345. * Serializes this layer (Glow or Highlight for example)
  114346. * @returns a serialized layer object
  114347. */
  114348. abstract serialize?(): any;
  114349. /**
  114350. * Initializes the effect layer with the required options.
  114351. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  114352. */
  114353. protected _init(options: Partial<IEffectLayerOptions>): void;
  114354. /**
  114355. * Generates the index buffer of the full screen quad blending to the main canvas.
  114356. */
  114357. private _generateIndexBuffer;
  114358. /**
  114359. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  114360. */
  114361. private _generateVertexBuffer;
  114362. /**
  114363. * Sets the main texture desired size which is the closest power of two
  114364. * of the engine canvas size.
  114365. */
  114366. private _setMainTextureSize;
  114367. /**
  114368. * Creates the main texture for the effect layer.
  114369. */
  114370. protected _createMainTexture(): void;
  114371. /**
  114372. * Adds specific effects defines.
  114373. * @param defines The defines to add specifics to.
  114374. */
  114375. protected _addCustomEffectDefines(defines: string[]): void;
  114376. /**
  114377. * Checks for the readiness of the element composing the layer.
  114378. * @param subMesh the mesh to check for
  114379. * @param useInstances specify wether or not to use instances to render the mesh
  114380. * @param emissiveTexture the associated emissive texture used to generate the glow
  114381. * @return true if ready otherwise, false
  114382. */
  114383. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  114384. /**
  114385. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  114386. */
  114387. render(): void;
  114388. /**
  114389. * Determine if a given mesh will be used in the current effect.
  114390. * @param mesh mesh to test
  114391. * @returns true if the mesh will be used
  114392. */
  114393. hasMesh(mesh: AbstractMesh): boolean;
  114394. /**
  114395. * Returns true if the layer contains information to display, otherwise false.
  114396. * @returns true if the glow layer should be rendered
  114397. */
  114398. shouldRender(): boolean;
  114399. /**
  114400. * Returns true if the mesh should render, otherwise false.
  114401. * @param mesh The mesh to render
  114402. * @returns true if it should render otherwise false
  114403. */
  114404. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  114405. /**
  114406. * Returns true if the mesh can be rendered, otherwise false.
  114407. * @param mesh The mesh to render
  114408. * @param material The material used on the mesh
  114409. * @returns true if it can be rendered otherwise false
  114410. */
  114411. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  114412. /**
  114413. * Returns true if the mesh should render, otherwise false.
  114414. * @param mesh The mesh to render
  114415. * @returns true if it should render otherwise false
  114416. */
  114417. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  114418. /**
  114419. * Renders the submesh passed in parameter to the generation map.
  114420. */
  114421. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  114422. /**
  114423. * Rebuild the required buffers.
  114424. * @hidden Internal use only.
  114425. */
  114426. _rebuild(): void;
  114427. /**
  114428. * Dispose only the render target textures and post process.
  114429. */
  114430. private _disposeTextureAndPostProcesses;
  114431. /**
  114432. * Dispose the highlight layer and free resources.
  114433. */
  114434. dispose(): void;
  114435. /**
  114436. * Gets the class name of the effect layer
  114437. * @returns the string with the class name of the effect layer
  114438. */
  114439. getClassName(): string;
  114440. /**
  114441. * Creates an effect layer from parsed effect layer data
  114442. * @param parsedEffectLayer defines effect layer data
  114443. * @param scene defines the current scene
  114444. * @param rootUrl defines the root URL containing the effect layer information
  114445. * @returns a parsed effect Layer
  114446. */
  114447. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  114448. }
  114449. }
  114450. declare module BABYLON {
  114451. interface AbstractScene {
  114452. /**
  114453. * The list of effect layers (highlights/glow) added to the scene
  114454. * @see http://doc.babylonjs.com/how_to/highlight_layer
  114455. * @see http://doc.babylonjs.com/how_to/glow_layer
  114456. */
  114457. effectLayers: Array<EffectLayer>;
  114458. /**
  114459. * Removes the given effect layer from this scene.
  114460. * @param toRemove defines the effect layer to remove
  114461. * @returns the index of the removed effect layer
  114462. */
  114463. removeEffectLayer(toRemove: EffectLayer): number;
  114464. /**
  114465. * Adds the given effect layer to this scene
  114466. * @param newEffectLayer defines the effect layer to add
  114467. */
  114468. addEffectLayer(newEffectLayer: EffectLayer): void;
  114469. }
  114470. /**
  114471. * Defines the layer scene component responsible to manage any effect layers
  114472. * in a given scene.
  114473. */
  114474. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  114475. /**
  114476. * The component name helpfull to identify the component in the list of scene components.
  114477. */
  114478. readonly name: string;
  114479. /**
  114480. * The scene the component belongs to.
  114481. */
  114482. scene: Scene;
  114483. private _engine;
  114484. private _renderEffects;
  114485. private _needStencil;
  114486. private _previousStencilState;
  114487. /**
  114488. * Creates a new instance of the component for the given scene
  114489. * @param scene Defines the scene to register the component in
  114490. */
  114491. constructor(scene: Scene);
  114492. /**
  114493. * Registers the component in a given scene
  114494. */
  114495. register(): void;
  114496. /**
  114497. * Rebuilds the elements related to this component in case of
  114498. * context lost for instance.
  114499. */
  114500. rebuild(): void;
  114501. /**
  114502. * Serializes the component data to the specified json object
  114503. * @param serializationObject The object to serialize to
  114504. */
  114505. serialize(serializationObject: any): void;
  114506. /**
  114507. * Adds all the elements from the container to the scene
  114508. * @param container the container holding the elements
  114509. */
  114510. addFromContainer(container: AbstractScene): void;
  114511. /**
  114512. * Removes all the elements in the container from the scene
  114513. * @param container contains the elements to remove
  114514. * @param dispose if the removed element should be disposed (default: false)
  114515. */
  114516. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114517. /**
  114518. * Disposes the component and the associated ressources.
  114519. */
  114520. dispose(): void;
  114521. private _isReadyForMesh;
  114522. private _renderMainTexture;
  114523. private _setStencil;
  114524. private _setStencilBack;
  114525. private _draw;
  114526. private _drawCamera;
  114527. private _drawRenderingGroup;
  114528. }
  114529. }
  114530. declare module BABYLON {
  114531. /** @hidden */
  114532. export var glowMapMergePixelShader: {
  114533. name: string;
  114534. shader: string;
  114535. };
  114536. }
  114537. declare module BABYLON {
  114538. /** @hidden */
  114539. export var glowMapMergeVertexShader: {
  114540. name: string;
  114541. shader: string;
  114542. };
  114543. }
  114544. declare module BABYLON {
  114545. interface AbstractScene {
  114546. /**
  114547. * Return a the first highlight layer of the scene with a given name.
  114548. * @param name The name of the highlight layer to look for.
  114549. * @return The highlight layer if found otherwise null.
  114550. */
  114551. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  114552. }
  114553. /**
  114554. * Glow layer options. This helps customizing the behaviour
  114555. * of the glow layer.
  114556. */
  114557. export interface IGlowLayerOptions {
  114558. /**
  114559. * Multiplication factor apply to the canvas size to compute the render target size
  114560. * used to generated the glowing objects (the smaller the faster).
  114561. */
  114562. mainTextureRatio: number;
  114563. /**
  114564. * Enforces a fixed size texture to ensure resize independant blur.
  114565. */
  114566. mainTextureFixedSize?: number;
  114567. /**
  114568. * How big is the kernel of the blur texture.
  114569. */
  114570. blurKernelSize: number;
  114571. /**
  114572. * The camera attached to the layer.
  114573. */
  114574. camera: Nullable<Camera>;
  114575. /**
  114576. * Enable MSAA by chosing the number of samples.
  114577. */
  114578. mainTextureSamples?: number;
  114579. /**
  114580. * The rendering group to draw the layer in.
  114581. */
  114582. renderingGroupId: number;
  114583. }
  114584. /**
  114585. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  114586. *
  114587. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  114588. * glowy meshes to your scene.
  114589. *
  114590. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  114591. */
  114592. export class GlowLayer extends EffectLayer {
  114593. /**
  114594. * Effect Name of the layer.
  114595. */
  114596. static readonly EffectName: string;
  114597. /**
  114598. * The default blur kernel size used for the glow.
  114599. */
  114600. static DefaultBlurKernelSize: number;
  114601. /**
  114602. * The default texture size ratio used for the glow.
  114603. */
  114604. static DefaultTextureRatio: number;
  114605. /**
  114606. * Sets the kernel size of the blur.
  114607. */
  114608. /**
  114609. * Gets the kernel size of the blur.
  114610. */
  114611. blurKernelSize: number;
  114612. /**
  114613. * Sets the glow intensity.
  114614. */
  114615. /**
  114616. * Gets the glow intensity.
  114617. */
  114618. intensity: number;
  114619. private _options;
  114620. private _intensity;
  114621. private _horizontalBlurPostprocess1;
  114622. private _verticalBlurPostprocess1;
  114623. private _horizontalBlurPostprocess2;
  114624. private _verticalBlurPostprocess2;
  114625. private _blurTexture1;
  114626. private _blurTexture2;
  114627. private _postProcesses1;
  114628. private _postProcesses2;
  114629. private _includedOnlyMeshes;
  114630. private _excludedMeshes;
  114631. /**
  114632. * Callback used to let the user override the color selection on a per mesh basis
  114633. */
  114634. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  114635. /**
  114636. * Callback used to let the user override the texture selection on a per mesh basis
  114637. */
  114638. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  114639. /**
  114640. * Instantiates a new glow Layer and references it to the scene.
  114641. * @param name The name of the layer
  114642. * @param scene The scene to use the layer in
  114643. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  114644. */
  114645. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  114646. /**
  114647. * Get the effect name of the layer.
  114648. * @return The effect name
  114649. */
  114650. getEffectName(): string;
  114651. /**
  114652. * Create the merge effect. This is the shader use to blit the information back
  114653. * to the main canvas at the end of the scene rendering.
  114654. */
  114655. protected _createMergeEffect(): Effect;
  114656. /**
  114657. * Creates the render target textures and post processes used in the glow layer.
  114658. */
  114659. protected _createTextureAndPostProcesses(): void;
  114660. /**
  114661. * Checks for the readiness of the element composing the layer.
  114662. * @param subMesh the mesh to check for
  114663. * @param useInstances specify wether or not to use instances to render the mesh
  114664. * @param emissiveTexture the associated emissive texture used to generate the glow
  114665. * @return true if ready otherwise, false
  114666. */
  114667. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  114668. /**
  114669. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114670. */
  114671. needStencil(): boolean;
  114672. /**
  114673. * Returns true if the mesh can be rendered, otherwise false.
  114674. * @param mesh The mesh to render
  114675. * @param material The material used on the mesh
  114676. * @returns true if it can be rendered otherwise false
  114677. */
  114678. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  114679. /**
  114680. * Implementation specific of rendering the generating effect on the main canvas.
  114681. * @param effect The effect used to render through
  114682. */
  114683. protected _internalRender(effect: Effect): void;
  114684. /**
  114685. * Sets the required values for both the emissive texture and and the main color.
  114686. */
  114687. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  114688. /**
  114689. * Returns true if the mesh should render, otherwise false.
  114690. * @param mesh The mesh to render
  114691. * @returns true if it should render otherwise false
  114692. */
  114693. protected _shouldRenderMesh(mesh: Mesh): boolean;
  114694. /**
  114695. * Adds specific effects defines.
  114696. * @param defines The defines to add specifics to.
  114697. */
  114698. protected _addCustomEffectDefines(defines: string[]): void;
  114699. /**
  114700. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  114701. * @param mesh The mesh to exclude from the glow layer
  114702. */
  114703. addExcludedMesh(mesh: Mesh): void;
  114704. /**
  114705. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  114706. * @param mesh The mesh to remove
  114707. */
  114708. removeExcludedMesh(mesh: Mesh): void;
  114709. /**
  114710. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  114711. * @param mesh The mesh to include in the glow layer
  114712. */
  114713. addIncludedOnlyMesh(mesh: Mesh): void;
  114714. /**
  114715. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  114716. * @param mesh The mesh to remove
  114717. */
  114718. removeIncludedOnlyMesh(mesh: Mesh): void;
  114719. /**
  114720. * Determine if a given mesh will be used in the glow layer
  114721. * @param mesh The mesh to test
  114722. * @returns true if the mesh will be highlighted by the current glow layer
  114723. */
  114724. hasMesh(mesh: AbstractMesh): boolean;
  114725. /**
  114726. * Free any resources and references associated to a mesh.
  114727. * Internal use
  114728. * @param mesh The mesh to free.
  114729. * @hidden
  114730. */
  114731. _disposeMesh(mesh: Mesh): void;
  114732. /**
  114733. * Gets the class name of the effect layer
  114734. * @returns the string with the class name of the effect layer
  114735. */
  114736. getClassName(): string;
  114737. /**
  114738. * Serializes this glow layer
  114739. * @returns a serialized glow layer object
  114740. */
  114741. serialize(): any;
  114742. /**
  114743. * Creates a Glow Layer from parsed glow layer data
  114744. * @param parsedGlowLayer defines glow layer data
  114745. * @param scene defines the current scene
  114746. * @param rootUrl defines the root URL containing the glow layer information
  114747. * @returns a parsed Glow Layer
  114748. */
  114749. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  114750. }
  114751. }
  114752. declare module BABYLON {
  114753. /** @hidden */
  114754. export var glowBlurPostProcessPixelShader: {
  114755. name: string;
  114756. shader: string;
  114757. };
  114758. }
  114759. declare module BABYLON {
  114760. interface AbstractScene {
  114761. /**
  114762. * Return a the first highlight layer of the scene with a given name.
  114763. * @param name The name of the highlight layer to look for.
  114764. * @return The highlight layer if found otherwise null.
  114765. */
  114766. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  114767. }
  114768. /**
  114769. * Highlight layer options. This helps customizing the behaviour
  114770. * of the highlight layer.
  114771. */
  114772. export interface IHighlightLayerOptions {
  114773. /**
  114774. * Multiplication factor apply to the canvas size to compute the render target size
  114775. * used to generated the glowing objects (the smaller the faster).
  114776. */
  114777. mainTextureRatio: number;
  114778. /**
  114779. * Enforces a fixed size texture to ensure resize independant blur.
  114780. */
  114781. mainTextureFixedSize?: number;
  114782. /**
  114783. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  114784. * of the picture to blur (the smaller the faster).
  114785. */
  114786. blurTextureSizeRatio: number;
  114787. /**
  114788. * How big in texel of the blur texture is the vertical blur.
  114789. */
  114790. blurVerticalSize: number;
  114791. /**
  114792. * How big in texel of the blur texture is the horizontal blur.
  114793. */
  114794. blurHorizontalSize: number;
  114795. /**
  114796. * Alpha blending mode used to apply the blur. Default is combine.
  114797. */
  114798. alphaBlendingMode: number;
  114799. /**
  114800. * The camera attached to the layer.
  114801. */
  114802. camera: Nullable<Camera>;
  114803. /**
  114804. * Should we display highlight as a solid stroke?
  114805. */
  114806. isStroke?: boolean;
  114807. /**
  114808. * The rendering group to draw the layer in.
  114809. */
  114810. renderingGroupId: number;
  114811. }
  114812. /**
  114813. * The highlight layer Helps adding a glow effect around a mesh.
  114814. *
  114815. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  114816. * glowy meshes to your scene.
  114817. *
  114818. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  114819. */
  114820. export class HighlightLayer extends EffectLayer {
  114821. name: string;
  114822. /**
  114823. * Effect Name of the highlight layer.
  114824. */
  114825. static readonly EffectName: string;
  114826. /**
  114827. * The neutral color used during the preparation of the glow effect.
  114828. * This is black by default as the blend operation is a blend operation.
  114829. */
  114830. static NeutralColor: Color4;
  114831. /**
  114832. * Stencil value used for glowing meshes.
  114833. */
  114834. static GlowingMeshStencilReference: number;
  114835. /**
  114836. * Stencil value used for the other meshes in the scene.
  114837. */
  114838. static NormalMeshStencilReference: number;
  114839. /**
  114840. * Specifies whether or not the inner glow is ACTIVE in the layer.
  114841. */
  114842. innerGlow: boolean;
  114843. /**
  114844. * Specifies whether or not the outer glow is ACTIVE in the layer.
  114845. */
  114846. outerGlow: boolean;
  114847. /**
  114848. * Specifies the horizontal size of the blur.
  114849. */
  114850. /**
  114851. * Gets the horizontal size of the blur.
  114852. */
  114853. blurHorizontalSize: number;
  114854. /**
  114855. * Specifies the vertical size of the blur.
  114856. */
  114857. /**
  114858. * Gets the vertical size of the blur.
  114859. */
  114860. blurVerticalSize: number;
  114861. /**
  114862. * An event triggered when the highlight layer is being blurred.
  114863. */
  114864. onBeforeBlurObservable: Observable<HighlightLayer>;
  114865. /**
  114866. * An event triggered when the highlight layer has been blurred.
  114867. */
  114868. onAfterBlurObservable: Observable<HighlightLayer>;
  114869. private _instanceGlowingMeshStencilReference;
  114870. private _options;
  114871. private _downSamplePostprocess;
  114872. private _horizontalBlurPostprocess;
  114873. private _verticalBlurPostprocess;
  114874. private _blurTexture;
  114875. private _meshes;
  114876. private _excludedMeshes;
  114877. /**
  114878. * Instantiates a new highlight Layer and references it to the scene..
  114879. * @param name The name of the layer
  114880. * @param scene The scene to use the layer in
  114881. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  114882. */
  114883. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  114884. /**
  114885. * Get the effect name of the layer.
  114886. * @return The effect name
  114887. */
  114888. getEffectName(): string;
  114889. /**
  114890. * Create the merge effect. This is the shader use to blit the information back
  114891. * to the main canvas at the end of the scene rendering.
  114892. */
  114893. protected _createMergeEffect(): Effect;
  114894. /**
  114895. * Creates the render target textures and post processes used in the highlight layer.
  114896. */
  114897. protected _createTextureAndPostProcesses(): void;
  114898. /**
  114899. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114900. */
  114901. needStencil(): boolean;
  114902. /**
  114903. * Checks for the readiness of the element composing the layer.
  114904. * @param subMesh the mesh to check for
  114905. * @param useInstances specify wether or not to use instances to render the mesh
  114906. * @param emissiveTexture the associated emissive texture used to generate the glow
  114907. * @return true if ready otherwise, false
  114908. */
  114909. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  114910. /**
  114911. * Implementation specific of rendering the generating effect on the main canvas.
  114912. * @param effect The effect used to render through
  114913. */
  114914. protected _internalRender(effect: Effect): void;
  114915. /**
  114916. * Returns true if the layer contains information to display, otherwise false.
  114917. */
  114918. shouldRender(): boolean;
  114919. /**
  114920. * Returns true if the mesh should render, otherwise false.
  114921. * @param mesh The mesh to render
  114922. * @returns true if it should render otherwise false
  114923. */
  114924. protected _shouldRenderMesh(mesh: Mesh): boolean;
  114925. /**
  114926. * Sets the required values for both the emissive texture and and the main color.
  114927. */
  114928. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  114929. /**
  114930. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  114931. * @param mesh The mesh to exclude from the highlight layer
  114932. */
  114933. addExcludedMesh(mesh: Mesh): void;
  114934. /**
  114935. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  114936. * @param mesh The mesh to highlight
  114937. */
  114938. removeExcludedMesh(mesh: Mesh): void;
  114939. /**
  114940. * Determine if a given mesh will be highlighted by the current HighlightLayer
  114941. * @param mesh mesh to test
  114942. * @returns true if the mesh will be highlighted by the current HighlightLayer
  114943. */
  114944. hasMesh(mesh: AbstractMesh): boolean;
  114945. /**
  114946. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  114947. * @param mesh The mesh to highlight
  114948. * @param color The color of the highlight
  114949. * @param glowEmissiveOnly Extract the glow from the emissive texture
  114950. */
  114951. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  114952. /**
  114953. * Remove a mesh from the highlight layer in order to make it stop glowing.
  114954. * @param mesh The mesh to highlight
  114955. */
  114956. removeMesh(mesh: Mesh): void;
  114957. /**
  114958. * Force the stencil to the normal expected value for none glowing parts
  114959. */
  114960. private _defaultStencilReference;
  114961. /**
  114962. * Free any resources and references associated to a mesh.
  114963. * Internal use
  114964. * @param mesh The mesh to free.
  114965. * @hidden
  114966. */
  114967. _disposeMesh(mesh: Mesh): void;
  114968. /**
  114969. * Dispose the highlight layer and free resources.
  114970. */
  114971. dispose(): void;
  114972. /**
  114973. * Gets the class name of the effect layer
  114974. * @returns the string with the class name of the effect layer
  114975. */
  114976. getClassName(): string;
  114977. /**
  114978. * Serializes this Highlight layer
  114979. * @returns a serialized Highlight layer object
  114980. */
  114981. serialize(): any;
  114982. /**
  114983. * Creates a Highlight layer from parsed Highlight layer data
  114984. * @param parsedHightlightLayer defines the Highlight layer data
  114985. * @param scene defines the current scene
  114986. * @param rootUrl defines the root URL containing the Highlight layer information
  114987. * @returns a parsed Highlight layer
  114988. */
  114989. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  114990. }
  114991. }
  114992. declare module BABYLON {
  114993. interface AbstractScene {
  114994. /**
  114995. * The list of layers (background and foreground) of the scene
  114996. */
  114997. layers: Array<Layer>;
  114998. }
  114999. /**
  115000. * Defines the layer scene component responsible to manage any layers
  115001. * in a given scene.
  115002. */
  115003. export class LayerSceneComponent implements ISceneComponent {
  115004. /**
  115005. * The component name helpfull to identify the component in the list of scene components.
  115006. */
  115007. readonly name: string;
  115008. /**
  115009. * The scene the component belongs to.
  115010. */
  115011. scene: Scene;
  115012. private _engine;
  115013. /**
  115014. * Creates a new instance of the component for the given scene
  115015. * @param scene Defines the scene to register the component in
  115016. */
  115017. constructor(scene: Scene);
  115018. /**
  115019. * Registers the component in a given scene
  115020. */
  115021. register(): void;
  115022. /**
  115023. * Rebuilds the elements related to this component in case of
  115024. * context lost for instance.
  115025. */
  115026. rebuild(): void;
  115027. /**
  115028. * Disposes the component and the associated ressources.
  115029. */
  115030. dispose(): void;
  115031. private _draw;
  115032. private _drawCameraPredicate;
  115033. private _drawCameraBackground;
  115034. private _drawCameraForeground;
  115035. private _drawRenderTargetPredicate;
  115036. private _drawRenderTargetBackground;
  115037. private _drawRenderTargetForeground;
  115038. /**
  115039. * Adds all the elements from the container to the scene
  115040. * @param container the container holding the elements
  115041. */
  115042. addFromContainer(container: AbstractScene): void;
  115043. /**
  115044. * Removes all the elements in the container from the scene
  115045. * @param container contains the elements to remove
  115046. * @param dispose if the removed element should be disposed (default: false)
  115047. */
  115048. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115049. }
  115050. }
  115051. declare module BABYLON {
  115052. /** @hidden */
  115053. export var layerPixelShader: {
  115054. name: string;
  115055. shader: string;
  115056. };
  115057. }
  115058. declare module BABYLON {
  115059. /** @hidden */
  115060. export var layerVertexShader: {
  115061. name: string;
  115062. shader: string;
  115063. };
  115064. }
  115065. declare module BABYLON {
  115066. /**
  115067. * This represents a full screen 2d layer.
  115068. * This can be useful to display a picture in the background of your scene for instance.
  115069. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115070. */
  115071. export class Layer {
  115072. /**
  115073. * Define the name of the layer.
  115074. */
  115075. name: string;
  115076. /**
  115077. * Define the texture the layer should display.
  115078. */
  115079. texture: Nullable<Texture>;
  115080. /**
  115081. * Is the layer in background or foreground.
  115082. */
  115083. isBackground: boolean;
  115084. /**
  115085. * Define the color of the layer (instead of texture).
  115086. */
  115087. color: Color4;
  115088. /**
  115089. * Define the scale of the layer in order to zoom in out of the texture.
  115090. */
  115091. scale: Vector2;
  115092. /**
  115093. * Define an offset for the layer in order to shift the texture.
  115094. */
  115095. offset: Vector2;
  115096. /**
  115097. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  115098. */
  115099. alphaBlendingMode: number;
  115100. /**
  115101. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  115102. * Alpha test will not mix with the background color in case of transparency.
  115103. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  115104. */
  115105. alphaTest: boolean;
  115106. /**
  115107. * Define a mask to restrict the layer to only some of the scene cameras.
  115108. */
  115109. layerMask: number;
  115110. /**
  115111. * Define the list of render target the layer is visible into.
  115112. */
  115113. renderTargetTextures: RenderTargetTexture[];
  115114. /**
  115115. * Define if the layer is only used in renderTarget or if it also
  115116. * renders in the main frame buffer of the canvas.
  115117. */
  115118. renderOnlyInRenderTargetTextures: boolean;
  115119. private _scene;
  115120. private _vertexBuffers;
  115121. private _indexBuffer;
  115122. private _effect;
  115123. private _alphaTestEffect;
  115124. /**
  115125. * An event triggered when the layer is disposed.
  115126. */
  115127. onDisposeObservable: Observable<Layer>;
  115128. private _onDisposeObserver;
  115129. /**
  115130. * Back compatibility with callback before the onDisposeObservable existed.
  115131. * The set callback will be triggered when the layer has been disposed.
  115132. */
  115133. onDispose: () => void;
  115134. /**
  115135. * An event triggered before rendering the scene
  115136. */
  115137. onBeforeRenderObservable: Observable<Layer>;
  115138. private _onBeforeRenderObserver;
  115139. /**
  115140. * Back compatibility with callback before the onBeforeRenderObservable existed.
  115141. * The set callback will be triggered just before rendering the layer.
  115142. */
  115143. onBeforeRender: () => void;
  115144. /**
  115145. * An event triggered after rendering the scene
  115146. */
  115147. onAfterRenderObservable: Observable<Layer>;
  115148. private _onAfterRenderObserver;
  115149. /**
  115150. * Back compatibility with callback before the onAfterRenderObservable existed.
  115151. * The set callback will be triggered just after rendering the layer.
  115152. */
  115153. onAfterRender: () => void;
  115154. /**
  115155. * Instantiates a new layer.
  115156. * This represents a full screen 2d layer.
  115157. * This can be useful to display a picture in the background of your scene for instance.
  115158. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115159. * @param name Define the name of the layer in the scene
  115160. * @param imgUrl Define the url of the texture to display in the layer
  115161. * @param scene Define the scene the layer belongs to
  115162. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  115163. * @param color Defines a color for the layer
  115164. */
  115165. constructor(
  115166. /**
  115167. * Define the name of the layer.
  115168. */
  115169. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  115170. private _createIndexBuffer;
  115171. /** @hidden */
  115172. _rebuild(): void;
  115173. /**
  115174. * Renders the layer in the scene.
  115175. */
  115176. render(): void;
  115177. /**
  115178. * Disposes and releases the associated ressources.
  115179. */
  115180. dispose(): void;
  115181. }
  115182. }
  115183. declare module BABYLON {
  115184. /** @hidden */
  115185. export var lensFlarePixelShader: {
  115186. name: string;
  115187. shader: string;
  115188. };
  115189. }
  115190. declare module BABYLON {
  115191. /** @hidden */
  115192. export var lensFlareVertexShader: {
  115193. name: string;
  115194. shader: string;
  115195. };
  115196. }
  115197. declare module BABYLON {
  115198. /**
  115199. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  115200. * It is usually composed of several `lensFlare`.
  115201. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115202. */
  115203. export class LensFlareSystem {
  115204. /**
  115205. * Define the name of the lens flare system
  115206. */
  115207. name: string;
  115208. /**
  115209. * List of lens flares used in this system.
  115210. */
  115211. lensFlares: LensFlare[];
  115212. /**
  115213. * Define a limit from the border the lens flare can be visible.
  115214. */
  115215. borderLimit: number;
  115216. /**
  115217. * Define a viewport border we do not want to see the lens flare in.
  115218. */
  115219. viewportBorder: number;
  115220. /**
  115221. * Define a predicate which could limit the list of meshes able to occlude the effect.
  115222. */
  115223. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  115224. /**
  115225. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  115226. */
  115227. layerMask: number;
  115228. /**
  115229. * Define the id of the lens flare system in the scene.
  115230. * (equal to name by default)
  115231. */
  115232. id: string;
  115233. private _scene;
  115234. private _emitter;
  115235. private _vertexBuffers;
  115236. private _indexBuffer;
  115237. private _effect;
  115238. private _positionX;
  115239. private _positionY;
  115240. private _isEnabled;
  115241. /** @hidden */
  115242. static _SceneComponentInitialization: (scene: Scene) => void;
  115243. /**
  115244. * Instantiates a lens flare system.
  115245. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  115246. * It is usually composed of several `lensFlare`.
  115247. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115248. * @param name Define the name of the lens flare system in the scene
  115249. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  115250. * @param scene Define the scene the lens flare system belongs to
  115251. */
  115252. constructor(
  115253. /**
  115254. * Define the name of the lens flare system
  115255. */
  115256. name: string, emitter: any, scene: Scene);
  115257. /**
  115258. * Define if the lens flare system is enabled.
  115259. */
  115260. isEnabled: boolean;
  115261. /**
  115262. * Get the scene the effects belongs to.
  115263. * @returns the scene holding the lens flare system
  115264. */
  115265. getScene(): Scene;
  115266. /**
  115267. * Get the emitter of the lens flare system.
  115268. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  115269. * @returns the emitter of the lens flare system
  115270. */
  115271. getEmitter(): any;
  115272. /**
  115273. * Set the emitter of the lens flare system.
  115274. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  115275. * @param newEmitter Define the new emitter of the system
  115276. */
  115277. setEmitter(newEmitter: any): void;
  115278. /**
  115279. * Get the lens flare system emitter position.
  115280. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  115281. * @returns the position
  115282. */
  115283. getEmitterPosition(): Vector3;
  115284. /**
  115285. * @hidden
  115286. */
  115287. computeEffectivePosition(globalViewport: Viewport): boolean;
  115288. /** @hidden */
  115289. _isVisible(): boolean;
  115290. /**
  115291. * @hidden
  115292. */
  115293. render(): boolean;
  115294. /**
  115295. * Dispose and release the lens flare with its associated resources.
  115296. */
  115297. dispose(): void;
  115298. /**
  115299. * Parse a lens flare system from a JSON repressentation
  115300. * @param parsedLensFlareSystem Define the JSON to parse
  115301. * @param scene Define the scene the parsed system should be instantiated in
  115302. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  115303. * @returns the parsed system
  115304. */
  115305. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  115306. /**
  115307. * Serialize the current Lens Flare System into a JSON representation.
  115308. * @returns the serialized JSON
  115309. */
  115310. serialize(): any;
  115311. }
  115312. }
  115313. declare module BABYLON {
  115314. /**
  115315. * This represents one of the lens effect in a `lensFlareSystem`.
  115316. * It controls one of the indiviual texture used in the effect.
  115317. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115318. */
  115319. export class LensFlare {
  115320. /**
  115321. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  115322. */
  115323. size: number;
  115324. /**
  115325. * 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.
  115326. */
  115327. position: number;
  115328. /**
  115329. * Define the lens color.
  115330. */
  115331. color: Color3;
  115332. /**
  115333. * Define the lens texture.
  115334. */
  115335. texture: Nullable<Texture>;
  115336. /**
  115337. * Define the alpha mode to render this particular lens.
  115338. */
  115339. alphaMode: number;
  115340. private _system;
  115341. /**
  115342. * Creates a new Lens Flare.
  115343. * This represents one of the lens effect in a `lensFlareSystem`.
  115344. * It controls one of the indiviual texture used in the effect.
  115345. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115346. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  115347. * @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.
  115348. * @param color Define the lens color
  115349. * @param imgUrl Define the lens texture url
  115350. * @param system Define the `lensFlareSystem` this flare is part of
  115351. * @returns The newly created Lens Flare
  115352. */
  115353. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  115354. /**
  115355. * Instantiates a new Lens Flare.
  115356. * This represents one of the lens effect in a `lensFlareSystem`.
  115357. * It controls one of the indiviual texture used in the effect.
  115358. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115359. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  115360. * @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.
  115361. * @param color Define the lens color
  115362. * @param imgUrl Define the lens texture url
  115363. * @param system Define the `lensFlareSystem` this flare is part of
  115364. */
  115365. constructor(
  115366. /**
  115367. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  115368. */
  115369. size: number,
  115370. /**
  115371. * 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.
  115372. */
  115373. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  115374. /**
  115375. * Dispose and release the lens flare with its associated resources.
  115376. */
  115377. dispose(): void;
  115378. }
  115379. }
  115380. declare module BABYLON {
  115381. interface AbstractScene {
  115382. /**
  115383. * The list of lens flare system added to the scene
  115384. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115385. */
  115386. lensFlareSystems: Array<LensFlareSystem>;
  115387. /**
  115388. * Removes the given lens flare system from this scene.
  115389. * @param toRemove The lens flare system to remove
  115390. * @returns The index of the removed lens flare system
  115391. */
  115392. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  115393. /**
  115394. * Adds the given lens flare system to this scene
  115395. * @param newLensFlareSystem The lens flare system to add
  115396. */
  115397. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  115398. /**
  115399. * Gets a lens flare system using its name
  115400. * @param name defines the name to look for
  115401. * @returns the lens flare system or null if not found
  115402. */
  115403. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  115404. /**
  115405. * Gets a lens flare system using its id
  115406. * @param id defines the id to look for
  115407. * @returns the lens flare system or null if not found
  115408. */
  115409. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  115410. }
  115411. /**
  115412. * Defines the lens flare scene component responsible to manage any lens flares
  115413. * in a given scene.
  115414. */
  115415. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  115416. /**
  115417. * The component name helpfull to identify the component in the list of scene components.
  115418. */
  115419. readonly name: string;
  115420. /**
  115421. * The scene the component belongs to.
  115422. */
  115423. scene: Scene;
  115424. /**
  115425. * Creates a new instance of the component for the given scene
  115426. * @param scene Defines the scene to register the component in
  115427. */
  115428. constructor(scene: Scene);
  115429. /**
  115430. * Registers the component in a given scene
  115431. */
  115432. register(): void;
  115433. /**
  115434. * Rebuilds the elements related to this component in case of
  115435. * context lost for instance.
  115436. */
  115437. rebuild(): void;
  115438. /**
  115439. * Adds all the elements from the container to the scene
  115440. * @param container the container holding the elements
  115441. */
  115442. addFromContainer(container: AbstractScene): void;
  115443. /**
  115444. * Removes all the elements in the container from the scene
  115445. * @param container contains the elements to remove
  115446. * @param dispose if the removed element should be disposed (default: false)
  115447. */
  115448. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115449. /**
  115450. * Serializes the component data to the specified json object
  115451. * @param serializationObject The object to serialize to
  115452. */
  115453. serialize(serializationObject: any): void;
  115454. /**
  115455. * Disposes the component and the associated ressources.
  115456. */
  115457. dispose(): void;
  115458. private _draw;
  115459. }
  115460. }
  115461. declare module BABYLON {
  115462. /**
  115463. * Defines the shadow generator component responsible to manage any shadow generators
  115464. * in a given scene.
  115465. */
  115466. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  115467. /**
  115468. * The component name helpfull to identify the component in the list of scene components.
  115469. */
  115470. readonly name: string;
  115471. /**
  115472. * The scene the component belongs to.
  115473. */
  115474. scene: Scene;
  115475. /**
  115476. * Creates a new instance of the component for the given scene
  115477. * @param scene Defines the scene to register the component in
  115478. */
  115479. constructor(scene: Scene);
  115480. /**
  115481. * Registers the component in a given scene
  115482. */
  115483. register(): void;
  115484. /**
  115485. * Rebuilds the elements related to this component in case of
  115486. * context lost for instance.
  115487. */
  115488. rebuild(): void;
  115489. /**
  115490. * Serializes the component data to the specified json object
  115491. * @param serializationObject The object to serialize to
  115492. */
  115493. serialize(serializationObject: any): void;
  115494. /**
  115495. * Adds all the elements from the container to the scene
  115496. * @param container the container holding the elements
  115497. */
  115498. addFromContainer(container: AbstractScene): void;
  115499. /**
  115500. * Removes all the elements in the container from the scene
  115501. * @param container contains the elements to remove
  115502. * @param dispose if the removed element should be disposed (default: false)
  115503. */
  115504. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115505. /**
  115506. * Rebuilds the elements related to this component in case of
  115507. * context lost for instance.
  115508. */
  115509. dispose(): void;
  115510. private _gatherRenderTargets;
  115511. }
  115512. }
  115513. declare module BABYLON {
  115514. /**
  115515. * A point light is a light defined by an unique point in world space.
  115516. * The light is emitted in every direction from this point.
  115517. * A good example of a point light is a standard light bulb.
  115518. * Documentation: https://doc.babylonjs.com/babylon101/lights
  115519. */
  115520. export class PointLight extends ShadowLight {
  115521. private _shadowAngle;
  115522. /**
  115523. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115524. * This specifies what angle the shadow will use to be created.
  115525. *
  115526. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  115527. */
  115528. /**
  115529. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115530. * This specifies what angle the shadow will use to be created.
  115531. *
  115532. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  115533. */
  115534. shadowAngle: number;
  115535. /**
  115536. * Gets the direction if it has been set.
  115537. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115538. */
  115539. /**
  115540. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115541. */
  115542. direction: Vector3;
  115543. /**
  115544. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  115545. * A PointLight emits the light in every direction.
  115546. * It can cast shadows.
  115547. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  115548. * ```javascript
  115549. * var pointLight = new PointLight("pl", camera.position, scene);
  115550. * ```
  115551. * Documentation : https://doc.babylonjs.com/babylon101/lights
  115552. * @param name The light friendly name
  115553. * @param position The position of the point light in the scene
  115554. * @param scene The scene the lights belongs to
  115555. */
  115556. constructor(name: string, position: Vector3, scene: Scene);
  115557. /**
  115558. * Returns the string "PointLight"
  115559. * @returns the class name
  115560. */
  115561. getClassName(): string;
  115562. /**
  115563. * Returns the integer 0.
  115564. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  115565. */
  115566. getTypeID(): number;
  115567. /**
  115568. * Specifies wether or not the shadowmap should be a cube texture.
  115569. * @returns true if the shadowmap needs to be a cube texture.
  115570. */
  115571. needCube(): boolean;
  115572. /**
  115573. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  115574. * @param faceIndex The index of the face we are computed the direction to generate shadow
  115575. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  115576. */
  115577. getShadowDirection(faceIndex?: number): Vector3;
  115578. /**
  115579. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  115580. * - fov = PI / 2
  115581. * - aspect ratio : 1.0
  115582. * - z-near and far equal to the active camera minZ and maxZ.
  115583. * Returns the PointLight.
  115584. */
  115585. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  115586. protected _buildUniformLayout(): void;
  115587. /**
  115588. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  115589. * @param effect The effect to update
  115590. * @param lightIndex The index of the light in the effect to update
  115591. * @returns The point light
  115592. */
  115593. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  115594. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  115595. /**
  115596. * Prepares the list of defines specific to the light type.
  115597. * @param defines the list of defines
  115598. * @param lightIndex defines the index of the light for the effect
  115599. */
  115600. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  115601. }
  115602. }
  115603. declare module BABYLON {
  115604. /**
  115605. * Header information of HDR texture files.
  115606. */
  115607. export interface HDRInfo {
  115608. /**
  115609. * The height of the texture in pixels.
  115610. */
  115611. height: number;
  115612. /**
  115613. * The width of the texture in pixels.
  115614. */
  115615. width: number;
  115616. /**
  115617. * The index of the beginning of the data in the binary file.
  115618. */
  115619. dataPosition: number;
  115620. }
  115621. /**
  115622. * This groups tools to convert HDR texture to native colors array.
  115623. */
  115624. export class HDRTools {
  115625. private static Ldexp;
  115626. private static Rgbe2float;
  115627. private static readStringLine;
  115628. /**
  115629. * Reads header information from an RGBE texture stored in a native array.
  115630. * More information on this format are available here:
  115631. * https://en.wikipedia.org/wiki/RGBE_image_format
  115632. *
  115633. * @param uint8array The binary file stored in native array.
  115634. * @return The header information.
  115635. */
  115636. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  115637. /**
  115638. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  115639. * This RGBE texture needs to store the information as a panorama.
  115640. *
  115641. * More information on this format are available here:
  115642. * https://en.wikipedia.org/wiki/RGBE_image_format
  115643. *
  115644. * @param buffer The binary file stored in an array buffer.
  115645. * @param size The expected size of the extracted cubemap.
  115646. * @return The Cube Map information.
  115647. */
  115648. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  115649. /**
  115650. * Returns the pixels data extracted from an RGBE texture.
  115651. * This pixels will be stored left to right up to down in the R G B order in one array.
  115652. *
  115653. * More information on this format are available here:
  115654. * https://en.wikipedia.org/wiki/RGBE_image_format
  115655. *
  115656. * @param uint8array The binary file stored in an array buffer.
  115657. * @param hdrInfo The header information of the file.
  115658. * @return The pixels data in RGB right to left up to down order.
  115659. */
  115660. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  115661. private static RGBE_ReadPixels_RLE;
  115662. }
  115663. }
  115664. declare module BABYLON {
  115665. /**
  115666. * This represents a texture coming from an HDR input.
  115667. *
  115668. * The only supported format is currently panorama picture stored in RGBE format.
  115669. * Example of such files can be found on HDRLib: http://hdrlib.com/
  115670. */
  115671. export class HDRCubeTexture extends BaseTexture {
  115672. private static _facesMapping;
  115673. private _generateHarmonics;
  115674. private _noMipmap;
  115675. private _textureMatrix;
  115676. private _size;
  115677. private _onLoad;
  115678. private _onError;
  115679. /**
  115680. * The texture URL.
  115681. */
  115682. url: string;
  115683. /**
  115684. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  115685. */
  115686. coordinatesMode: number;
  115687. protected _isBlocking: boolean;
  115688. /**
  115689. * Sets wether or not the texture is blocking during loading.
  115690. */
  115691. /**
  115692. * Gets wether or not the texture is blocking during loading.
  115693. */
  115694. isBlocking: boolean;
  115695. protected _rotationY: number;
  115696. /**
  115697. * Sets texture matrix rotation angle around Y axis in radians.
  115698. */
  115699. /**
  115700. * Gets texture matrix rotation angle around Y axis radians.
  115701. */
  115702. rotationY: number;
  115703. /**
  115704. * Gets or sets the center of the bounding box associated with the cube texture
  115705. * It must define where the camera used to render the texture was set
  115706. */
  115707. boundingBoxPosition: Vector3;
  115708. private _boundingBoxSize;
  115709. /**
  115710. * Gets or sets the size of the bounding box associated with the cube texture
  115711. * When defined, the cubemap will switch to local mode
  115712. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  115713. * @example https://www.babylonjs-playground.com/#RNASML
  115714. */
  115715. boundingBoxSize: Vector3;
  115716. /**
  115717. * Instantiates an HDRTexture from the following parameters.
  115718. *
  115719. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  115720. * @param scene The scene the texture will be used in
  115721. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  115722. * @param noMipmap Forces to not generate the mipmap if true
  115723. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  115724. * @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)
  115725. * @param reserved Reserved flag for internal use.
  115726. */
  115727. 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>);
  115728. /**
  115729. * Get the current class name of the texture useful for serialization or dynamic coding.
  115730. * @returns "HDRCubeTexture"
  115731. */
  115732. getClassName(): string;
  115733. /**
  115734. * Occurs when the file is raw .hdr file.
  115735. */
  115736. private loadTexture;
  115737. clone(): HDRCubeTexture;
  115738. delayLoad(): void;
  115739. /**
  115740. * Get the texture reflection matrix used to rotate/transform the reflection.
  115741. * @returns the reflection matrix
  115742. */
  115743. getReflectionTextureMatrix(): Matrix;
  115744. /**
  115745. * Set the texture reflection matrix used to rotate/transform the reflection.
  115746. * @param value Define the reflection matrix to set
  115747. */
  115748. setReflectionTextureMatrix(value: Matrix): void;
  115749. /**
  115750. * Parses a JSON representation of an HDR Texture in order to create the texture
  115751. * @param parsedTexture Define the JSON representation
  115752. * @param scene Define the scene the texture should be created in
  115753. * @param rootUrl Define the root url in case we need to load relative dependencies
  115754. * @returns the newly created texture after parsing
  115755. */
  115756. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  115757. serialize(): any;
  115758. }
  115759. }
  115760. declare module BABYLON {
  115761. /**
  115762. * Class used to control physics engine
  115763. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  115764. */
  115765. export class PhysicsEngine implements IPhysicsEngine {
  115766. private _physicsPlugin;
  115767. /**
  115768. * Global value used to control the smallest number supported by the simulation
  115769. */
  115770. static Epsilon: number;
  115771. private _impostors;
  115772. private _joints;
  115773. /**
  115774. * Gets the gravity vector used by the simulation
  115775. */
  115776. gravity: Vector3;
  115777. /**
  115778. * Factory used to create the default physics plugin.
  115779. * @returns The default physics plugin
  115780. */
  115781. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  115782. /**
  115783. * Creates a new Physics Engine
  115784. * @param gravity defines the gravity vector used by the simulation
  115785. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  115786. */
  115787. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  115788. /**
  115789. * Sets the gravity vector used by the simulation
  115790. * @param gravity defines the gravity vector to use
  115791. */
  115792. setGravity(gravity: Vector3): void;
  115793. /**
  115794. * Set the time step of the physics engine.
  115795. * Default is 1/60.
  115796. * To slow it down, enter 1/600 for example.
  115797. * To speed it up, 1/30
  115798. * @param newTimeStep defines the new timestep to apply to this world.
  115799. */
  115800. setTimeStep(newTimeStep?: number): void;
  115801. /**
  115802. * Get the time step of the physics engine.
  115803. * @returns the current time step
  115804. */
  115805. getTimeStep(): number;
  115806. /**
  115807. * Release all resources
  115808. */
  115809. dispose(): void;
  115810. /**
  115811. * Gets the name of the current physics plugin
  115812. * @returns the name of the plugin
  115813. */
  115814. getPhysicsPluginName(): string;
  115815. /**
  115816. * Adding a new impostor for the impostor tracking.
  115817. * This will be done by the impostor itself.
  115818. * @param impostor the impostor to add
  115819. */
  115820. addImpostor(impostor: PhysicsImpostor): void;
  115821. /**
  115822. * Remove an impostor from the engine.
  115823. * This impostor and its mesh will not longer be updated by the physics engine.
  115824. * @param impostor the impostor to remove
  115825. */
  115826. removeImpostor(impostor: PhysicsImpostor): void;
  115827. /**
  115828. * Add a joint to the physics engine
  115829. * @param mainImpostor defines the main impostor to which the joint is added.
  115830. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  115831. * @param joint defines the joint that will connect both impostors.
  115832. */
  115833. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  115834. /**
  115835. * Removes a joint from the simulation
  115836. * @param mainImpostor defines the impostor used with the joint
  115837. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  115838. * @param joint defines the joint to remove
  115839. */
  115840. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  115841. /**
  115842. * Called by the scene. No need to call it.
  115843. * @param delta defines the timespam between frames
  115844. */
  115845. _step(delta: number): void;
  115846. /**
  115847. * Gets the current plugin used to run the simulation
  115848. * @returns current plugin
  115849. */
  115850. getPhysicsPlugin(): IPhysicsEnginePlugin;
  115851. /**
  115852. * Gets the list of physic impostors
  115853. * @returns an array of PhysicsImpostor
  115854. */
  115855. getImpostors(): Array<PhysicsImpostor>;
  115856. /**
  115857. * Gets the impostor for a physics enabled object
  115858. * @param object defines the object impersonated by the impostor
  115859. * @returns the PhysicsImpostor or null if not found
  115860. */
  115861. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  115862. /**
  115863. * Gets the impostor for a physics body object
  115864. * @param body defines physics body used by the impostor
  115865. * @returns the PhysicsImpostor or null if not found
  115866. */
  115867. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  115868. /**
  115869. * Does a raycast in the physics world
  115870. * @param from when should the ray start?
  115871. * @param to when should the ray end?
  115872. * @returns PhysicsRaycastResult
  115873. */
  115874. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  115875. }
  115876. }
  115877. declare module BABYLON {
  115878. /** @hidden */
  115879. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  115880. private _useDeltaForWorldStep;
  115881. world: any;
  115882. name: string;
  115883. private _physicsMaterials;
  115884. private _fixedTimeStep;
  115885. private _cannonRaycastResult;
  115886. private _raycastResult;
  115887. private _physicsBodysToRemoveAfterStep;
  115888. BJSCANNON: any;
  115889. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  115890. setGravity(gravity: Vector3): void;
  115891. setTimeStep(timeStep: number): void;
  115892. getTimeStep(): number;
  115893. executeStep(delta: number): void;
  115894. private _removeMarkedPhysicsBodiesFromWorld;
  115895. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115896. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115897. generatePhysicsBody(impostor: PhysicsImpostor): void;
  115898. private _processChildMeshes;
  115899. removePhysicsBody(impostor: PhysicsImpostor): void;
  115900. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  115901. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  115902. private _addMaterial;
  115903. private _checkWithEpsilon;
  115904. private _createShape;
  115905. private _createHeightmap;
  115906. private _minus90X;
  115907. private _plus90X;
  115908. private _tmpPosition;
  115909. private _tmpDeltaPosition;
  115910. private _tmpUnityRotation;
  115911. private _updatePhysicsBodyTransformation;
  115912. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  115913. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  115914. isSupported(): boolean;
  115915. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115916. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115917. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115918. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115919. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  115920. getBodyMass(impostor: PhysicsImpostor): number;
  115921. getBodyFriction(impostor: PhysicsImpostor): number;
  115922. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  115923. getBodyRestitution(impostor: PhysicsImpostor): number;
  115924. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  115925. sleepBody(impostor: PhysicsImpostor): void;
  115926. wakeUpBody(impostor: PhysicsImpostor): void;
  115927. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  115928. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  115929. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  115930. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  115931. getRadius(impostor: PhysicsImpostor): number;
  115932. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  115933. dispose(): void;
  115934. private _extendNamespace;
  115935. /**
  115936. * Does a raycast in the physics world
  115937. * @param from when should the ray start?
  115938. * @param to when should the ray end?
  115939. * @returns PhysicsRaycastResult
  115940. */
  115941. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  115942. }
  115943. }
  115944. declare module BABYLON {
  115945. /** @hidden */
  115946. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  115947. world: any;
  115948. name: string;
  115949. BJSOIMO: any;
  115950. private _raycastResult;
  115951. constructor(iterations?: number, oimoInjection?: any);
  115952. setGravity(gravity: Vector3): void;
  115953. setTimeStep(timeStep: number): void;
  115954. getTimeStep(): number;
  115955. private _tmpImpostorsArray;
  115956. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  115957. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115958. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115959. generatePhysicsBody(impostor: PhysicsImpostor): void;
  115960. private _tmpPositionVector;
  115961. removePhysicsBody(impostor: PhysicsImpostor): void;
  115962. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  115963. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  115964. isSupported(): boolean;
  115965. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  115966. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  115967. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115968. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115969. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115970. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115971. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  115972. getBodyMass(impostor: PhysicsImpostor): number;
  115973. getBodyFriction(impostor: PhysicsImpostor): number;
  115974. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  115975. getBodyRestitution(impostor: PhysicsImpostor): number;
  115976. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  115977. sleepBody(impostor: PhysicsImpostor): void;
  115978. wakeUpBody(impostor: PhysicsImpostor): void;
  115979. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  115980. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  115981. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  115982. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  115983. getRadius(impostor: PhysicsImpostor): number;
  115984. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  115985. dispose(): void;
  115986. /**
  115987. * Does a raycast in the physics world
  115988. * @param from when should the ray start?
  115989. * @param to when should the ray end?
  115990. * @returns PhysicsRaycastResult
  115991. */
  115992. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  115993. }
  115994. }
  115995. declare module BABYLON {
  115996. /**
  115997. * Class containing static functions to help procedurally build meshes
  115998. */
  115999. export class RibbonBuilder {
  116000. /**
  116001. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  116002. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  116003. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  116004. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  116005. * * 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
  116006. * * 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
  116007. * * 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
  116008. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116009. * * If you create a double-sided mesh, you can choose what parts of 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
  116010. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  116011. * * 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
  116012. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  116013. * * 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
  116014. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  116015. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116016. * @param name defines the name of the mesh
  116017. * @param options defines the options used to create the mesh
  116018. * @param scene defines the hosting scene
  116019. * @returns the ribbon mesh
  116020. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  116021. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116022. */
  116023. static CreateRibbon(name: string, options: {
  116024. pathArray: Vector3[][];
  116025. closeArray?: boolean;
  116026. closePath?: boolean;
  116027. offset?: number;
  116028. updatable?: boolean;
  116029. sideOrientation?: number;
  116030. frontUVs?: Vector4;
  116031. backUVs?: Vector4;
  116032. instance?: Mesh;
  116033. invertUV?: boolean;
  116034. uvs?: Vector2[];
  116035. colors?: Color4[];
  116036. }, scene?: Nullable<Scene>): Mesh;
  116037. }
  116038. }
  116039. declare module BABYLON {
  116040. /**
  116041. * Class containing static functions to help procedurally build meshes
  116042. */
  116043. export class ShapeBuilder {
  116044. /**
  116045. * 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.
  116046. * * 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.
  116047. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  116048. * * 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.
  116049. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  116050. * * 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
  116051. * * 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
  116052. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  116053. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116054. * * If you create a double-sided mesh, you can choose what parts of 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
  116055. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  116056. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  116057. * @param name defines the name of the mesh
  116058. * @param options defines the options used to create the mesh
  116059. * @param scene defines the hosting scene
  116060. * @returns the extruded shape mesh
  116061. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116062. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  116063. */
  116064. static ExtrudeShape(name: string, options: {
  116065. shape: Vector3[];
  116066. path: Vector3[];
  116067. scale?: number;
  116068. rotation?: number;
  116069. cap?: number;
  116070. updatable?: boolean;
  116071. sideOrientation?: number;
  116072. frontUVs?: Vector4;
  116073. backUVs?: Vector4;
  116074. instance?: Mesh;
  116075. invertUV?: boolean;
  116076. }, scene?: Nullable<Scene>): Mesh;
  116077. /**
  116078. * Creates an custom extruded shape mesh.
  116079. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  116080. * * 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.
  116081. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  116082. * * 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
  116083. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  116084. * * 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
  116085. * * It must returns a float value that will be the scale value applied to the shape on each path point
  116086. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  116087. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  116088. * * 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
  116089. * * 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
  116090. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  116091. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116092. * * If you create a double-sided mesh, you can choose what parts of 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
  116093. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  116094. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116095. * @param name defines the name of the mesh
  116096. * @param options defines the options used to create the mesh
  116097. * @param scene defines the hosting scene
  116098. * @returns the custom extruded shape mesh
  116099. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  116100. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116101. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  116102. */
  116103. static ExtrudeShapeCustom(name: string, options: {
  116104. shape: Vector3[];
  116105. path: Vector3[];
  116106. scaleFunction?: any;
  116107. rotationFunction?: any;
  116108. ribbonCloseArray?: boolean;
  116109. ribbonClosePath?: boolean;
  116110. cap?: number;
  116111. updatable?: boolean;
  116112. sideOrientation?: number;
  116113. frontUVs?: Vector4;
  116114. backUVs?: Vector4;
  116115. instance?: Mesh;
  116116. invertUV?: boolean;
  116117. }, scene?: Nullable<Scene>): Mesh;
  116118. private static _ExtrudeShapeGeneric;
  116119. }
  116120. }
  116121. declare module BABYLON {
  116122. /**
  116123. * AmmoJS Physics plugin
  116124. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  116125. * @see https://github.com/kripken/ammo.js/
  116126. */
  116127. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  116128. private _useDeltaForWorldStep;
  116129. /**
  116130. * Reference to the Ammo library
  116131. */
  116132. bjsAMMO: any;
  116133. /**
  116134. * Created ammoJS world which physics bodies are added to
  116135. */
  116136. world: any;
  116137. /**
  116138. * Name of the plugin
  116139. */
  116140. name: string;
  116141. private _timeStep;
  116142. private _fixedTimeStep;
  116143. private _maxSteps;
  116144. private _tmpQuaternion;
  116145. private _tmpAmmoTransform;
  116146. private _tmpAmmoQuaternion;
  116147. private _tmpAmmoConcreteContactResultCallback;
  116148. private _collisionConfiguration;
  116149. private _dispatcher;
  116150. private _overlappingPairCache;
  116151. private _solver;
  116152. private _softBodySolver;
  116153. private _tmpAmmoVectorA;
  116154. private _tmpAmmoVectorB;
  116155. private _tmpAmmoVectorC;
  116156. private _tmpAmmoVectorD;
  116157. private _tmpContactCallbackResult;
  116158. private _tmpAmmoVectorRCA;
  116159. private _tmpAmmoVectorRCB;
  116160. private _raycastResult;
  116161. private static readonly DISABLE_COLLISION_FLAG;
  116162. private static readonly KINEMATIC_FLAG;
  116163. private static readonly DISABLE_DEACTIVATION_FLAG;
  116164. /**
  116165. * Initializes the ammoJS plugin
  116166. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  116167. * @param ammoInjection can be used to inject your own ammo reference
  116168. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  116169. */
  116170. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  116171. /**
  116172. * Sets the gravity of the physics world (m/(s^2))
  116173. * @param gravity Gravity to set
  116174. */
  116175. setGravity(gravity: Vector3): void;
  116176. /**
  116177. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  116178. * @param timeStep timestep to use in seconds
  116179. */
  116180. setTimeStep(timeStep: number): void;
  116181. /**
  116182. * 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)
  116183. * @param fixedTimeStep fixedTimeStep to use in seconds
  116184. */
  116185. setFixedTimeStep(fixedTimeStep: number): void;
  116186. /**
  116187. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  116188. * @param maxSteps the maximum number of steps by the physics engine per frame
  116189. */
  116190. setMaxSteps(maxSteps: number): void;
  116191. /**
  116192. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  116193. * @returns the current timestep in seconds
  116194. */
  116195. getTimeStep(): number;
  116196. private _isImpostorInContact;
  116197. private _isImpostorPairInContact;
  116198. private _stepSimulation;
  116199. /**
  116200. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  116201. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  116202. * After the step the babylon meshes are set to the position of the physics imposters
  116203. * @param delta amount of time to step forward
  116204. * @param impostors array of imposters to update before/after the step
  116205. */
  116206. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  116207. /**
  116208. * Update babylon mesh to match physics world object
  116209. * @param impostor imposter to match
  116210. */
  116211. private _afterSoftStep;
  116212. /**
  116213. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  116214. * @param impostor imposter to match
  116215. */
  116216. private _ropeStep;
  116217. /**
  116218. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  116219. * @param impostor imposter to match
  116220. */
  116221. private _softbodyOrClothStep;
  116222. private _tmpVector;
  116223. private _tmpMatrix;
  116224. /**
  116225. * Applies an impulse on the imposter
  116226. * @param impostor imposter to apply impulse to
  116227. * @param force amount of force to be applied to the imposter
  116228. * @param contactPoint the location to apply the impulse on the imposter
  116229. */
  116230. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116231. /**
  116232. * Applies a force on the imposter
  116233. * @param impostor imposter to apply force
  116234. * @param force amount of force to be applied to the imposter
  116235. * @param contactPoint the location to apply the force on the imposter
  116236. */
  116237. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116238. /**
  116239. * Creates a physics body using the plugin
  116240. * @param impostor the imposter to create the physics body on
  116241. */
  116242. generatePhysicsBody(impostor: PhysicsImpostor): void;
  116243. /**
  116244. * Removes the physics body from the imposter and disposes of the body's memory
  116245. * @param impostor imposter to remove the physics body from
  116246. */
  116247. removePhysicsBody(impostor: PhysicsImpostor): void;
  116248. /**
  116249. * Generates a joint
  116250. * @param impostorJoint the imposter joint to create the joint with
  116251. */
  116252. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  116253. /**
  116254. * Removes a joint
  116255. * @param impostorJoint the imposter joint to remove the joint from
  116256. */
  116257. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  116258. private _addMeshVerts;
  116259. /**
  116260. * Initialise the soft body vertices to match its object's (mesh) vertices
  116261. * Softbody vertices (nodes) are in world space and to match this
  116262. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  116263. * @param impostor to create the softbody for
  116264. */
  116265. private _softVertexData;
  116266. /**
  116267. * Create an impostor's soft body
  116268. * @param impostor to create the softbody for
  116269. */
  116270. private _createSoftbody;
  116271. /**
  116272. * Create cloth for an impostor
  116273. * @param impostor to create the softbody for
  116274. */
  116275. private _createCloth;
  116276. /**
  116277. * Create rope for an impostor
  116278. * @param impostor to create the softbody for
  116279. */
  116280. private _createRope;
  116281. private _addHullVerts;
  116282. private _createShape;
  116283. /**
  116284. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  116285. * @param impostor imposter containing the physics body and babylon object
  116286. */
  116287. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  116288. /**
  116289. * Sets the babylon object's position/rotation from the physics body's position/rotation
  116290. * @param impostor imposter containing the physics body and babylon object
  116291. * @param newPosition new position
  116292. * @param newRotation new rotation
  116293. */
  116294. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  116295. /**
  116296. * If this plugin is supported
  116297. * @returns true if its supported
  116298. */
  116299. isSupported(): boolean;
  116300. /**
  116301. * Sets the linear velocity of the physics body
  116302. * @param impostor imposter to set the velocity on
  116303. * @param velocity velocity to set
  116304. */
  116305. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116306. /**
  116307. * Sets the angular velocity of the physics body
  116308. * @param impostor imposter to set the velocity on
  116309. * @param velocity velocity to set
  116310. */
  116311. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116312. /**
  116313. * gets the linear velocity
  116314. * @param impostor imposter to get linear velocity from
  116315. * @returns linear velocity
  116316. */
  116317. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116318. /**
  116319. * gets the angular velocity
  116320. * @param impostor imposter to get angular velocity from
  116321. * @returns angular velocity
  116322. */
  116323. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116324. /**
  116325. * Sets the mass of physics body
  116326. * @param impostor imposter to set the mass on
  116327. * @param mass mass to set
  116328. */
  116329. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  116330. /**
  116331. * Gets the mass of the physics body
  116332. * @param impostor imposter to get the mass from
  116333. * @returns mass
  116334. */
  116335. getBodyMass(impostor: PhysicsImpostor): number;
  116336. /**
  116337. * Gets friction of the impostor
  116338. * @param impostor impostor to get friction from
  116339. * @returns friction value
  116340. */
  116341. getBodyFriction(impostor: PhysicsImpostor): number;
  116342. /**
  116343. * Sets friction of the impostor
  116344. * @param impostor impostor to set friction on
  116345. * @param friction friction value
  116346. */
  116347. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  116348. /**
  116349. * Gets restitution of the impostor
  116350. * @param impostor impostor to get restitution from
  116351. * @returns restitution value
  116352. */
  116353. getBodyRestitution(impostor: PhysicsImpostor): number;
  116354. /**
  116355. * Sets resitution of the impostor
  116356. * @param impostor impostor to set resitution on
  116357. * @param restitution resitution value
  116358. */
  116359. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  116360. /**
  116361. * Gets pressure inside the impostor
  116362. * @param impostor impostor to get pressure from
  116363. * @returns pressure value
  116364. */
  116365. getBodyPressure(impostor: PhysicsImpostor): number;
  116366. /**
  116367. * Sets pressure inside a soft body impostor
  116368. * Cloth and rope must remain 0 pressure
  116369. * @param impostor impostor to set pressure on
  116370. * @param pressure pressure value
  116371. */
  116372. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  116373. /**
  116374. * Gets stiffness of the impostor
  116375. * @param impostor impostor to get stiffness from
  116376. * @returns pressure value
  116377. */
  116378. getBodyStiffness(impostor: PhysicsImpostor): number;
  116379. /**
  116380. * Sets stiffness of the impostor
  116381. * @param impostor impostor to set stiffness on
  116382. * @param stiffness stiffness value from 0 to 1
  116383. */
  116384. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  116385. /**
  116386. * Gets velocityIterations of the impostor
  116387. * @param impostor impostor to get velocity iterations from
  116388. * @returns velocityIterations value
  116389. */
  116390. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  116391. /**
  116392. * Sets velocityIterations of the impostor
  116393. * @param impostor impostor to set velocity iterations on
  116394. * @param velocityIterations velocityIterations value
  116395. */
  116396. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  116397. /**
  116398. * Gets positionIterations of the impostor
  116399. * @param impostor impostor to get position iterations from
  116400. * @returns positionIterations value
  116401. */
  116402. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  116403. /**
  116404. * Sets positionIterations of the impostor
  116405. * @param impostor impostor to set position on
  116406. * @param positionIterations positionIterations value
  116407. */
  116408. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  116409. /**
  116410. * Append an anchor to a cloth object
  116411. * @param impostor is the cloth impostor to add anchor to
  116412. * @param otherImpostor is the rigid impostor to anchor to
  116413. * @param width ratio across width from 0 to 1
  116414. * @param height ratio up height from 0 to 1
  116415. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  116416. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  116417. */
  116418. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  116419. /**
  116420. * Append an hook to a rope object
  116421. * @param impostor is the rope impostor to add hook to
  116422. * @param otherImpostor is the rigid impostor to hook to
  116423. * @param length ratio along the rope from 0 to 1
  116424. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  116425. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  116426. */
  116427. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  116428. /**
  116429. * Sleeps the physics body and stops it from being active
  116430. * @param impostor impostor to sleep
  116431. */
  116432. sleepBody(impostor: PhysicsImpostor): void;
  116433. /**
  116434. * Activates the physics body
  116435. * @param impostor impostor to activate
  116436. */
  116437. wakeUpBody(impostor: PhysicsImpostor): void;
  116438. /**
  116439. * Updates the distance parameters of the joint
  116440. * @param joint joint to update
  116441. * @param maxDistance maximum distance of the joint
  116442. * @param minDistance minimum distance of the joint
  116443. */
  116444. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  116445. /**
  116446. * Sets a motor on the joint
  116447. * @param joint joint to set motor on
  116448. * @param speed speed of the motor
  116449. * @param maxForce maximum force of the motor
  116450. * @param motorIndex index of the motor
  116451. */
  116452. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  116453. /**
  116454. * Sets the motors limit
  116455. * @param joint joint to set limit on
  116456. * @param upperLimit upper limit
  116457. * @param lowerLimit lower limit
  116458. */
  116459. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  116460. /**
  116461. * Syncs the position and rotation of a mesh with the impostor
  116462. * @param mesh mesh to sync
  116463. * @param impostor impostor to update the mesh with
  116464. */
  116465. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  116466. /**
  116467. * Gets the radius of the impostor
  116468. * @param impostor impostor to get radius from
  116469. * @returns the radius
  116470. */
  116471. getRadius(impostor: PhysicsImpostor): number;
  116472. /**
  116473. * Gets the box size of the impostor
  116474. * @param impostor impostor to get box size from
  116475. * @param result the resulting box size
  116476. */
  116477. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  116478. /**
  116479. * Disposes of the impostor
  116480. */
  116481. dispose(): void;
  116482. /**
  116483. * Does a raycast in the physics world
  116484. * @param from when should the ray start?
  116485. * @param to when should the ray end?
  116486. * @returns PhysicsRaycastResult
  116487. */
  116488. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116489. }
  116490. }
  116491. declare module BABYLON {
  116492. interface AbstractScene {
  116493. /**
  116494. * The list of reflection probes added to the scene
  116495. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  116496. */
  116497. reflectionProbes: Array<ReflectionProbe>;
  116498. /**
  116499. * Removes the given reflection probe from this scene.
  116500. * @param toRemove The reflection probe to remove
  116501. * @returns The index of the removed reflection probe
  116502. */
  116503. removeReflectionProbe(toRemove: ReflectionProbe): number;
  116504. /**
  116505. * Adds the given reflection probe to this scene.
  116506. * @param newReflectionProbe The reflection probe to add
  116507. */
  116508. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  116509. }
  116510. /**
  116511. * Class used to generate realtime reflection / refraction cube textures
  116512. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  116513. */
  116514. export class ReflectionProbe {
  116515. /** defines the name of the probe */
  116516. name: string;
  116517. private _scene;
  116518. private _renderTargetTexture;
  116519. private _projectionMatrix;
  116520. private _viewMatrix;
  116521. private _target;
  116522. private _add;
  116523. private _attachedMesh;
  116524. private _invertYAxis;
  116525. /** Gets or sets probe position (center of the cube map) */
  116526. position: Vector3;
  116527. /**
  116528. * Creates a new reflection probe
  116529. * @param name defines the name of the probe
  116530. * @param size defines the texture resolution (for each face)
  116531. * @param scene defines the hosting scene
  116532. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  116533. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  116534. */
  116535. constructor(
  116536. /** defines the name of the probe */
  116537. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  116538. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  116539. samples: number;
  116540. /** Gets or sets the refresh rate to use (on every frame by default) */
  116541. refreshRate: number;
  116542. /**
  116543. * Gets the hosting scene
  116544. * @returns a Scene
  116545. */
  116546. getScene(): Scene;
  116547. /** Gets the internal CubeTexture used to render to */
  116548. readonly cubeTexture: RenderTargetTexture;
  116549. /** Gets the list of meshes to render */
  116550. readonly renderList: Nullable<AbstractMesh[]>;
  116551. /**
  116552. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  116553. * @param mesh defines the mesh to attach to
  116554. */
  116555. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  116556. /**
  116557. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  116558. * @param renderingGroupId The rendering group id corresponding to its index
  116559. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  116560. */
  116561. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  116562. /**
  116563. * Clean all associated resources
  116564. */
  116565. dispose(): void;
  116566. /**
  116567. * Converts the reflection probe information to a readable string for debug purpose.
  116568. * @param fullDetails Supports for multiple levels of logging within scene loading
  116569. * @returns the human readable reflection probe info
  116570. */
  116571. toString(fullDetails?: boolean): string;
  116572. /**
  116573. * Get the class name of the relfection probe.
  116574. * @returns "ReflectionProbe"
  116575. */
  116576. getClassName(): string;
  116577. /**
  116578. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  116579. * @returns The JSON representation of the texture
  116580. */
  116581. serialize(): any;
  116582. /**
  116583. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  116584. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  116585. * @param scene Define the scene the parsed reflection probe should be instantiated in
  116586. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  116587. * @returns The parsed reflection probe if successful
  116588. */
  116589. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  116590. }
  116591. }
  116592. declare module BABYLON {
  116593. /** @hidden */
  116594. export var _BabylonLoaderRegistered: boolean;
  116595. }
  116596. declare module BABYLON {
  116597. /**
  116598. * The Physically based simple base material of BJS.
  116599. *
  116600. * This enables better naming and convention enforcements on top of the pbrMaterial.
  116601. * It is used as the base class for both the specGloss and metalRough conventions.
  116602. */
  116603. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  116604. /**
  116605. * Number of Simultaneous lights allowed on the material.
  116606. */
  116607. maxSimultaneousLights: number;
  116608. /**
  116609. * If sets to true, disables all the lights affecting the material.
  116610. */
  116611. disableLighting: boolean;
  116612. /**
  116613. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  116614. */
  116615. environmentTexture: BaseTexture;
  116616. /**
  116617. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  116618. */
  116619. invertNormalMapX: boolean;
  116620. /**
  116621. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  116622. */
  116623. invertNormalMapY: boolean;
  116624. /**
  116625. * Normal map used in the model.
  116626. */
  116627. normalTexture: BaseTexture;
  116628. /**
  116629. * Emissivie color used to self-illuminate the model.
  116630. */
  116631. emissiveColor: Color3;
  116632. /**
  116633. * Emissivie texture used to self-illuminate the model.
  116634. */
  116635. emissiveTexture: BaseTexture;
  116636. /**
  116637. * Occlusion Channel Strenght.
  116638. */
  116639. occlusionStrength: number;
  116640. /**
  116641. * Occlusion Texture of the material (adding extra occlusion effects).
  116642. */
  116643. occlusionTexture: BaseTexture;
  116644. /**
  116645. * Defines the alpha limits in alpha test mode.
  116646. */
  116647. alphaCutOff: number;
  116648. /**
  116649. * Gets the current double sided mode.
  116650. */
  116651. /**
  116652. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  116653. */
  116654. doubleSided: boolean;
  116655. /**
  116656. * Stores the pre-calculated light information of a mesh in a texture.
  116657. */
  116658. lightmapTexture: BaseTexture;
  116659. /**
  116660. * If true, the light map contains occlusion information instead of lighting info.
  116661. */
  116662. useLightmapAsShadowmap: boolean;
  116663. /**
  116664. * Instantiates a new PBRMaterial instance.
  116665. *
  116666. * @param name The material name
  116667. * @param scene The scene the material will be use in.
  116668. */
  116669. constructor(name: string, scene: Scene);
  116670. getClassName(): string;
  116671. }
  116672. }
  116673. declare module BABYLON {
  116674. /**
  116675. * The PBR material of BJS following the metal roughness convention.
  116676. *
  116677. * This fits to the PBR convention in the GLTF definition:
  116678. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  116679. */
  116680. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  116681. /**
  116682. * The base color has two different interpretations depending on the value of metalness.
  116683. * When the material is a metal, the base color is the specific measured reflectance value
  116684. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  116685. * of the material.
  116686. */
  116687. baseColor: Color3;
  116688. /**
  116689. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  116690. * well as opacity information in the alpha channel.
  116691. */
  116692. baseTexture: BaseTexture;
  116693. /**
  116694. * Specifies the metallic scalar value of the material.
  116695. * Can also be used to scale the metalness values of the metallic texture.
  116696. */
  116697. metallic: number;
  116698. /**
  116699. * Specifies the roughness scalar value of the material.
  116700. * Can also be used to scale the roughness values of the metallic texture.
  116701. */
  116702. roughness: number;
  116703. /**
  116704. * Texture containing both the metallic value in the B channel and the
  116705. * roughness value in the G channel to keep better precision.
  116706. */
  116707. metallicRoughnessTexture: BaseTexture;
  116708. /**
  116709. * Instantiates a new PBRMetalRoughnessMaterial instance.
  116710. *
  116711. * @param name The material name
  116712. * @param scene The scene the material will be use in.
  116713. */
  116714. constructor(name: string, scene: Scene);
  116715. /**
  116716. * Return the currrent class name of the material.
  116717. */
  116718. getClassName(): string;
  116719. /**
  116720. * Makes a duplicate of the current material.
  116721. * @param name - name to use for the new material.
  116722. */
  116723. clone(name: string): PBRMetallicRoughnessMaterial;
  116724. /**
  116725. * Serialize the material to a parsable JSON object.
  116726. */
  116727. serialize(): any;
  116728. /**
  116729. * Parses a JSON object correponding to the serialize function.
  116730. */
  116731. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  116732. }
  116733. }
  116734. declare module BABYLON {
  116735. /**
  116736. * The PBR material of BJS following the specular glossiness convention.
  116737. *
  116738. * This fits to the PBR convention in the GLTF definition:
  116739. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  116740. */
  116741. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  116742. /**
  116743. * Specifies the diffuse color of the material.
  116744. */
  116745. diffuseColor: Color3;
  116746. /**
  116747. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  116748. * channel.
  116749. */
  116750. diffuseTexture: BaseTexture;
  116751. /**
  116752. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  116753. */
  116754. specularColor: Color3;
  116755. /**
  116756. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  116757. */
  116758. glossiness: number;
  116759. /**
  116760. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  116761. */
  116762. specularGlossinessTexture: BaseTexture;
  116763. /**
  116764. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  116765. *
  116766. * @param name The material name
  116767. * @param scene The scene the material will be use in.
  116768. */
  116769. constructor(name: string, scene: Scene);
  116770. /**
  116771. * Return the currrent class name of the material.
  116772. */
  116773. getClassName(): string;
  116774. /**
  116775. * Makes a duplicate of the current material.
  116776. * @param name - name to use for the new material.
  116777. */
  116778. clone(name: string): PBRSpecularGlossinessMaterial;
  116779. /**
  116780. * Serialize the material to a parsable JSON object.
  116781. */
  116782. serialize(): any;
  116783. /**
  116784. * Parses a JSON object correponding to the serialize function.
  116785. */
  116786. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  116787. }
  116788. }
  116789. declare module BABYLON {
  116790. /**
  116791. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  116792. * It can help converting any input color in a desired output one. This can then be used to create effects
  116793. * from sepia, black and white to sixties or futuristic rendering...
  116794. *
  116795. * The only supported format is currently 3dl.
  116796. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  116797. */
  116798. export class ColorGradingTexture extends BaseTexture {
  116799. /**
  116800. * The current texture matrix. (will always be identity in color grading texture)
  116801. */
  116802. private _textureMatrix;
  116803. /**
  116804. * The texture URL.
  116805. */
  116806. url: string;
  116807. /**
  116808. * Empty line regex stored for GC.
  116809. */
  116810. private static _noneEmptyLineRegex;
  116811. private _engine;
  116812. /**
  116813. * Instantiates a ColorGradingTexture from the following parameters.
  116814. *
  116815. * @param url The location of the color gradind data (currently only supporting 3dl)
  116816. * @param scene The scene the texture will be used in
  116817. */
  116818. constructor(url: string, scene: Scene);
  116819. /**
  116820. * Returns the texture matrix used in most of the material.
  116821. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  116822. */
  116823. getTextureMatrix(): Matrix;
  116824. /**
  116825. * Occurs when the file being loaded is a .3dl LUT file.
  116826. */
  116827. private load3dlTexture;
  116828. /**
  116829. * Starts the loading process of the texture.
  116830. */
  116831. private loadTexture;
  116832. /**
  116833. * Clones the color gradind texture.
  116834. */
  116835. clone(): ColorGradingTexture;
  116836. /**
  116837. * Called during delayed load for textures.
  116838. */
  116839. delayLoad(): void;
  116840. /**
  116841. * Parses a color grading texture serialized by Babylon.
  116842. * @param parsedTexture The texture information being parsedTexture
  116843. * @param scene The scene to load the texture in
  116844. * @param rootUrl The root url of the data assets to load
  116845. * @return A color gradind texture
  116846. */
  116847. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  116848. /**
  116849. * Serializes the LUT texture to json format.
  116850. */
  116851. serialize(): any;
  116852. }
  116853. }
  116854. declare module BABYLON {
  116855. /**
  116856. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  116857. */
  116858. export class EquiRectangularCubeTexture extends BaseTexture {
  116859. /** The six faces of the cube. */
  116860. private static _FacesMapping;
  116861. private _noMipmap;
  116862. private _onLoad;
  116863. private _onError;
  116864. /** The size of the cubemap. */
  116865. private _size;
  116866. /** The buffer of the image. */
  116867. private _buffer;
  116868. /** The width of the input image. */
  116869. private _width;
  116870. /** The height of the input image. */
  116871. private _height;
  116872. /** The URL to the image. */
  116873. url: string;
  116874. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  116875. coordinatesMode: number;
  116876. /**
  116877. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  116878. * @param url The location of the image
  116879. * @param scene The scene the texture will be used in
  116880. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  116881. * @param noMipmap Forces to not generate the mipmap if true
  116882. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  116883. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  116884. * @param onLoad — defines a callback called when texture is loaded
  116885. * @param onError — defines a callback called if there is an error
  116886. */
  116887. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  116888. /**
  116889. * Load the image data, by putting the image on a canvas and extracting its buffer.
  116890. */
  116891. private loadImage;
  116892. /**
  116893. * Convert the image buffer into a cubemap and create a CubeTexture.
  116894. */
  116895. private loadTexture;
  116896. /**
  116897. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  116898. * @param buffer The ArrayBuffer that should be converted.
  116899. * @returns The buffer as Float32Array.
  116900. */
  116901. private getFloat32ArrayFromArrayBuffer;
  116902. /**
  116903. * Get the current class name of the texture useful for serialization or dynamic coding.
  116904. * @returns "EquiRectangularCubeTexture"
  116905. */
  116906. getClassName(): string;
  116907. /**
  116908. * Create a clone of the current EquiRectangularCubeTexture and return it.
  116909. * @returns A clone of the current EquiRectangularCubeTexture.
  116910. */
  116911. clone(): EquiRectangularCubeTexture;
  116912. }
  116913. }
  116914. declare module BABYLON {
  116915. /**
  116916. * Based on jsTGALoader - Javascript loader for TGA file
  116917. * By Vincent Thibault
  116918. * @see http://blog.robrowser.com/javascript-tga-loader.html
  116919. */
  116920. export class TGATools {
  116921. private static _TYPE_INDEXED;
  116922. private static _TYPE_RGB;
  116923. private static _TYPE_GREY;
  116924. private static _TYPE_RLE_INDEXED;
  116925. private static _TYPE_RLE_RGB;
  116926. private static _TYPE_RLE_GREY;
  116927. private static _ORIGIN_MASK;
  116928. private static _ORIGIN_SHIFT;
  116929. private static _ORIGIN_BL;
  116930. private static _ORIGIN_BR;
  116931. private static _ORIGIN_UL;
  116932. private static _ORIGIN_UR;
  116933. /**
  116934. * Gets the header of a TGA file
  116935. * @param data defines the TGA data
  116936. * @returns the header
  116937. */
  116938. static GetTGAHeader(data: Uint8Array): any;
  116939. /**
  116940. * Uploads TGA content to a Babylon Texture
  116941. * @hidden
  116942. */
  116943. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  116944. /** @hidden */
  116945. 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;
  116946. /** @hidden */
  116947. 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;
  116948. /** @hidden */
  116949. 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;
  116950. /** @hidden */
  116951. 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;
  116952. /** @hidden */
  116953. 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;
  116954. /** @hidden */
  116955. 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;
  116956. }
  116957. }
  116958. declare module BABYLON {
  116959. /**
  116960. * Implementation of the TGA Texture Loader.
  116961. * @hidden
  116962. */
  116963. export class _TGATextureLoader implements IInternalTextureLoader {
  116964. /**
  116965. * Defines wether the loader supports cascade loading the different faces.
  116966. */
  116967. readonly supportCascades: boolean;
  116968. /**
  116969. * This returns if the loader support the current file information.
  116970. * @param extension defines the file extension of the file being loaded
  116971. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116972. * @param fallback defines the fallback internal texture if any
  116973. * @param isBase64 defines whether the texture is encoded as a base64
  116974. * @param isBuffer defines whether the texture data are stored as a buffer
  116975. * @returns true if the loader can load the specified file
  116976. */
  116977. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116978. /**
  116979. * Transform the url before loading if required.
  116980. * @param rootUrl the url of the texture
  116981. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116982. * @returns the transformed texture
  116983. */
  116984. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116985. /**
  116986. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116987. * @param rootUrl the url of the texture
  116988. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116989. * @returns the fallback texture
  116990. */
  116991. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116992. /**
  116993. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  116994. * @param data contains the texture data
  116995. * @param texture defines the BabylonJS internal texture
  116996. * @param createPolynomials will be true if polynomials have been requested
  116997. * @param onLoad defines the callback to trigger once the texture is ready
  116998. * @param onError defines the callback to trigger in case of error
  116999. */
  117000. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117001. /**
  117002. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117003. * @param data contains the texture data
  117004. * @param texture defines the BabylonJS internal texture
  117005. * @param callback defines the method to call once ready to upload
  117006. */
  117007. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117008. }
  117009. }
  117010. declare module BABYLON {
  117011. /**
  117012. * Info about the .basis files
  117013. */
  117014. class BasisFileInfo {
  117015. /**
  117016. * If the file has alpha
  117017. */
  117018. hasAlpha: boolean;
  117019. /**
  117020. * Info about each image of the basis file
  117021. */
  117022. images: Array<{
  117023. levels: Array<{
  117024. width: number;
  117025. height: number;
  117026. transcodedPixels: ArrayBufferView;
  117027. }>;
  117028. }>;
  117029. }
  117030. /**
  117031. * Result of transcoding a basis file
  117032. */
  117033. class TranscodeResult {
  117034. /**
  117035. * Info about the .basis file
  117036. */
  117037. fileInfo: BasisFileInfo;
  117038. /**
  117039. * Format to use when loading the file
  117040. */
  117041. format: number;
  117042. }
  117043. /**
  117044. * Configuration options for the Basis transcoder
  117045. */
  117046. export class BasisTranscodeConfiguration {
  117047. /**
  117048. * Supported compression formats used to determine the supported output format of the transcoder
  117049. */
  117050. supportedCompressionFormats?: {
  117051. /**
  117052. * etc1 compression format
  117053. */
  117054. etc1?: boolean;
  117055. /**
  117056. * s3tc compression format
  117057. */
  117058. s3tc?: boolean;
  117059. /**
  117060. * pvrtc compression format
  117061. */
  117062. pvrtc?: boolean;
  117063. /**
  117064. * etc2 compression format
  117065. */
  117066. etc2?: boolean;
  117067. };
  117068. /**
  117069. * If mipmap levels should be loaded for transcoded images (Default: true)
  117070. */
  117071. loadMipmapLevels?: boolean;
  117072. /**
  117073. * Index of a single image to load (Default: all images)
  117074. */
  117075. loadSingleImage?: number;
  117076. }
  117077. /**
  117078. * Used to load .Basis files
  117079. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  117080. */
  117081. export class BasisTools {
  117082. private static _IgnoreSupportedFormats;
  117083. /**
  117084. * URL to use when loading the basis transcoder
  117085. */
  117086. static JSModuleURL: string;
  117087. /**
  117088. * URL to use when loading the wasm module for the transcoder
  117089. */
  117090. static WasmModuleURL: string;
  117091. /**
  117092. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  117093. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  117094. * @returns internal format corresponding to the Basis format
  117095. */
  117096. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  117097. private static _WorkerPromise;
  117098. private static _Worker;
  117099. private static _actionId;
  117100. private static _CreateWorkerAsync;
  117101. /**
  117102. * Transcodes a loaded image file to compressed pixel data
  117103. * @param imageData image data to transcode
  117104. * @param config configuration options for the transcoding
  117105. * @returns a promise resulting in the transcoded image
  117106. */
  117107. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  117108. /**
  117109. * Loads a texture from the transcode result
  117110. * @param texture texture load to
  117111. * @param transcodeResult the result of transcoding the basis file to load from
  117112. */
  117113. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  117114. }
  117115. }
  117116. declare module BABYLON {
  117117. /**
  117118. * Loader for .basis file format
  117119. */
  117120. export class _BasisTextureLoader implements IInternalTextureLoader {
  117121. /**
  117122. * Defines whether the loader supports cascade loading the different faces.
  117123. */
  117124. readonly supportCascades: boolean;
  117125. /**
  117126. * This returns if the loader support the current file information.
  117127. * @param extension defines the file extension of the file being loaded
  117128. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117129. * @param fallback defines the fallback internal texture if any
  117130. * @param isBase64 defines whether the texture is encoded as a base64
  117131. * @param isBuffer defines whether the texture data are stored as a buffer
  117132. * @returns true if the loader can load the specified file
  117133. */
  117134. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117135. /**
  117136. * Transform the url before loading if required.
  117137. * @param rootUrl the url of the texture
  117138. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117139. * @returns the transformed texture
  117140. */
  117141. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117142. /**
  117143. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117144. * @param rootUrl the url of the texture
  117145. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117146. * @returns the fallback texture
  117147. */
  117148. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117149. /**
  117150. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  117151. * @param data contains the texture data
  117152. * @param texture defines the BabylonJS internal texture
  117153. * @param createPolynomials will be true if polynomials have been requested
  117154. * @param onLoad defines the callback to trigger once the texture is ready
  117155. * @param onError defines the callback to trigger in case of error
  117156. */
  117157. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117158. /**
  117159. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117160. * @param data contains the texture data
  117161. * @param texture defines the BabylonJS internal texture
  117162. * @param callback defines the method to call once ready to upload
  117163. */
  117164. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117165. }
  117166. }
  117167. declare module BABYLON {
  117168. /**
  117169. * 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.
  117170. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  117171. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  117172. */
  117173. export class CustomProceduralTexture extends ProceduralTexture {
  117174. private _animate;
  117175. private _time;
  117176. private _config;
  117177. private _texturePath;
  117178. /**
  117179. * Instantiates a new Custom Procedural Texture.
  117180. * 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.
  117181. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  117182. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  117183. * @param name Define the name of the texture
  117184. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  117185. * @param size Define the size of the texture to create
  117186. * @param scene Define the scene the texture belongs to
  117187. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  117188. * @param generateMipMaps Define if the texture should creates mip maps or not
  117189. */
  117190. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  117191. private _loadJson;
  117192. /**
  117193. * Is the texture ready to be used ? (rendered at least once)
  117194. * @returns true if ready, otherwise, false.
  117195. */
  117196. isReady(): boolean;
  117197. /**
  117198. * Render the texture to its associated render target.
  117199. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  117200. */
  117201. render(useCameraPostProcess?: boolean): void;
  117202. /**
  117203. * Update the list of dependant textures samplers in the shader.
  117204. */
  117205. updateTextures(): void;
  117206. /**
  117207. * Update the uniform values of the procedural texture in the shader.
  117208. */
  117209. updateShaderUniforms(): void;
  117210. /**
  117211. * Define if the texture animates or not.
  117212. */
  117213. animate: boolean;
  117214. }
  117215. }
  117216. declare module BABYLON {
  117217. /** @hidden */
  117218. export var noisePixelShader: {
  117219. name: string;
  117220. shader: string;
  117221. };
  117222. }
  117223. declare module BABYLON {
  117224. /**
  117225. * Class used to generate noise procedural textures
  117226. */
  117227. export class NoiseProceduralTexture extends ProceduralTexture {
  117228. private _time;
  117229. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  117230. brightness: number;
  117231. /** Defines the number of octaves to process */
  117232. octaves: number;
  117233. /** Defines the level of persistence (0.8 by default) */
  117234. persistence: number;
  117235. /** Gets or sets animation speed factor (default is 1) */
  117236. animationSpeedFactor: number;
  117237. /**
  117238. * Creates a new NoiseProceduralTexture
  117239. * @param name defines the name fo the texture
  117240. * @param size defines the size of the texture (default is 256)
  117241. * @param scene defines the hosting scene
  117242. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  117243. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  117244. */
  117245. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  117246. private _updateShaderUniforms;
  117247. protected _getDefines(): string;
  117248. /** Generate the current state of the procedural texture */
  117249. render(useCameraPostProcess?: boolean): void;
  117250. /**
  117251. * Serializes this noise procedural texture
  117252. * @returns a serialized noise procedural texture object
  117253. */
  117254. serialize(): any;
  117255. /**
  117256. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  117257. * @param parsedTexture defines parsed texture data
  117258. * @param scene defines the current scene
  117259. * @param rootUrl defines the root URL containing noise procedural texture information
  117260. * @returns a parsed NoiseProceduralTexture
  117261. */
  117262. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  117263. }
  117264. }
  117265. declare module BABYLON {
  117266. /**
  117267. * Raw cube texture where the raw buffers are passed in
  117268. */
  117269. export class RawCubeTexture extends CubeTexture {
  117270. /**
  117271. * Creates a cube texture where the raw buffers are passed in.
  117272. * @param scene defines the scene the texture is attached to
  117273. * @param data defines the array of data to use to create each face
  117274. * @param size defines the size of the textures
  117275. * @param format defines the format of the data
  117276. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  117277. * @param generateMipMaps defines if the engine should generate the mip levels
  117278. * @param invertY defines if data must be stored with Y axis inverted
  117279. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  117280. * @param compression defines the compression used (null by default)
  117281. */
  117282. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  117283. /**
  117284. * Updates the raw cube texture.
  117285. * @param data defines the data to store
  117286. * @param format defines the data format
  117287. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  117288. * @param invertY defines if data must be stored with Y axis inverted
  117289. * @param compression defines the compression used (null by default)
  117290. * @param level defines which level of the texture to update
  117291. */
  117292. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  117293. /**
  117294. * Updates a raw cube texture with RGBD encoded data.
  117295. * @param data defines the array of data [mipmap][face] to use to create each face
  117296. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  117297. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  117298. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  117299. * @returns a promsie that resolves when the operation is complete
  117300. */
  117301. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  117302. /**
  117303. * Clones the raw cube texture.
  117304. * @return a new cube texture
  117305. */
  117306. clone(): CubeTexture;
  117307. /** @hidden */
  117308. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  117309. }
  117310. }
  117311. declare module BABYLON {
  117312. /**
  117313. * Class used to store 3D textures containing user data
  117314. */
  117315. export class RawTexture3D extends Texture {
  117316. /** Gets or sets the texture format to use */
  117317. format: number;
  117318. private _engine;
  117319. /**
  117320. * Create a new RawTexture3D
  117321. * @param data defines the data of the texture
  117322. * @param width defines the width of the texture
  117323. * @param height defines the height of the texture
  117324. * @param depth defines the depth of the texture
  117325. * @param format defines the texture format to use
  117326. * @param scene defines the hosting scene
  117327. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  117328. * @param invertY defines if texture must be stored with Y axis inverted
  117329. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  117330. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  117331. */
  117332. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  117333. /** Gets or sets the texture format to use */
  117334. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  117335. /**
  117336. * Update the texture with new data
  117337. * @param data defines the data to store in the texture
  117338. */
  117339. update(data: ArrayBufferView): void;
  117340. }
  117341. }
  117342. declare module BABYLON {
  117343. /**
  117344. * Creates a refraction texture used by refraction channel of the standard material.
  117345. * It is like a mirror but to see through a material.
  117346. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117347. */
  117348. export class RefractionTexture extends RenderTargetTexture {
  117349. /**
  117350. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  117351. * 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.
  117352. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117353. */
  117354. refractionPlane: Plane;
  117355. /**
  117356. * Define how deep under the surface we should see.
  117357. */
  117358. depth: number;
  117359. /**
  117360. * Creates a refraction texture used by refraction channel of the standard material.
  117361. * It is like a mirror but to see through a material.
  117362. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117363. * @param name Define the texture name
  117364. * @param size Define the size of the underlying texture
  117365. * @param scene Define the scene the refraction belongs to
  117366. * @param generateMipMaps Define if we need to generate mips level for the refraction
  117367. */
  117368. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  117369. /**
  117370. * Clone the refraction texture.
  117371. * @returns the cloned texture
  117372. */
  117373. clone(): RefractionTexture;
  117374. /**
  117375. * Serialize the texture to a JSON representation you could use in Parse later on
  117376. * @returns the serialized JSON representation
  117377. */
  117378. serialize(): any;
  117379. }
  117380. }
  117381. declare module BABYLON {
  117382. /**
  117383. * Defines the options related to the creation of an HtmlElementTexture
  117384. */
  117385. export interface IHtmlElementTextureOptions {
  117386. /**
  117387. * Defines wether mip maps should be created or not.
  117388. */
  117389. generateMipMaps?: boolean;
  117390. /**
  117391. * Defines the sampling mode of the texture.
  117392. */
  117393. samplingMode?: number;
  117394. /**
  117395. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  117396. */
  117397. engine: Nullable<Engine>;
  117398. /**
  117399. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  117400. */
  117401. scene: Nullable<Scene>;
  117402. }
  117403. /**
  117404. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  117405. * To be as efficient as possible depending on your constraints nothing aside the first upload
  117406. * is automatically managed.
  117407. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  117408. * in your application.
  117409. *
  117410. * As the update is not automatic, you need to call them manually.
  117411. */
  117412. export class HtmlElementTexture extends BaseTexture {
  117413. /**
  117414. * The texture URL.
  117415. */
  117416. element: HTMLVideoElement | HTMLCanvasElement;
  117417. private static readonly DefaultOptions;
  117418. private _textureMatrix;
  117419. private _engine;
  117420. private _isVideo;
  117421. private _generateMipMaps;
  117422. private _samplingMode;
  117423. /**
  117424. * Instantiates a HtmlElementTexture from the following parameters.
  117425. *
  117426. * @param name Defines the name of the texture
  117427. * @param element Defines the video or canvas the texture is filled with
  117428. * @param options Defines the other none mandatory texture creation options
  117429. */
  117430. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  117431. private _createInternalTexture;
  117432. /**
  117433. * Returns the texture matrix used in most of the material.
  117434. */
  117435. getTextureMatrix(): Matrix;
  117436. /**
  117437. * Updates the content of the texture.
  117438. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  117439. */
  117440. update(invertY?: Nullable<boolean>): void;
  117441. }
  117442. }
  117443. declare module BABYLON {
  117444. /**
  117445. * Enum used to define the target of a block
  117446. */
  117447. export enum NodeMaterialBlockTargets {
  117448. /** Vertex shader */
  117449. Vertex = 1,
  117450. /** Fragment shader */
  117451. Fragment = 2,
  117452. /** Neutral */
  117453. Neutral = 4,
  117454. /** Vertex and Fragment */
  117455. VertexAndFragment = 3
  117456. }
  117457. }
  117458. declare module BABYLON {
  117459. /**
  117460. * Defines the kind of connection point for node based material
  117461. */
  117462. export enum NodeMaterialBlockConnectionPointTypes {
  117463. /** Float */
  117464. Float = 1,
  117465. /** Int */
  117466. Int = 2,
  117467. /** Vector2 */
  117468. Vector2 = 4,
  117469. /** Vector3 */
  117470. Vector3 = 8,
  117471. /** Vector4 */
  117472. Vector4 = 16,
  117473. /** Color3 */
  117474. Color3 = 32,
  117475. /** Color4 */
  117476. Color4 = 64,
  117477. /** Matrix */
  117478. Matrix = 128,
  117479. /** Detect type based on connection */
  117480. AutoDetect = 1024,
  117481. /** Output type that will be defined by input type */
  117482. BasedOnInput = 2048
  117483. }
  117484. }
  117485. declare module BABYLON {
  117486. /**
  117487. * Root class for all node material optimizers
  117488. */
  117489. export class NodeMaterialOptimizer {
  117490. /**
  117491. * Function used to optimize a NodeMaterial graph
  117492. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  117493. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  117494. */
  117495. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  117496. }
  117497. }
  117498. declare module BABYLON {
  117499. /**
  117500. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  117501. */
  117502. export class TransformBlock extends NodeMaterialBlock {
  117503. /**
  117504. * Defines the value to use to complement W value to transform it to a Vector4
  117505. */
  117506. complementW: number;
  117507. /**
  117508. * Defines the value to use to complement z value to transform it to a Vector4
  117509. */
  117510. complementZ: number;
  117511. /**
  117512. * Creates a new TransformBlock
  117513. * @param name defines the block name
  117514. */
  117515. constructor(name: string);
  117516. /**
  117517. * Gets the current class name
  117518. * @returns the class name
  117519. */
  117520. getClassName(): string;
  117521. /**
  117522. * Gets the vector input
  117523. */
  117524. readonly vector: NodeMaterialConnectionPoint;
  117525. /**
  117526. * Gets the output component
  117527. */
  117528. readonly output: NodeMaterialConnectionPoint;
  117529. /**
  117530. * Gets the matrix transform input
  117531. */
  117532. readonly transform: NodeMaterialConnectionPoint;
  117533. protected _buildBlock(state: NodeMaterialBuildState): this;
  117534. serialize(): any;
  117535. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117536. protected _dumpPropertiesCode(): string;
  117537. }
  117538. }
  117539. declare module BABYLON {
  117540. /**
  117541. * Block used to output the vertex position
  117542. */
  117543. export class VertexOutputBlock extends NodeMaterialBlock {
  117544. /**
  117545. * Creates a new VertexOutputBlock
  117546. * @param name defines the block name
  117547. */
  117548. constructor(name: string);
  117549. /**
  117550. * Gets the current class name
  117551. * @returns the class name
  117552. */
  117553. getClassName(): string;
  117554. /**
  117555. * Gets the vector input component
  117556. */
  117557. readonly vector: NodeMaterialConnectionPoint;
  117558. protected _buildBlock(state: NodeMaterialBuildState): this;
  117559. }
  117560. }
  117561. declare module BABYLON {
  117562. /**
  117563. * Block used to output the final color
  117564. */
  117565. export class FragmentOutputBlock extends NodeMaterialBlock {
  117566. /**
  117567. * Create a new FragmentOutputBlock
  117568. * @param name defines the block name
  117569. */
  117570. constructor(name: string);
  117571. /**
  117572. * Gets the current class name
  117573. * @returns the class name
  117574. */
  117575. getClassName(): string;
  117576. /**
  117577. * Gets the rgba input component
  117578. */
  117579. readonly rgba: NodeMaterialConnectionPoint;
  117580. /**
  117581. * Gets the rgb input component
  117582. */
  117583. readonly rgb: NodeMaterialConnectionPoint;
  117584. /**
  117585. * Gets the a input component
  117586. */
  117587. readonly a: NodeMaterialConnectionPoint;
  117588. protected _buildBlock(state: NodeMaterialBuildState): this;
  117589. }
  117590. }
  117591. declare module BABYLON {
  117592. /**
  117593. * Enum used to define system values e.g. values automatically provided by the system
  117594. */
  117595. export enum NodeMaterialSystemValues {
  117596. /** World */
  117597. World = 1,
  117598. /** View */
  117599. View = 2,
  117600. /** Projection */
  117601. Projection = 3,
  117602. /** ViewProjection */
  117603. ViewProjection = 4,
  117604. /** WorldView */
  117605. WorldView = 5,
  117606. /** WorldViewProjection */
  117607. WorldViewProjection = 6,
  117608. /** CameraPosition */
  117609. CameraPosition = 7,
  117610. /** Fog Color */
  117611. FogColor = 8
  117612. }
  117613. }
  117614. declare module BABYLON {
  117615. /**
  117616. * Block used to read a reflection texture from a sampler
  117617. */
  117618. export class ReflectionTextureBlock extends NodeMaterialBlock {
  117619. private _define3DName;
  117620. private _defineCubicName;
  117621. private _defineExplicitName;
  117622. private _defineProjectionName;
  117623. private _defineLocalCubicName;
  117624. private _defineSphericalName;
  117625. private _definePlanarName;
  117626. private _defineEquirectangularName;
  117627. private _defineMirroredEquirectangularFixedName;
  117628. private _defineEquirectangularFixedName;
  117629. private _defineSkyboxName;
  117630. private _cubeSamplerName;
  117631. private _2DSamplerName;
  117632. private _positionUVWName;
  117633. private _directionWName;
  117634. private _reflectionCoordsName;
  117635. private _reflection2DCoordsName;
  117636. private _reflectionColorName;
  117637. private _reflectionMatrixName;
  117638. /**
  117639. * Gets or sets the texture associated with the node
  117640. */
  117641. texture: Nullable<BaseTexture>;
  117642. /**
  117643. * Create a new TextureBlock
  117644. * @param name defines the block name
  117645. */
  117646. constructor(name: string);
  117647. /**
  117648. * Gets the current class name
  117649. * @returns the class name
  117650. */
  117651. getClassName(): string;
  117652. /**
  117653. * Gets the world position input component
  117654. */
  117655. readonly position: NodeMaterialConnectionPoint;
  117656. /**
  117657. * Gets the world position input component
  117658. */
  117659. readonly worldPosition: NodeMaterialConnectionPoint;
  117660. /**
  117661. * Gets the world normal input component
  117662. */
  117663. readonly worldNormal: NodeMaterialConnectionPoint;
  117664. /**
  117665. * Gets the world input component
  117666. */
  117667. readonly world: NodeMaterialConnectionPoint;
  117668. /**
  117669. * Gets the camera (or eye) position component
  117670. */
  117671. readonly cameraPosition: NodeMaterialConnectionPoint;
  117672. /**
  117673. * Gets the view input component
  117674. */
  117675. readonly view: NodeMaterialConnectionPoint;
  117676. /**
  117677. * Gets the rgb output component
  117678. */
  117679. readonly rgb: NodeMaterialConnectionPoint;
  117680. /**
  117681. * Gets the r output component
  117682. */
  117683. readonly r: NodeMaterialConnectionPoint;
  117684. /**
  117685. * Gets the g output component
  117686. */
  117687. readonly g: NodeMaterialConnectionPoint;
  117688. /**
  117689. * Gets the b output component
  117690. */
  117691. readonly b: NodeMaterialConnectionPoint;
  117692. autoConfigure(material: NodeMaterial): void;
  117693. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117694. isReady(): boolean;
  117695. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117696. private _injectVertexCode;
  117697. private _writeOutput;
  117698. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  117699. serialize(): any;
  117700. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117701. }
  117702. }
  117703. declare module BABYLON {
  117704. /**
  117705. * Interface used to configure the node material editor
  117706. */
  117707. export interface INodeMaterialEditorOptions {
  117708. /** Define the URl to load node editor script */
  117709. editorURL?: string;
  117710. }
  117711. /** @hidden */
  117712. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  117713. /** BONES */
  117714. NUM_BONE_INFLUENCERS: number;
  117715. BonesPerMesh: number;
  117716. BONETEXTURE: boolean;
  117717. /** MORPH TARGETS */
  117718. MORPHTARGETS: boolean;
  117719. MORPHTARGETS_NORMAL: boolean;
  117720. MORPHTARGETS_TANGENT: boolean;
  117721. MORPHTARGETS_UV: boolean;
  117722. NUM_MORPH_INFLUENCERS: number;
  117723. /** IMAGE PROCESSING */
  117724. IMAGEPROCESSING: boolean;
  117725. VIGNETTE: boolean;
  117726. VIGNETTEBLENDMODEMULTIPLY: boolean;
  117727. VIGNETTEBLENDMODEOPAQUE: boolean;
  117728. TONEMAPPING: boolean;
  117729. TONEMAPPING_ACES: boolean;
  117730. CONTRAST: boolean;
  117731. EXPOSURE: boolean;
  117732. COLORCURVES: boolean;
  117733. COLORGRADING: boolean;
  117734. COLORGRADING3D: boolean;
  117735. SAMPLER3DGREENDEPTH: boolean;
  117736. SAMPLER3DBGRMAP: boolean;
  117737. IMAGEPROCESSINGPOSTPROCESS: boolean;
  117738. constructor();
  117739. setValue(name: string, value: boolean): void;
  117740. }
  117741. /**
  117742. * Class used to configure NodeMaterial
  117743. */
  117744. export interface INodeMaterialOptions {
  117745. /**
  117746. * Defines if blocks should emit comments
  117747. */
  117748. emitComments: boolean;
  117749. }
  117750. /**
  117751. * Class used to create a node based material built by assembling shader blocks
  117752. */
  117753. export class NodeMaterial extends PushMaterial {
  117754. private static _BuildIdGenerator;
  117755. private _options;
  117756. private _vertexCompilationState;
  117757. private _fragmentCompilationState;
  117758. private _sharedData;
  117759. private _buildId;
  117760. private _buildWasSuccessful;
  117761. private _cachedWorldViewMatrix;
  117762. private _cachedWorldViewProjectionMatrix;
  117763. private _optimizers;
  117764. private _animationFrame;
  117765. /** Define the URl to load node editor script */
  117766. static EditorURL: string;
  117767. private BJSNODEMATERIALEDITOR;
  117768. /** Get the inspector from bundle or global */
  117769. private _getGlobalNodeMaterialEditor;
  117770. /**
  117771. * 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)
  117772. */
  117773. ignoreAlpha: boolean;
  117774. /**
  117775. * Defines the maximum number of lights that can be used in the material
  117776. */
  117777. maxSimultaneousLights: number;
  117778. /**
  117779. * Observable raised when the material is built
  117780. */
  117781. onBuildObservable: Observable<NodeMaterial>;
  117782. /**
  117783. * Gets or sets the root nodes of the material vertex shader
  117784. */
  117785. _vertexOutputNodes: NodeMaterialBlock[];
  117786. /**
  117787. * Gets or sets the root nodes of the material fragment (pixel) shader
  117788. */
  117789. _fragmentOutputNodes: NodeMaterialBlock[];
  117790. /** Gets or sets options to control the node material overall behavior */
  117791. options: INodeMaterialOptions;
  117792. /**
  117793. * Default configuration related to image processing available in the standard Material.
  117794. */
  117795. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  117796. /**
  117797. * Gets the image processing configuration used either in this material.
  117798. */
  117799. /**
  117800. * Sets the Default image processing configuration used either in the this material.
  117801. *
  117802. * If sets to null, the scene one is in use.
  117803. */
  117804. imageProcessingConfiguration: ImageProcessingConfiguration;
  117805. /**
  117806. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  117807. */
  117808. attachedBlocks: NodeMaterialBlock[];
  117809. /**
  117810. * Create a new node based material
  117811. * @param name defines the material name
  117812. * @param scene defines the hosting scene
  117813. * @param options defines creation option
  117814. */
  117815. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  117816. /**
  117817. * Gets the current class name of the material e.g. "NodeMaterial"
  117818. * @returns the class name
  117819. */
  117820. getClassName(): string;
  117821. /**
  117822. * Keep track of the image processing observer to allow dispose and replace.
  117823. */
  117824. private _imageProcessingObserver;
  117825. /**
  117826. * Attaches a new image processing configuration to the Standard Material.
  117827. * @param configuration
  117828. */
  117829. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  117830. /**
  117831. * Get a block by its name
  117832. * @param name defines the name of the block to retrieve
  117833. * @returns the required block or null if not found
  117834. */
  117835. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  117836. /**
  117837. * Get a block by its name
  117838. * @param predicate defines the predicate used to find the good candidate
  117839. * @returns the required block or null if not found
  117840. */
  117841. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  117842. /**
  117843. * Get an input block by its name
  117844. * @param predicate defines the predicate used to find the good candidate
  117845. * @returns the required input block or null if not found
  117846. */
  117847. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  117848. /**
  117849. * Gets the list of input blocks attached to this material
  117850. * @returns an array of InputBlocks
  117851. */
  117852. getInputBlocks(): InputBlock[];
  117853. /**
  117854. * Adds a new optimizer to the list of optimizers
  117855. * @param optimizer defines the optimizers to add
  117856. * @returns the current material
  117857. */
  117858. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  117859. /**
  117860. * Remove an optimizer from the list of optimizers
  117861. * @param optimizer defines the optimizers to remove
  117862. * @returns the current material
  117863. */
  117864. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  117865. /**
  117866. * Add a new block to the list of output nodes
  117867. * @param node defines the node to add
  117868. * @returns the current material
  117869. */
  117870. addOutputNode(node: NodeMaterialBlock): this;
  117871. /**
  117872. * Remove a block from the list of root nodes
  117873. * @param node defines the node to remove
  117874. * @returns the current material
  117875. */
  117876. removeOutputNode(node: NodeMaterialBlock): this;
  117877. private _addVertexOutputNode;
  117878. private _removeVertexOutputNode;
  117879. private _addFragmentOutputNode;
  117880. private _removeFragmentOutputNode;
  117881. /**
  117882. * Specifies if the material will require alpha blending
  117883. * @returns a boolean specifying if alpha blending is needed
  117884. */
  117885. needAlphaBlending(): boolean;
  117886. /**
  117887. * Specifies if this material should be rendered in alpha test mode
  117888. * @returns a boolean specifying if an alpha test is needed.
  117889. */
  117890. needAlphaTesting(): boolean;
  117891. private _initializeBlock;
  117892. private _resetDualBlocks;
  117893. /**
  117894. * Build the material and generates the inner effect
  117895. * @param verbose defines if the build should log activity
  117896. */
  117897. build(verbose?: boolean): void;
  117898. /**
  117899. * Runs an otpimization phase to try to improve the shader code
  117900. */
  117901. optimize(): void;
  117902. private _prepareDefinesForAttributes;
  117903. /**
  117904. * Get if the submesh is ready to be used and all its information available.
  117905. * Child classes can use it to update shaders
  117906. * @param mesh defines the mesh to check
  117907. * @param subMesh defines which submesh to check
  117908. * @param useInstances specifies that instances should be used
  117909. * @returns a boolean indicating that the submesh is ready or not
  117910. */
  117911. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  117912. /**
  117913. * Get a string representing the shaders built by the current node graph
  117914. */
  117915. readonly compiledShaders: string;
  117916. /**
  117917. * Binds the world matrix to the material
  117918. * @param world defines the world transformation matrix
  117919. */
  117920. bindOnlyWorldMatrix(world: Matrix): void;
  117921. /**
  117922. * Binds the submesh to this material by preparing the effect and shader to draw
  117923. * @param world defines the world transformation matrix
  117924. * @param mesh defines the mesh containing the submesh
  117925. * @param subMesh defines the submesh to bind the material to
  117926. */
  117927. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  117928. /**
  117929. * Gets the active textures from the material
  117930. * @returns an array of textures
  117931. */
  117932. getActiveTextures(): BaseTexture[];
  117933. /**
  117934. * Gets the list of texture blocks
  117935. * @returns an array of texture blocks
  117936. */
  117937. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  117938. /**
  117939. * Specifies if the material uses a texture
  117940. * @param texture defines the texture to check against the material
  117941. * @returns a boolean specifying if the material uses the texture
  117942. */
  117943. hasTexture(texture: BaseTexture): boolean;
  117944. /**
  117945. * Disposes the material
  117946. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  117947. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  117948. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  117949. */
  117950. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  117951. /** Creates the node editor window. */
  117952. private _createNodeEditor;
  117953. /**
  117954. * Launch the node material editor
  117955. * @param config Define the configuration of the editor
  117956. * @return a promise fulfilled when the node editor is visible
  117957. */
  117958. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  117959. /**
  117960. * Clear the current material
  117961. */
  117962. clear(): void;
  117963. /**
  117964. * Clear the current material and set it to a default state
  117965. */
  117966. setToDefault(): void;
  117967. /**
  117968. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  117969. * @param url defines the url to load from
  117970. * @returns a promise that will fullfil when the material is fully loaded
  117971. */
  117972. loadAsync(url: string): Promise<unknown>;
  117973. private _gatherBlocks;
  117974. /**
  117975. * Generate a string containing the code declaration required to create an equivalent of this material
  117976. * @returns a string
  117977. */
  117978. generateCode(): string;
  117979. /**
  117980. * Serializes this material in a JSON representation
  117981. * @returns the serialized material object
  117982. */
  117983. serialize(): any;
  117984. private _restoreConnections;
  117985. /**
  117986. * Clear the current graph and load a new one from a serialization object
  117987. * @param source defines the JSON representation of the material
  117988. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  117989. */
  117990. loadFromSerialization(source: any, rootUrl?: string): void;
  117991. /**
  117992. * Creates a node material from parsed material data
  117993. * @param source defines the JSON representation of the material
  117994. * @param scene defines the hosting scene
  117995. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  117996. * @returns a new node material
  117997. */
  117998. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  117999. /**
  118000. * Creates a new node material set to default basic configuration
  118001. * @param name defines the name of the material
  118002. * @param scene defines the hosting scene
  118003. * @returns a new NodeMaterial
  118004. */
  118005. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  118006. }
  118007. }
  118008. declare module BABYLON {
  118009. /**
  118010. * Block used to read a texture from a sampler
  118011. */
  118012. export class TextureBlock extends NodeMaterialBlock {
  118013. private _defineName;
  118014. private _samplerName;
  118015. private _transformedUVName;
  118016. private _textureTransformName;
  118017. private _textureInfoName;
  118018. private _mainUVName;
  118019. private _mainUVDefineName;
  118020. /**
  118021. * Gets or sets the texture associated with the node
  118022. */
  118023. texture: Nullable<BaseTexture>;
  118024. /**
  118025. * Create a new TextureBlock
  118026. * @param name defines the block name
  118027. */
  118028. constructor(name: string);
  118029. /**
  118030. * Gets the current class name
  118031. * @returns the class name
  118032. */
  118033. getClassName(): string;
  118034. /**
  118035. * Gets the uv input component
  118036. */
  118037. readonly uv: NodeMaterialConnectionPoint;
  118038. /**
  118039. * Gets the rgba output component
  118040. */
  118041. readonly rgba: NodeMaterialConnectionPoint;
  118042. /**
  118043. * Gets the rgb output component
  118044. */
  118045. readonly rgb: NodeMaterialConnectionPoint;
  118046. /**
  118047. * Gets the r output component
  118048. */
  118049. readonly r: NodeMaterialConnectionPoint;
  118050. /**
  118051. * Gets the g output component
  118052. */
  118053. readonly g: NodeMaterialConnectionPoint;
  118054. /**
  118055. * Gets the b output component
  118056. */
  118057. readonly b: NodeMaterialConnectionPoint;
  118058. /**
  118059. * Gets the a output component
  118060. */
  118061. readonly a: NodeMaterialConnectionPoint;
  118062. readonly target: NodeMaterialBlockTargets;
  118063. autoConfigure(material: NodeMaterial): void;
  118064. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118065. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118066. isReady(): boolean;
  118067. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118068. private readonly _isMixed;
  118069. private _injectVertexCode;
  118070. private _writeOutput;
  118071. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  118072. protected _dumpPropertiesCode(): string;
  118073. serialize(): any;
  118074. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118075. }
  118076. }
  118077. declare module BABYLON {
  118078. /**
  118079. * Class used to store shared data between 2 NodeMaterialBuildState
  118080. */
  118081. export class NodeMaterialBuildStateSharedData {
  118082. /**
  118083. * Gets the list of emitted varyings
  118084. */
  118085. temps: string[];
  118086. /**
  118087. * Gets the list of emitted varyings
  118088. */
  118089. varyings: string[];
  118090. /**
  118091. * Gets the varying declaration string
  118092. */
  118093. varyingDeclaration: string;
  118094. /**
  118095. * Input blocks
  118096. */
  118097. inputBlocks: InputBlock[];
  118098. /**
  118099. * Input blocks
  118100. */
  118101. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  118102. /**
  118103. * Bindable blocks (Blocks that need to set data to the effect)
  118104. */
  118105. bindableBlocks: NodeMaterialBlock[];
  118106. /**
  118107. * List of blocks that can provide a compilation fallback
  118108. */
  118109. blocksWithFallbacks: NodeMaterialBlock[];
  118110. /**
  118111. * List of blocks that can provide a define update
  118112. */
  118113. blocksWithDefines: NodeMaterialBlock[];
  118114. /**
  118115. * List of blocks that can provide a repeatable content
  118116. */
  118117. repeatableContentBlocks: NodeMaterialBlock[];
  118118. /**
  118119. * List of blocks that can provide a dynamic list of uniforms
  118120. */
  118121. dynamicUniformBlocks: NodeMaterialBlock[];
  118122. /**
  118123. * List of blocks that can block the isReady function for the material
  118124. */
  118125. blockingBlocks: NodeMaterialBlock[];
  118126. /**
  118127. * Gets the list of animated inputs
  118128. */
  118129. animatedInputs: InputBlock[];
  118130. /**
  118131. * Build Id used to avoid multiple recompilations
  118132. */
  118133. buildId: number;
  118134. /** List of emitted variables */
  118135. variableNames: {
  118136. [key: string]: number;
  118137. };
  118138. /** List of emitted defines */
  118139. defineNames: {
  118140. [key: string]: number;
  118141. };
  118142. /** Should emit comments? */
  118143. emitComments: boolean;
  118144. /** Emit build activity */
  118145. verbose: boolean;
  118146. /**
  118147. * Gets the compilation hints emitted at compilation time
  118148. */
  118149. hints: {
  118150. needWorldViewMatrix: boolean;
  118151. needWorldViewProjectionMatrix: boolean;
  118152. needAlphaBlending: boolean;
  118153. needAlphaTesting: boolean;
  118154. };
  118155. /**
  118156. * List of compilation checks
  118157. */
  118158. checks: {
  118159. emitVertex: boolean;
  118160. emitFragment: boolean;
  118161. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  118162. };
  118163. /** Creates a new shared data */
  118164. constructor();
  118165. /**
  118166. * Emits console errors and exceptions if there is a failing check
  118167. */
  118168. emitErrors(): void;
  118169. }
  118170. }
  118171. declare module BABYLON {
  118172. /**
  118173. * Class used to store node based material build state
  118174. */
  118175. export class NodeMaterialBuildState {
  118176. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  118177. supportUniformBuffers: boolean;
  118178. /**
  118179. * Gets the list of emitted attributes
  118180. */
  118181. attributes: string[];
  118182. /**
  118183. * Gets the list of emitted uniforms
  118184. */
  118185. uniforms: string[];
  118186. /**
  118187. * Gets the list of emitted uniform buffers
  118188. */
  118189. uniformBuffers: string[];
  118190. /**
  118191. * Gets the list of emitted samplers
  118192. */
  118193. samplers: string[];
  118194. /**
  118195. * Gets the list of emitted functions
  118196. */
  118197. functions: {
  118198. [key: string]: string;
  118199. };
  118200. /**
  118201. * Gets the target of the compilation state
  118202. */
  118203. target: NodeMaterialBlockTargets;
  118204. /**
  118205. * Gets the list of emitted counters
  118206. */
  118207. counters: {
  118208. [key: string]: number;
  118209. };
  118210. /**
  118211. * Shared data between multiple NodeMaterialBuildState instances
  118212. */
  118213. sharedData: NodeMaterialBuildStateSharedData;
  118214. /** @hidden */
  118215. _vertexState: NodeMaterialBuildState;
  118216. /** @hidden */
  118217. _attributeDeclaration: string;
  118218. /** @hidden */
  118219. _uniformDeclaration: string;
  118220. /** @hidden */
  118221. _samplerDeclaration: string;
  118222. /** @hidden */
  118223. _varyingTransfer: string;
  118224. private _repeatableContentAnchorIndex;
  118225. /** @hidden */
  118226. _builtCompilationString: string;
  118227. /**
  118228. * Gets the emitted compilation strings
  118229. */
  118230. compilationString: string;
  118231. /**
  118232. * Finalize the compilation strings
  118233. * @param state defines the current compilation state
  118234. */
  118235. finalize(state: NodeMaterialBuildState): void;
  118236. /** @hidden */
  118237. readonly _repeatableContentAnchor: string;
  118238. /** @hidden */
  118239. _getFreeVariableName(prefix: string): string;
  118240. /** @hidden */
  118241. _getFreeDefineName(prefix: string): string;
  118242. /** @hidden */
  118243. _excludeVariableName(name: string): void;
  118244. /** @hidden */
  118245. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  118246. /** @hidden */
  118247. _emitFunction(name: string, code: string, comments: string): void;
  118248. /** @hidden */
  118249. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  118250. replaceStrings?: {
  118251. search: RegExp;
  118252. replace: string;
  118253. }[];
  118254. repeatKey?: string;
  118255. }): string;
  118256. /** @hidden */
  118257. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  118258. repeatKey?: string;
  118259. removeAttributes?: boolean;
  118260. removeUniforms?: boolean;
  118261. removeVaryings?: boolean;
  118262. removeIfDef?: boolean;
  118263. replaceStrings?: {
  118264. search: RegExp;
  118265. replace: string;
  118266. }[];
  118267. }, storeKey?: string): void;
  118268. /** @hidden */
  118269. _registerTempVariable(name: string): boolean;
  118270. /** @hidden */
  118271. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  118272. /** @hidden */
  118273. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  118274. }
  118275. }
  118276. declare module BABYLON {
  118277. /**
  118278. * Defines a block that can be used inside a node based material
  118279. */
  118280. export class NodeMaterialBlock {
  118281. private _buildId;
  118282. private _buildTarget;
  118283. private _target;
  118284. private _isFinalMerger;
  118285. private _isInput;
  118286. /** @hidden */
  118287. _codeVariableName: string;
  118288. /** @hidden */
  118289. _inputs: NodeMaterialConnectionPoint[];
  118290. /** @hidden */
  118291. _outputs: NodeMaterialConnectionPoint[];
  118292. /** @hidden */
  118293. _preparationId: number;
  118294. /**
  118295. * Gets or sets the name of the block
  118296. */
  118297. name: string;
  118298. /**
  118299. * Gets or sets the unique id of the node
  118300. */
  118301. uniqueId: number;
  118302. /**
  118303. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  118304. */
  118305. readonly isFinalMerger: boolean;
  118306. /**
  118307. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  118308. */
  118309. readonly isInput: boolean;
  118310. /**
  118311. * Gets or sets the build Id
  118312. */
  118313. buildId: number;
  118314. /**
  118315. * Gets or sets the target of the block
  118316. */
  118317. target: NodeMaterialBlockTargets;
  118318. /**
  118319. * Gets the list of input points
  118320. */
  118321. readonly inputs: NodeMaterialConnectionPoint[];
  118322. /** Gets the list of output points */
  118323. readonly outputs: NodeMaterialConnectionPoint[];
  118324. /**
  118325. * Find an input by its name
  118326. * @param name defines the name of the input to look for
  118327. * @returns the input or null if not found
  118328. */
  118329. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  118330. /**
  118331. * Find an output by its name
  118332. * @param name defines the name of the outputto look for
  118333. * @returns the output or null if not found
  118334. */
  118335. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  118336. /**
  118337. * Creates a new NodeMaterialBlock
  118338. * @param name defines the block name
  118339. * @param target defines the target of that block (Vertex by default)
  118340. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  118341. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  118342. */
  118343. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  118344. /**
  118345. * Initialize the block and prepare the context for build
  118346. * @param state defines the state that will be used for the build
  118347. */
  118348. initialize(state: NodeMaterialBuildState): void;
  118349. /**
  118350. * Bind data to effect. Will only be called for blocks with isBindable === true
  118351. * @param effect defines the effect to bind data to
  118352. * @param nodeMaterial defines the hosting NodeMaterial
  118353. * @param mesh defines the mesh that will be rendered
  118354. */
  118355. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118356. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  118357. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  118358. protected _writeFloat(value: number): string;
  118359. /**
  118360. * Gets the current class name e.g. "NodeMaterialBlock"
  118361. * @returns the class name
  118362. */
  118363. getClassName(): string;
  118364. /**
  118365. * Register a new input. Must be called inside a block constructor
  118366. * @param name defines the connection point name
  118367. * @param type defines the connection point type
  118368. * @param isOptional defines a boolean indicating that this input can be omitted
  118369. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  118370. * @returns the current block
  118371. */
  118372. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  118373. /**
  118374. * Register a new output. Must be called inside a block constructor
  118375. * @param name defines the connection point name
  118376. * @param type defines the connection point type
  118377. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  118378. * @returns the current block
  118379. */
  118380. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  118381. /**
  118382. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  118383. * @param forOutput defines an optional connection point to check compatibility with
  118384. * @returns the first available input or null
  118385. */
  118386. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  118387. /**
  118388. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  118389. * @param forBlock defines an optional block to check compatibility with
  118390. * @returns the first available input or null
  118391. */
  118392. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  118393. /**
  118394. * Gets the sibling of the given output
  118395. * @param current defines the current output
  118396. * @returns the next output in the list or null
  118397. */
  118398. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  118399. /**
  118400. * Connect current block with another block
  118401. * @param other defines the block to connect with
  118402. * @param options define the various options to help pick the right connections
  118403. * @returns the current block
  118404. */
  118405. connectTo(other: NodeMaterialBlock, options?: {
  118406. input?: string;
  118407. output?: string;
  118408. outputSwizzle?: string;
  118409. }): this | undefined;
  118410. protected _buildBlock(state: NodeMaterialBuildState): void;
  118411. /**
  118412. * Add uniforms, samplers and uniform buffers at compilation time
  118413. * @param state defines the state to update
  118414. * @param nodeMaterial defines the node material requesting the update
  118415. * @param defines defines the material defines to update
  118416. */
  118417. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118418. /**
  118419. * Add potential fallbacks if shader compilation fails
  118420. * @param mesh defines the mesh to be rendered
  118421. * @param fallbacks defines the current prioritized list of fallbacks
  118422. */
  118423. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  118424. /**
  118425. * Update defines for shader compilation
  118426. * @param mesh defines the mesh to be rendered
  118427. * @param nodeMaterial defines the node material requesting the update
  118428. * @param defines defines the material defines to update
  118429. * @param useInstances specifies that instances should be used
  118430. */
  118431. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118432. /**
  118433. * Initialize defines for shader compilation
  118434. * @param mesh defines the mesh to be rendered
  118435. * @param nodeMaterial defines the node material requesting the update
  118436. * @param defines defines the material defines to be prepared
  118437. * @param useInstances specifies that instances should be used
  118438. */
  118439. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118440. /**
  118441. * Lets the block try to connect some inputs automatically
  118442. * @param material defines the hosting NodeMaterial
  118443. */
  118444. autoConfigure(material: NodeMaterial): void;
  118445. /**
  118446. * Function called when a block is declared as repeatable content generator
  118447. * @param vertexShaderState defines the current compilation state for the vertex shader
  118448. * @param fragmentShaderState defines the current compilation state for the fragment shader
  118449. * @param mesh defines the mesh to be rendered
  118450. * @param defines defines the material defines to update
  118451. */
  118452. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  118453. /**
  118454. * Checks if the block is ready
  118455. * @param mesh defines the mesh to be rendered
  118456. * @param nodeMaterial defines the node material requesting the update
  118457. * @param defines defines the material defines to update
  118458. * @param useInstances specifies that instances should be used
  118459. * @returns true if the block is ready
  118460. */
  118461. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  118462. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  118463. private _processBuild;
  118464. /**
  118465. * Compile the current node and generate the shader code
  118466. * @param state defines the current compilation state (uniforms, samplers, current string)
  118467. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  118468. * @returns true if already built
  118469. */
  118470. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  118471. protected _inputRename(name: string): string;
  118472. protected _outputRename(name: string): string;
  118473. protected _dumpPropertiesCode(): string;
  118474. /** @hidden */
  118475. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  118476. /**
  118477. * Clone the current block to a new identical block
  118478. * @param scene defines the hosting scene
  118479. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  118480. * @returns a copy of the current block
  118481. */
  118482. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  118483. /**
  118484. * Serializes this block in a JSON representation
  118485. * @returns the serialized block object
  118486. */
  118487. serialize(): any;
  118488. /** @hidden */
  118489. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118490. }
  118491. }
  118492. declare module BABYLON {
  118493. /**
  118494. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  118495. */
  118496. export enum NodeMaterialBlockConnectionPointMode {
  118497. /** Value is an uniform */
  118498. Uniform = 0,
  118499. /** Value is a mesh attribute */
  118500. Attribute = 1,
  118501. /** Value is a varying between vertex and fragment shaders */
  118502. Varying = 2,
  118503. /** Mode is undefined */
  118504. Undefined = 3
  118505. }
  118506. }
  118507. declare module BABYLON {
  118508. /**
  118509. * Enum defining the type of animations supported by InputBlock
  118510. */
  118511. export enum AnimatedInputBlockTypes {
  118512. /** No animation */
  118513. None = 0,
  118514. /** Time based animation. Will only work for floats */
  118515. Time = 1
  118516. }
  118517. }
  118518. declare module BABYLON {
  118519. /**
  118520. * Block used to expose an input value
  118521. */
  118522. export class InputBlock extends NodeMaterialBlock {
  118523. private _mode;
  118524. private _associatedVariableName;
  118525. private _storedValue;
  118526. private _valueCallback;
  118527. private _type;
  118528. private _animationType;
  118529. /** @hidden */
  118530. _systemValue: Nullable<NodeMaterialSystemValues>;
  118531. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  118532. visibleInInspector: boolean;
  118533. /**
  118534. * Gets or sets the connection point type (default is float)
  118535. */
  118536. readonly type: NodeMaterialBlockConnectionPointTypes;
  118537. /**
  118538. * Creates a new InputBlock
  118539. * @param name defines the block name
  118540. * @param target defines the target of that block (Vertex by default)
  118541. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  118542. */
  118543. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  118544. /**
  118545. * Gets the output component
  118546. */
  118547. readonly output: NodeMaterialConnectionPoint;
  118548. /**
  118549. * Set the source of this connection point to a vertex attribute
  118550. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  118551. * @returns the current connection point
  118552. */
  118553. setAsAttribute(attributeName?: string): InputBlock;
  118554. /**
  118555. * Set the source of this connection point to a system value
  118556. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  118557. * @returns the current connection point
  118558. */
  118559. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  118560. /**
  118561. * Gets or sets the value of that point.
  118562. * Please note that this value will be ignored if valueCallback is defined
  118563. */
  118564. value: any;
  118565. /**
  118566. * Gets or sets a callback used to get the value of that point.
  118567. * Please note that setting this value will force the connection point to ignore the value property
  118568. */
  118569. valueCallback: () => any;
  118570. /**
  118571. * Gets or sets the associated variable name in the shader
  118572. */
  118573. associatedVariableName: string;
  118574. /** Gets or sets the type of animation applied to the input */
  118575. animationType: AnimatedInputBlockTypes;
  118576. /**
  118577. * Gets a boolean indicating that this connection point not defined yet
  118578. */
  118579. readonly isUndefined: boolean;
  118580. /**
  118581. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  118582. * In this case the connection point name must be the name of the uniform to use.
  118583. * Can only be set on inputs
  118584. */
  118585. isUniform: boolean;
  118586. /**
  118587. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  118588. * In this case the connection point name must be the name of the attribute to use
  118589. * Can only be set on inputs
  118590. */
  118591. isAttribute: boolean;
  118592. /**
  118593. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  118594. * Can only be set on exit points
  118595. */
  118596. isVarying: boolean;
  118597. /**
  118598. * Gets a boolean indicating that the current connection point is a system value
  118599. */
  118600. readonly isSystemValue: boolean;
  118601. /**
  118602. * Gets or sets the current well known value or null if not defined as a system value
  118603. */
  118604. systemValue: Nullable<NodeMaterialSystemValues>;
  118605. /**
  118606. * Gets the current class name
  118607. * @returns the class name
  118608. */
  118609. getClassName(): string;
  118610. /**
  118611. * Animate the input if animationType !== None
  118612. * @param scene defines the rendering scene
  118613. */
  118614. animate(scene: Scene): void;
  118615. private _emitDefine;
  118616. /**
  118617. * Set the input block to its default value (based on its type)
  118618. */
  118619. setDefaultValue(): void;
  118620. protected _dumpPropertiesCode(): string;
  118621. private _emit;
  118622. /** @hidden */
  118623. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  118624. /** @hidden */
  118625. _transmit(effect: Effect, scene: Scene): void;
  118626. protected _buildBlock(state: NodeMaterialBuildState): void;
  118627. serialize(): any;
  118628. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118629. }
  118630. }
  118631. declare module BABYLON {
  118632. /**
  118633. * Defines a connection point for a block
  118634. */
  118635. export class NodeMaterialConnectionPoint {
  118636. /** @hidden */
  118637. _ownerBlock: NodeMaterialBlock;
  118638. /** @hidden */
  118639. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  118640. private _endpoints;
  118641. private _associatedVariableName;
  118642. /** @hidden */
  118643. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  118644. /** @hidden */
  118645. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  118646. private _type;
  118647. /** @hidden */
  118648. _enforceAssociatedVariableName: boolean;
  118649. /**
  118650. * Gets or sets the additional types supported byt this connection point
  118651. */
  118652. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  118653. /**
  118654. * Gets or sets the associated variable name in the shader
  118655. */
  118656. associatedVariableName: string;
  118657. /**
  118658. * Gets or sets the connection point type (default is float)
  118659. */
  118660. type: NodeMaterialBlockConnectionPointTypes;
  118661. /**
  118662. * Gets or sets the connection point name
  118663. */
  118664. name: string;
  118665. /**
  118666. * Gets or sets a boolean indicating that this connection point can be omitted
  118667. */
  118668. isOptional: boolean;
  118669. /**
  118670. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  118671. */
  118672. define: string;
  118673. /** Gets or sets the target of that connection point */
  118674. target: NodeMaterialBlockTargets;
  118675. /**
  118676. * Gets a boolean indicating that the current point is connected
  118677. */
  118678. readonly isConnected: boolean;
  118679. /**
  118680. * Gets a boolean indicating that the current point is connected to an input block
  118681. */
  118682. readonly isConnectedToInputBlock: boolean;
  118683. /**
  118684. * Gets a the connected input block (if any)
  118685. */
  118686. readonly connectInputBlock: Nullable<InputBlock>;
  118687. /** Get the other side of the connection (if any) */
  118688. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  118689. /** Get the block that owns this connection point */
  118690. readonly ownerBlock: NodeMaterialBlock;
  118691. /** Get the block connected on the other side of this connection (if any) */
  118692. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  118693. /** Get the block connected on the endpoints of this connection (if any) */
  118694. readonly connectedBlocks: Array<NodeMaterialBlock>;
  118695. /** Gets the list of connected endpoints */
  118696. readonly endpoints: NodeMaterialConnectionPoint[];
  118697. /** Gets a boolean indicating if that output point is connected to at least one input */
  118698. readonly hasEndpoints: boolean;
  118699. /**
  118700. * Creates a new connection point
  118701. * @param name defines the connection point name
  118702. * @param ownerBlock defines the block hosting this connection point
  118703. */
  118704. constructor(name: string, ownerBlock: NodeMaterialBlock);
  118705. /**
  118706. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  118707. * @returns the class name
  118708. */
  118709. getClassName(): string;
  118710. /**
  118711. * Gets an boolean indicating if the current point can be connected to another point
  118712. * @param connectionPoint defines the other connection point
  118713. * @returns true if the connection is possible
  118714. */
  118715. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  118716. /**
  118717. * Connect this point to another connection point
  118718. * @param connectionPoint defines the other connection point
  118719. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  118720. * @returns the current connection point
  118721. */
  118722. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  118723. /**
  118724. * Disconnect this point from one of his endpoint
  118725. * @param endpoint defines the other connection point
  118726. * @returns the current connection point
  118727. */
  118728. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  118729. /**
  118730. * Serializes this point in a JSON representation
  118731. * @returns the serialized point object
  118732. */
  118733. serialize(): any;
  118734. }
  118735. }
  118736. declare module BABYLON {
  118737. /**
  118738. * Block used to add support for vertex skinning (bones)
  118739. */
  118740. export class BonesBlock extends NodeMaterialBlock {
  118741. /**
  118742. * Creates a new BonesBlock
  118743. * @param name defines the block name
  118744. */
  118745. constructor(name: string);
  118746. /**
  118747. * Initialize the block and prepare the context for build
  118748. * @param state defines the state that will be used for the build
  118749. */
  118750. initialize(state: NodeMaterialBuildState): void;
  118751. /**
  118752. * Gets the current class name
  118753. * @returns the class name
  118754. */
  118755. getClassName(): string;
  118756. /**
  118757. * Gets the matrix indices input component
  118758. */
  118759. readonly matricesIndices: NodeMaterialConnectionPoint;
  118760. /**
  118761. * Gets the matrix weights input component
  118762. */
  118763. readonly matricesWeights: NodeMaterialConnectionPoint;
  118764. /**
  118765. * Gets the extra matrix indices input component
  118766. */
  118767. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  118768. /**
  118769. * Gets the extra matrix weights input component
  118770. */
  118771. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  118772. /**
  118773. * Gets the world input component
  118774. */
  118775. readonly world: NodeMaterialConnectionPoint;
  118776. /**
  118777. * Gets the output component
  118778. */
  118779. readonly output: NodeMaterialConnectionPoint;
  118780. autoConfigure(material: NodeMaterial): void;
  118781. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  118782. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118783. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118784. protected _buildBlock(state: NodeMaterialBuildState): this;
  118785. }
  118786. }
  118787. declare module BABYLON {
  118788. /**
  118789. * Block used to add support for instances
  118790. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  118791. */
  118792. export class InstancesBlock extends NodeMaterialBlock {
  118793. /**
  118794. * Creates a new InstancesBlock
  118795. * @param name defines the block name
  118796. */
  118797. constructor(name: string);
  118798. /**
  118799. * Gets the current class name
  118800. * @returns the class name
  118801. */
  118802. getClassName(): string;
  118803. /**
  118804. * Gets the first world row input component
  118805. */
  118806. readonly world0: NodeMaterialConnectionPoint;
  118807. /**
  118808. * Gets the second world row input component
  118809. */
  118810. readonly world1: NodeMaterialConnectionPoint;
  118811. /**
  118812. * Gets the third world row input component
  118813. */
  118814. readonly world2: NodeMaterialConnectionPoint;
  118815. /**
  118816. * Gets the forth world row input component
  118817. */
  118818. readonly world3: NodeMaterialConnectionPoint;
  118819. /**
  118820. * Gets the world input component
  118821. */
  118822. readonly world: NodeMaterialConnectionPoint;
  118823. /**
  118824. * Gets the output component
  118825. */
  118826. readonly output: NodeMaterialConnectionPoint;
  118827. autoConfigure(material: NodeMaterial): void;
  118828. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118829. protected _buildBlock(state: NodeMaterialBuildState): this;
  118830. }
  118831. }
  118832. declare module BABYLON {
  118833. /**
  118834. * Block used to add morph targets support to vertex shader
  118835. */
  118836. export class MorphTargetsBlock extends NodeMaterialBlock {
  118837. private _repeatableContentAnchor;
  118838. private _repeatebleContentGenerated;
  118839. /**
  118840. * Create a new MorphTargetsBlock
  118841. * @param name defines the block name
  118842. */
  118843. constructor(name: string);
  118844. /**
  118845. * Gets the current class name
  118846. * @returns the class name
  118847. */
  118848. getClassName(): string;
  118849. /**
  118850. * Gets the position input component
  118851. */
  118852. readonly position: NodeMaterialConnectionPoint;
  118853. /**
  118854. * Gets the normal input component
  118855. */
  118856. readonly normal: NodeMaterialConnectionPoint;
  118857. /**
  118858. * Gets the tangent input component
  118859. */
  118860. readonly tangent: NodeMaterialConnectionPoint;
  118861. /**
  118862. * Gets the tangent input component
  118863. */
  118864. readonly uv: NodeMaterialConnectionPoint;
  118865. /**
  118866. * Gets the position output component
  118867. */
  118868. readonly positionOutput: NodeMaterialConnectionPoint;
  118869. /**
  118870. * Gets the normal output component
  118871. */
  118872. readonly normalOutput: NodeMaterialConnectionPoint;
  118873. /**
  118874. * Gets the tangent output component
  118875. */
  118876. readonly tangentOutput: NodeMaterialConnectionPoint;
  118877. /**
  118878. * Gets the tangent output component
  118879. */
  118880. readonly uvOutput: NodeMaterialConnectionPoint;
  118881. initialize(state: NodeMaterialBuildState): void;
  118882. autoConfigure(material: NodeMaterial): void;
  118883. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118884. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118885. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  118886. protected _buildBlock(state: NodeMaterialBuildState): this;
  118887. }
  118888. }
  118889. declare module BABYLON {
  118890. /**
  118891. * Block used to get data information from a light
  118892. */
  118893. export class LightInformationBlock extends NodeMaterialBlock {
  118894. private _lightDataDefineName;
  118895. private _lightColorDefineName;
  118896. /**
  118897. * Gets or sets the light associated with this block
  118898. */
  118899. light: Nullable<Light>;
  118900. /**
  118901. * Creates a new LightInformationBlock
  118902. * @param name defines the block name
  118903. */
  118904. constructor(name: string);
  118905. /**
  118906. * Gets the current class name
  118907. * @returns the class name
  118908. */
  118909. getClassName(): string;
  118910. /**
  118911. * Gets the world position input component
  118912. */
  118913. readonly worldPosition: NodeMaterialConnectionPoint;
  118914. /**
  118915. * Gets the direction output component
  118916. */
  118917. readonly direction: NodeMaterialConnectionPoint;
  118918. /**
  118919. * Gets the direction output component
  118920. */
  118921. readonly color: NodeMaterialConnectionPoint;
  118922. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118923. protected _buildBlock(state: NodeMaterialBuildState): this;
  118924. serialize(): any;
  118925. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118926. }
  118927. }
  118928. declare module BABYLON {
  118929. /**
  118930. * Block used to add an alpha test in the fragment shader
  118931. */
  118932. export class AlphaTestBlock extends NodeMaterialBlock {
  118933. /**
  118934. * Gets or sets the alpha value where alpha testing happens
  118935. */
  118936. alphaCutOff: number;
  118937. /**
  118938. * Create a new AlphaTestBlock
  118939. * @param name defines the block name
  118940. */
  118941. constructor(name: string);
  118942. /**
  118943. * Gets the current class name
  118944. * @returns the class name
  118945. */
  118946. getClassName(): string;
  118947. /**
  118948. * Gets the color input component
  118949. */
  118950. readonly color: NodeMaterialConnectionPoint;
  118951. /**
  118952. * Gets the alpha input component
  118953. */
  118954. readonly alpha: NodeMaterialConnectionPoint;
  118955. protected _buildBlock(state: NodeMaterialBuildState): this;
  118956. protected _dumpPropertiesCode(): string;
  118957. serialize(): any;
  118958. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118959. }
  118960. }
  118961. declare module BABYLON {
  118962. /**
  118963. * Block used to add image processing support to fragment shader
  118964. */
  118965. export class ImageProcessingBlock extends NodeMaterialBlock {
  118966. /**
  118967. * Create a new ImageProcessingBlock
  118968. * @param name defines the block name
  118969. */
  118970. constructor(name: string);
  118971. /**
  118972. * Gets the current class name
  118973. * @returns the class name
  118974. */
  118975. getClassName(): string;
  118976. /**
  118977. * Gets the color input component
  118978. */
  118979. readonly color: NodeMaterialConnectionPoint;
  118980. /**
  118981. * Gets the output component
  118982. */
  118983. readonly output: NodeMaterialConnectionPoint;
  118984. /**
  118985. * Initialize the block and prepare the context for build
  118986. * @param state defines the state that will be used for the build
  118987. */
  118988. initialize(state: NodeMaterialBuildState): void;
  118989. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  118990. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118991. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118992. protected _buildBlock(state: NodeMaterialBuildState): this;
  118993. }
  118994. }
  118995. declare module BABYLON {
  118996. /**
  118997. * Block used to add support for scene fog
  118998. */
  118999. export class FogBlock extends NodeMaterialBlock {
  119000. private _fogDistanceName;
  119001. private _fogParameters;
  119002. /**
  119003. * Create a new FogBlock
  119004. * @param name defines the block name
  119005. */
  119006. constructor(name: string);
  119007. /**
  119008. * Gets the current class name
  119009. * @returns the class name
  119010. */
  119011. getClassName(): string;
  119012. /**
  119013. * Gets the world position input component
  119014. */
  119015. readonly worldPosition: NodeMaterialConnectionPoint;
  119016. /**
  119017. * Gets the view input component
  119018. */
  119019. readonly view: NodeMaterialConnectionPoint;
  119020. /**
  119021. * Gets the color input component
  119022. */
  119023. readonly input: NodeMaterialConnectionPoint;
  119024. /**
  119025. * Gets the fog color input component
  119026. */
  119027. readonly fogColor: NodeMaterialConnectionPoint;
  119028. /**
  119029. * Gets the output component
  119030. */
  119031. readonly output: NodeMaterialConnectionPoint;
  119032. autoConfigure(material: NodeMaterial): void;
  119033. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119034. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119035. protected _buildBlock(state: NodeMaterialBuildState): this;
  119036. }
  119037. }
  119038. declare module BABYLON {
  119039. /**
  119040. * Block used to add light in the fragment shader
  119041. */
  119042. export class LightBlock extends NodeMaterialBlock {
  119043. private _lightId;
  119044. /**
  119045. * Gets or sets the light associated with this block
  119046. */
  119047. light: Nullable<Light>;
  119048. /**
  119049. * Create a new LightBlock
  119050. * @param name defines the block name
  119051. */
  119052. constructor(name: string);
  119053. /**
  119054. * Gets the current class name
  119055. * @returns the class name
  119056. */
  119057. getClassName(): string;
  119058. /**
  119059. * Gets the world position input component
  119060. */
  119061. readonly worldPosition: NodeMaterialConnectionPoint;
  119062. /**
  119063. * Gets the world normal input component
  119064. */
  119065. readonly worldNormal: NodeMaterialConnectionPoint;
  119066. /**
  119067. * Gets the camera (or eye) position component
  119068. */
  119069. readonly cameraPosition: NodeMaterialConnectionPoint;
  119070. /**
  119071. * Gets the diffuse output component
  119072. */
  119073. readonly diffuseOutput: NodeMaterialConnectionPoint;
  119074. /**
  119075. * Gets the specular output component
  119076. */
  119077. readonly specularOutput: NodeMaterialConnectionPoint;
  119078. autoConfigure(material: NodeMaterial): void;
  119079. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119080. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119081. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119082. private _injectVertexCode;
  119083. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  119084. serialize(): any;
  119085. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119086. }
  119087. }
  119088. declare module BABYLON {
  119089. /**
  119090. * Block used to multiply 2 values
  119091. */
  119092. export class MultiplyBlock extends NodeMaterialBlock {
  119093. /**
  119094. * Creates a new MultiplyBlock
  119095. * @param name defines the block name
  119096. */
  119097. constructor(name: string);
  119098. /**
  119099. * Gets the current class name
  119100. * @returns the class name
  119101. */
  119102. getClassName(): string;
  119103. /**
  119104. * Gets the left operand input component
  119105. */
  119106. readonly left: NodeMaterialConnectionPoint;
  119107. /**
  119108. * Gets the right operand input component
  119109. */
  119110. readonly right: NodeMaterialConnectionPoint;
  119111. /**
  119112. * Gets the output component
  119113. */
  119114. readonly output: NodeMaterialConnectionPoint;
  119115. protected _buildBlock(state: NodeMaterialBuildState): this;
  119116. }
  119117. }
  119118. declare module BABYLON {
  119119. /**
  119120. * Block used to add 2 vectors
  119121. */
  119122. export class AddBlock extends NodeMaterialBlock {
  119123. /**
  119124. * Creates a new AddBlock
  119125. * @param name defines the block name
  119126. */
  119127. constructor(name: string);
  119128. /**
  119129. * Gets the current class name
  119130. * @returns the class name
  119131. */
  119132. getClassName(): string;
  119133. /**
  119134. * Gets the left operand input component
  119135. */
  119136. readonly left: NodeMaterialConnectionPoint;
  119137. /**
  119138. * Gets the right operand input component
  119139. */
  119140. readonly right: NodeMaterialConnectionPoint;
  119141. /**
  119142. * Gets the output component
  119143. */
  119144. readonly output: NodeMaterialConnectionPoint;
  119145. protected _buildBlock(state: NodeMaterialBuildState): this;
  119146. }
  119147. }
  119148. declare module BABYLON {
  119149. /**
  119150. * Block used to scale a vector by a float
  119151. */
  119152. export class ScaleBlock extends NodeMaterialBlock {
  119153. /**
  119154. * Creates a new ScaleBlock
  119155. * @param name defines the block name
  119156. */
  119157. constructor(name: string);
  119158. /**
  119159. * Gets the current class name
  119160. * @returns the class name
  119161. */
  119162. getClassName(): string;
  119163. /**
  119164. * Gets the input component
  119165. */
  119166. readonly input: NodeMaterialConnectionPoint;
  119167. /**
  119168. * Gets the factor input component
  119169. */
  119170. readonly factor: NodeMaterialConnectionPoint;
  119171. /**
  119172. * Gets the output component
  119173. */
  119174. readonly output: NodeMaterialConnectionPoint;
  119175. protected _buildBlock(state: NodeMaterialBuildState): this;
  119176. }
  119177. }
  119178. declare module BABYLON {
  119179. /**
  119180. * Block used to clamp a float
  119181. */
  119182. export class ClampBlock extends NodeMaterialBlock {
  119183. /** Gets or sets the minimum range */
  119184. minimum: number;
  119185. /** Gets or sets the maximum range */
  119186. maximum: number;
  119187. /**
  119188. * Creates a new ClampBlock
  119189. * @param name defines the block name
  119190. */
  119191. constructor(name: string);
  119192. /**
  119193. * Gets the current class name
  119194. * @returns the class name
  119195. */
  119196. getClassName(): string;
  119197. /**
  119198. * Gets the value input component
  119199. */
  119200. readonly value: NodeMaterialConnectionPoint;
  119201. /**
  119202. * Gets the output component
  119203. */
  119204. readonly output: NodeMaterialConnectionPoint;
  119205. protected _buildBlock(state: NodeMaterialBuildState): this;
  119206. protected _dumpPropertiesCode(): string;
  119207. serialize(): any;
  119208. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119209. }
  119210. }
  119211. declare module BABYLON {
  119212. /**
  119213. * Block used to apply a cross product between 2 vectors
  119214. */
  119215. export class CrossBlock extends NodeMaterialBlock {
  119216. /**
  119217. * Creates a new CrossBlock
  119218. * @param name defines the block name
  119219. */
  119220. constructor(name: string);
  119221. /**
  119222. * Gets the current class name
  119223. * @returns the class name
  119224. */
  119225. getClassName(): string;
  119226. /**
  119227. * Gets the left operand input component
  119228. */
  119229. readonly left: NodeMaterialConnectionPoint;
  119230. /**
  119231. * Gets the right operand input component
  119232. */
  119233. readonly right: NodeMaterialConnectionPoint;
  119234. /**
  119235. * Gets the output component
  119236. */
  119237. readonly output: NodeMaterialConnectionPoint;
  119238. protected _buildBlock(state: NodeMaterialBuildState): this;
  119239. }
  119240. }
  119241. declare module BABYLON {
  119242. /**
  119243. * Block used to apply a dot product between 2 vectors
  119244. */
  119245. export class DotBlock extends NodeMaterialBlock {
  119246. /**
  119247. * Creates a new DotBlock
  119248. * @param name defines the block name
  119249. */
  119250. constructor(name: string);
  119251. /**
  119252. * Gets the current class name
  119253. * @returns the class name
  119254. */
  119255. getClassName(): string;
  119256. /**
  119257. * Gets the left operand input component
  119258. */
  119259. readonly left: NodeMaterialConnectionPoint;
  119260. /**
  119261. * Gets the right operand input component
  119262. */
  119263. readonly right: NodeMaterialConnectionPoint;
  119264. /**
  119265. * Gets the output component
  119266. */
  119267. readonly output: NodeMaterialConnectionPoint;
  119268. protected _buildBlock(state: NodeMaterialBuildState): this;
  119269. }
  119270. }
  119271. declare module BABYLON {
  119272. /**
  119273. * Block used to remap a float from a range to a new one
  119274. */
  119275. export class RemapBlock extends NodeMaterialBlock {
  119276. /**
  119277. * Gets or sets the source range
  119278. */
  119279. sourceRange: Vector2;
  119280. /**
  119281. * Gets or sets the target range
  119282. */
  119283. targetRange: Vector2;
  119284. /**
  119285. * Creates a new RemapBlock
  119286. * @param name defines the block name
  119287. */
  119288. constructor(name: string);
  119289. /**
  119290. * Gets the current class name
  119291. * @returns the class name
  119292. */
  119293. getClassName(): string;
  119294. /**
  119295. * Gets the input component
  119296. */
  119297. readonly input: NodeMaterialConnectionPoint;
  119298. /**
  119299. * Gets the output component
  119300. */
  119301. readonly output: NodeMaterialConnectionPoint;
  119302. protected _buildBlock(state: NodeMaterialBuildState): this;
  119303. protected _dumpPropertiesCode(): string;
  119304. serialize(): any;
  119305. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119306. }
  119307. }
  119308. declare module BABYLON {
  119309. /**
  119310. * Block used to normalize a vector
  119311. */
  119312. export class NormalizeBlock extends NodeMaterialBlock {
  119313. /**
  119314. * Creates a new NormalizeBlock
  119315. * @param name defines the block name
  119316. */
  119317. constructor(name: string);
  119318. /**
  119319. * Gets the current class name
  119320. * @returns the class name
  119321. */
  119322. getClassName(): string;
  119323. /**
  119324. * Gets the input component
  119325. */
  119326. readonly input: NodeMaterialConnectionPoint;
  119327. /**
  119328. * Gets the output component
  119329. */
  119330. readonly output: NodeMaterialConnectionPoint;
  119331. protected _buildBlock(state: NodeMaterialBuildState): this;
  119332. }
  119333. }
  119334. declare module BABYLON {
  119335. /**
  119336. * Operations supported by the Trigonometry block
  119337. */
  119338. export enum TrigonometryBlockOperations {
  119339. /** Cos */
  119340. Cos = 0,
  119341. /** Sin */
  119342. Sin = 1,
  119343. /** Abs */
  119344. Abs = 2,
  119345. /** Exp */
  119346. Exp = 3,
  119347. /** Exp2 */
  119348. Exp2 = 4,
  119349. /** Round */
  119350. Round = 5,
  119351. /** Floor */
  119352. Floor = 6,
  119353. /** Ceiling */
  119354. Ceiling = 7
  119355. }
  119356. /**
  119357. * Block used to apply trigonometry operation to floats
  119358. */
  119359. export class TrigonometryBlock extends NodeMaterialBlock {
  119360. /**
  119361. * Gets or sets the operation applied by the block
  119362. */
  119363. operation: TrigonometryBlockOperations;
  119364. /**
  119365. * Creates a new TrigonometryBlock
  119366. * @param name defines the block name
  119367. */
  119368. constructor(name: string);
  119369. /**
  119370. * Gets the current class name
  119371. * @returns the class name
  119372. */
  119373. getClassName(): string;
  119374. /**
  119375. * Gets the input component
  119376. */
  119377. readonly input: NodeMaterialConnectionPoint;
  119378. /**
  119379. * Gets the output component
  119380. */
  119381. readonly output: NodeMaterialConnectionPoint;
  119382. protected _buildBlock(state: NodeMaterialBuildState): this;
  119383. serialize(): any;
  119384. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119385. }
  119386. }
  119387. declare module BABYLON {
  119388. /**
  119389. * Block used to create a Color3/4 out of individual inputs (one for each component)
  119390. */
  119391. export class ColorMergerBlock extends NodeMaterialBlock {
  119392. /**
  119393. * Create a new ColorMergerBlock
  119394. * @param name defines the block name
  119395. */
  119396. constructor(name: string);
  119397. /**
  119398. * Gets the current class name
  119399. * @returns the class name
  119400. */
  119401. getClassName(): string;
  119402. /**
  119403. * Gets the r component (input)
  119404. */
  119405. readonly r: NodeMaterialConnectionPoint;
  119406. /**
  119407. * Gets the g component (input)
  119408. */
  119409. readonly g: NodeMaterialConnectionPoint;
  119410. /**
  119411. * Gets the b component (input)
  119412. */
  119413. readonly b: NodeMaterialConnectionPoint;
  119414. /**
  119415. * Gets the a component (input)
  119416. */
  119417. readonly a: NodeMaterialConnectionPoint;
  119418. /**
  119419. * Gets the rgba component (output)
  119420. */
  119421. readonly rgba: NodeMaterialConnectionPoint;
  119422. /**
  119423. * Gets the rgb component (output)
  119424. */
  119425. readonly rgb: NodeMaterialConnectionPoint;
  119426. protected _buildBlock(state: NodeMaterialBuildState): this;
  119427. }
  119428. }
  119429. declare module BABYLON {
  119430. /**
  119431. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  119432. */
  119433. export class VectorMergerBlock extends NodeMaterialBlock {
  119434. /**
  119435. * Create a new VectorMergerBlock
  119436. * @param name defines the block name
  119437. */
  119438. constructor(name: string);
  119439. /**
  119440. * Gets the current class name
  119441. * @returns the class name
  119442. */
  119443. getClassName(): string;
  119444. /**
  119445. * Gets the x component (input)
  119446. */
  119447. readonly x: NodeMaterialConnectionPoint;
  119448. /**
  119449. * Gets the y component (input)
  119450. */
  119451. readonly y: NodeMaterialConnectionPoint;
  119452. /**
  119453. * Gets the z component (input)
  119454. */
  119455. readonly z: NodeMaterialConnectionPoint;
  119456. /**
  119457. * Gets the w component (input)
  119458. */
  119459. readonly w: NodeMaterialConnectionPoint;
  119460. /**
  119461. * Gets the xyzw component (output)
  119462. */
  119463. readonly xyzw: NodeMaterialConnectionPoint;
  119464. /**
  119465. * Gets the xyz component (output)
  119466. */
  119467. readonly xyz: NodeMaterialConnectionPoint;
  119468. /**
  119469. * Gets the xy component (output)
  119470. */
  119471. readonly xy: NodeMaterialConnectionPoint;
  119472. protected _buildBlock(state: NodeMaterialBuildState): this;
  119473. }
  119474. }
  119475. declare module BABYLON {
  119476. /**
  119477. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  119478. */
  119479. export class ColorSplitterBlock extends NodeMaterialBlock {
  119480. /**
  119481. * Create a new ColorSplitterBlock
  119482. * @param name defines the block name
  119483. */
  119484. constructor(name: string);
  119485. /**
  119486. * Gets the current class name
  119487. * @returns the class name
  119488. */
  119489. getClassName(): string;
  119490. /**
  119491. * Gets the rgba component (input)
  119492. */
  119493. readonly rgba: NodeMaterialConnectionPoint;
  119494. /**
  119495. * Gets the rgb component (input)
  119496. */
  119497. readonly rgbIn: NodeMaterialConnectionPoint;
  119498. /**
  119499. * Gets the rgb component (output)
  119500. */
  119501. readonly rgbOut: NodeMaterialConnectionPoint;
  119502. /**
  119503. * Gets the r component (output)
  119504. */
  119505. readonly r: NodeMaterialConnectionPoint;
  119506. /**
  119507. * Gets the g component (output)
  119508. */
  119509. readonly g: NodeMaterialConnectionPoint;
  119510. /**
  119511. * Gets the b component (output)
  119512. */
  119513. readonly b: NodeMaterialConnectionPoint;
  119514. /**
  119515. * Gets the a component (output)
  119516. */
  119517. readonly a: NodeMaterialConnectionPoint;
  119518. protected _inputRename(name: string): string;
  119519. protected _outputRename(name: string): string;
  119520. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  119521. }
  119522. }
  119523. declare module BABYLON {
  119524. /**
  119525. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  119526. */
  119527. export class VectorSplitterBlock extends NodeMaterialBlock {
  119528. /**
  119529. * Create a new VectorSplitterBlock
  119530. * @param name defines the block name
  119531. */
  119532. constructor(name: string);
  119533. /**
  119534. * Gets the current class name
  119535. * @returns the class name
  119536. */
  119537. getClassName(): string;
  119538. /**
  119539. * Gets the xyzw component (input)
  119540. */
  119541. readonly xyzw: NodeMaterialConnectionPoint;
  119542. /**
  119543. * Gets the xyz component (input)
  119544. */
  119545. readonly xyzIn: NodeMaterialConnectionPoint;
  119546. /**
  119547. * Gets the xy component (input)
  119548. */
  119549. readonly xyIn: NodeMaterialConnectionPoint;
  119550. /**
  119551. * Gets the xyz component (output)
  119552. */
  119553. readonly xyzOut: NodeMaterialConnectionPoint;
  119554. /**
  119555. * Gets the xy component (output)
  119556. */
  119557. readonly xyOut: NodeMaterialConnectionPoint;
  119558. /**
  119559. * Gets the x component (output)
  119560. */
  119561. readonly x: NodeMaterialConnectionPoint;
  119562. /**
  119563. * Gets the y component (output)
  119564. */
  119565. readonly y: NodeMaterialConnectionPoint;
  119566. /**
  119567. * Gets the z component (output)
  119568. */
  119569. readonly z: NodeMaterialConnectionPoint;
  119570. /**
  119571. * Gets the w component (output)
  119572. */
  119573. readonly w: NodeMaterialConnectionPoint;
  119574. protected _inputRename(name: string): string;
  119575. protected _outputRename(name: string): string;
  119576. protected _buildBlock(state: NodeMaterialBuildState): this;
  119577. }
  119578. }
  119579. declare module BABYLON {
  119580. /**
  119581. * Block used to lerp 2 values
  119582. */
  119583. export class LerpBlock extends NodeMaterialBlock {
  119584. /**
  119585. * Creates a new LerpBlock
  119586. * @param name defines the block name
  119587. */
  119588. constructor(name: string);
  119589. /**
  119590. * Gets the current class name
  119591. * @returns the class name
  119592. */
  119593. getClassName(): string;
  119594. /**
  119595. * Gets the left operand input component
  119596. */
  119597. readonly left: NodeMaterialConnectionPoint;
  119598. /**
  119599. * Gets the right operand input component
  119600. */
  119601. readonly right: NodeMaterialConnectionPoint;
  119602. /**
  119603. * Gets the gradient operand input component
  119604. */
  119605. readonly gradient: NodeMaterialConnectionPoint;
  119606. /**
  119607. * Gets the output component
  119608. */
  119609. readonly output: NodeMaterialConnectionPoint;
  119610. protected _buildBlock(state: NodeMaterialBuildState): this;
  119611. }
  119612. }
  119613. declare module BABYLON {
  119614. /**
  119615. * Block used to divide 2 vectors
  119616. */
  119617. export class DivideBlock extends NodeMaterialBlock {
  119618. /**
  119619. * Creates a new DivideBlock
  119620. * @param name defines the block name
  119621. */
  119622. constructor(name: string);
  119623. /**
  119624. * Gets the current class name
  119625. * @returns the class name
  119626. */
  119627. getClassName(): string;
  119628. /**
  119629. * Gets the left operand input component
  119630. */
  119631. readonly left: NodeMaterialConnectionPoint;
  119632. /**
  119633. * Gets the right operand input component
  119634. */
  119635. readonly right: NodeMaterialConnectionPoint;
  119636. /**
  119637. * Gets the output component
  119638. */
  119639. readonly output: NodeMaterialConnectionPoint;
  119640. protected _buildBlock(state: NodeMaterialBuildState): this;
  119641. }
  119642. }
  119643. declare module BABYLON {
  119644. /**
  119645. * Block used to subtract 2 vectors
  119646. */
  119647. export class SubtractBlock extends NodeMaterialBlock {
  119648. /**
  119649. * Creates a new SubtractBlock
  119650. * @param name defines the block name
  119651. */
  119652. constructor(name: string);
  119653. /**
  119654. * Gets the current class name
  119655. * @returns the class name
  119656. */
  119657. getClassName(): string;
  119658. /**
  119659. * Gets the left operand input component
  119660. */
  119661. readonly left: NodeMaterialConnectionPoint;
  119662. /**
  119663. * Gets the right operand input component
  119664. */
  119665. readonly right: NodeMaterialConnectionPoint;
  119666. /**
  119667. * Gets the output component
  119668. */
  119669. readonly output: NodeMaterialConnectionPoint;
  119670. protected _buildBlock(state: NodeMaterialBuildState): this;
  119671. }
  119672. }
  119673. declare module BABYLON {
  119674. /**
  119675. * Block used to step a value
  119676. */
  119677. export class StepBlock extends NodeMaterialBlock {
  119678. /**
  119679. * Creates a new AddBlock
  119680. * @param name defines the block name
  119681. */
  119682. constructor(name: string);
  119683. /**
  119684. * Gets the current class name
  119685. * @returns the class name
  119686. */
  119687. getClassName(): string;
  119688. /**
  119689. * Gets the value operand input component
  119690. */
  119691. readonly value: NodeMaterialConnectionPoint;
  119692. /**
  119693. * Gets the edge operand input component
  119694. */
  119695. readonly edge: NodeMaterialConnectionPoint;
  119696. /**
  119697. * Gets the output component
  119698. */
  119699. readonly output: NodeMaterialConnectionPoint;
  119700. protected _buildBlock(state: NodeMaterialBuildState): this;
  119701. }
  119702. }
  119703. declare module BABYLON {
  119704. /**
  119705. * Block used to get the opposite of a value
  119706. */
  119707. export class OppositeBlock extends NodeMaterialBlock {
  119708. /**
  119709. * Creates a new OppositeBlock
  119710. * @param name defines the block name
  119711. */
  119712. constructor(name: string);
  119713. /**
  119714. * Gets the current class name
  119715. * @returns the class name
  119716. */
  119717. getClassName(): string;
  119718. /**
  119719. * Gets the input component
  119720. */
  119721. readonly input: NodeMaterialConnectionPoint;
  119722. /**
  119723. * Gets the output component
  119724. */
  119725. readonly output: NodeMaterialConnectionPoint;
  119726. protected _buildBlock(state: NodeMaterialBuildState): this;
  119727. }
  119728. }
  119729. declare module BABYLON {
  119730. /**
  119731. * Block used to get the view direction
  119732. */
  119733. export class ViewDirectionBlock extends NodeMaterialBlock {
  119734. /**
  119735. * Creates a new ViewDirectionBlock
  119736. * @param name defines the block name
  119737. */
  119738. constructor(name: string);
  119739. /**
  119740. * Gets the current class name
  119741. * @returns the class name
  119742. */
  119743. getClassName(): string;
  119744. /**
  119745. * Gets the world position component
  119746. */
  119747. readonly worldPosition: NodeMaterialConnectionPoint;
  119748. /**
  119749. * Gets the camera position component
  119750. */
  119751. readonly cameraPosition: NodeMaterialConnectionPoint;
  119752. /**
  119753. * Gets the output component
  119754. */
  119755. readonly output: NodeMaterialConnectionPoint;
  119756. autoConfigure(material: NodeMaterial): void;
  119757. protected _buildBlock(state: NodeMaterialBuildState): this;
  119758. }
  119759. }
  119760. declare module BABYLON {
  119761. /**
  119762. * Block used to compute fresnel value
  119763. */
  119764. export class FresnelBlock extends NodeMaterialBlock {
  119765. /**
  119766. * Create a new FresnelBlock
  119767. * @param name defines the block name
  119768. */
  119769. constructor(name: string);
  119770. /**
  119771. * Gets the current class name
  119772. * @returns the class name
  119773. */
  119774. getClassName(): string;
  119775. /**
  119776. * Gets the world normal input component
  119777. */
  119778. readonly worldNormal: NodeMaterialConnectionPoint;
  119779. /**
  119780. * Gets the view direction input component
  119781. */
  119782. readonly viewDirection: NodeMaterialConnectionPoint;
  119783. /**
  119784. * Gets the bias input component
  119785. */
  119786. readonly bias: NodeMaterialConnectionPoint;
  119787. /**
  119788. * Gets the camera (or eye) position component
  119789. */
  119790. readonly power: NodeMaterialConnectionPoint;
  119791. /**
  119792. * Gets the fresnel output component
  119793. */
  119794. readonly fresnel: NodeMaterialConnectionPoint;
  119795. autoConfigure(material: NodeMaterial): void;
  119796. protected _buildBlock(state: NodeMaterialBuildState): this;
  119797. }
  119798. }
  119799. declare module BABYLON {
  119800. /**
  119801. * Block used to get the max of 2 values
  119802. */
  119803. export class MaxBlock extends NodeMaterialBlock {
  119804. /**
  119805. * Creates a new MaxBlock
  119806. * @param name defines the block name
  119807. */
  119808. constructor(name: string);
  119809. /**
  119810. * Gets the current class name
  119811. * @returns the class name
  119812. */
  119813. getClassName(): string;
  119814. /**
  119815. * Gets the left operand input component
  119816. */
  119817. readonly left: NodeMaterialConnectionPoint;
  119818. /**
  119819. * Gets the right operand input component
  119820. */
  119821. readonly right: NodeMaterialConnectionPoint;
  119822. /**
  119823. * Gets the output component
  119824. */
  119825. readonly output: NodeMaterialConnectionPoint;
  119826. protected _buildBlock(state: NodeMaterialBuildState): this;
  119827. }
  119828. }
  119829. declare module BABYLON {
  119830. /**
  119831. * Block used to get the min of 2 values
  119832. */
  119833. export class MinBlock extends NodeMaterialBlock {
  119834. /**
  119835. * Creates a new MinBlock
  119836. * @param name defines the block name
  119837. */
  119838. constructor(name: string);
  119839. /**
  119840. * Gets the current class name
  119841. * @returns the class name
  119842. */
  119843. getClassName(): string;
  119844. /**
  119845. * Gets the left operand input component
  119846. */
  119847. readonly left: NodeMaterialConnectionPoint;
  119848. /**
  119849. * Gets the right operand input component
  119850. */
  119851. readonly right: NodeMaterialConnectionPoint;
  119852. /**
  119853. * Gets the output component
  119854. */
  119855. readonly output: NodeMaterialConnectionPoint;
  119856. protected _buildBlock(state: NodeMaterialBuildState): this;
  119857. }
  119858. }
  119859. declare module BABYLON {
  119860. /**
  119861. * Effect Render Options
  119862. */
  119863. export interface IEffectRendererOptions {
  119864. /**
  119865. * Defines the vertices positions.
  119866. */
  119867. positions?: number[];
  119868. /**
  119869. * Defines the indices.
  119870. */
  119871. indices?: number[];
  119872. }
  119873. /**
  119874. * Helper class to render one or more effects
  119875. */
  119876. export class EffectRenderer {
  119877. private engine;
  119878. private static _DefaultOptions;
  119879. private _vertexBuffers;
  119880. private _indexBuffer;
  119881. private _ringBufferIndex;
  119882. private _ringScreenBuffer;
  119883. private _fullscreenViewport;
  119884. private _getNextFrameBuffer;
  119885. /**
  119886. * Creates an effect renderer
  119887. * @param engine the engine to use for rendering
  119888. * @param options defines the options of the effect renderer
  119889. */
  119890. constructor(engine: Engine, options?: IEffectRendererOptions);
  119891. /**
  119892. * Sets the current viewport in normalized coordinates 0-1
  119893. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  119894. */
  119895. setViewport(viewport?: Viewport): void;
  119896. /**
  119897. * Binds the embedded attributes buffer to the effect.
  119898. * @param effect Defines the effect to bind the attributes for
  119899. */
  119900. bindBuffers(effect: Effect): void;
  119901. /**
  119902. * Sets the current effect wrapper to use during draw.
  119903. * The effect needs to be ready before calling this api.
  119904. * This also sets the default full screen position attribute.
  119905. * @param effectWrapper Defines the effect to draw with
  119906. */
  119907. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  119908. /**
  119909. * Draws a full screen quad.
  119910. */
  119911. draw(): void;
  119912. /**
  119913. * renders one or more effects to a specified texture
  119914. * @param effectWrappers list of effects to renderer
  119915. * @param outputTexture texture to draw to, if null it will render to the screen
  119916. */
  119917. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  119918. /**
  119919. * Disposes of the effect renderer
  119920. */
  119921. dispose(): void;
  119922. }
  119923. /**
  119924. * Options to create an EffectWrapper
  119925. */
  119926. interface EffectWrapperCreationOptions {
  119927. /**
  119928. * Engine to use to create the effect
  119929. */
  119930. engine: Engine;
  119931. /**
  119932. * Fragment shader for the effect
  119933. */
  119934. fragmentShader: string;
  119935. /**
  119936. * Vertex shader for the effect
  119937. */
  119938. vertexShader?: string;
  119939. /**
  119940. * Attributes to use in the shader
  119941. */
  119942. attributeNames?: Array<string>;
  119943. /**
  119944. * Uniforms to use in the shader
  119945. */
  119946. uniformNames?: Array<string>;
  119947. /**
  119948. * Texture sampler names to use in the shader
  119949. */
  119950. samplerNames?: Array<string>;
  119951. /**
  119952. * The friendly name of the effect displayed in Spector.
  119953. */
  119954. name?: string;
  119955. }
  119956. /**
  119957. * Wraps an effect to be used for rendering
  119958. */
  119959. export class EffectWrapper {
  119960. /**
  119961. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  119962. */
  119963. onApplyObservable: Observable<{}>;
  119964. /**
  119965. * The underlying effect
  119966. */
  119967. effect: Effect;
  119968. /**
  119969. * Creates an effect to be renderer
  119970. * @param creationOptions options to create the effect
  119971. */
  119972. constructor(creationOptions: EffectWrapperCreationOptions);
  119973. /**
  119974. * Disposes of the effect wrapper
  119975. */
  119976. dispose(): void;
  119977. }
  119978. }
  119979. declare module BABYLON {
  119980. /**
  119981. * Helper class to push actions to a pool of workers.
  119982. */
  119983. export class WorkerPool implements IDisposable {
  119984. private _workerInfos;
  119985. private _pendingActions;
  119986. /**
  119987. * Constructor
  119988. * @param workers Array of workers to use for actions
  119989. */
  119990. constructor(workers: Array<Worker>);
  119991. /**
  119992. * Terminates all workers and clears any pending actions.
  119993. */
  119994. dispose(): void;
  119995. /**
  119996. * Pushes an action to the worker pool. If all the workers are active, the action will be
  119997. * pended until a worker has completed its action.
  119998. * @param action The action to perform. Call onComplete when the action is complete.
  119999. */
  120000. push(action: (worker: Worker, onComplete: () => void) => void): void;
  120001. private _execute;
  120002. }
  120003. }
  120004. declare module BABYLON {
  120005. /**
  120006. * Configuration for Draco compression
  120007. */
  120008. export interface IDracoCompressionConfiguration {
  120009. /**
  120010. * Configuration for the decoder.
  120011. */
  120012. decoder: {
  120013. /**
  120014. * The url to the WebAssembly module.
  120015. */
  120016. wasmUrl?: string;
  120017. /**
  120018. * The url to the WebAssembly binary.
  120019. */
  120020. wasmBinaryUrl?: string;
  120021. /**
  120022. * The url to the fallback JavaScript module.
  120023. */
  120024. fallbackUrl?: string;
  120025. };
  120026. }
  120027. /**
  120028. * Draco compression (https://google.github.io/draco/)
  120029. *
  120030. * This class wraps the Draco module.
  120031. *
  120032. * **Encoder**
  120033. *
  120034. * The encoder is not currently implemented.
  120035. *
  120036. * **Decoder**
  120037. *
  120038. * 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.
  120039. *
  120040. * To update the configuration, use the following code:
  120041. * ```javascript
  120042. * DracoCompression.Configuration = {
  120043. * decoder: {
  120044. * wasmUrl: "<url to the WebAssembly library>",
  120045. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  120046. * fallbackUrl: "<url to the fallback JavaScript library>",
  120047. * }
  120048. * };
  120049. * ```
  120050. *
  120051. * 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.
  120052. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  120053. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  120054. *
  120055. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  120056. * ```javascript
  120057. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  120058. * ```
  120059. *
  120060. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  120061. */
  120062. export class DracoCompression implements IDisposable {
  120063. private _workerPoolPromise?;
  120064. private _decoderModulePromise?;
  120065. /**
  120066. * The configuration. Defaults to the following urls:
  120067. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  120068. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  120069. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  120070. */
  120071. static Configuration: IDracoCompressionConfiguration;
  120072. /**
  120073. * Returns true if the decoder configuration is available.
  120074. */
  120075. static readonly DecoderAvailable: boolean;
  120076. /**
  120077. * Default number of workers to create when creating the draco compression object.
  120078. */
  120079. static DefaultNumWorkers: number;
  120080. private static GetDefaultNumWorkers;
  120081. private static _Default;
  120082. /**
  120083. * Default instance for the draco compression object.
  120084. */
  120085. static readonly Default: DracoCompression;
  120086. /**
  120087. * Constructor
  120088. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  120089. */
  120090. constructor(numWorkers?: number);
  120091. /**
  120092. * Stop all async operations and release resources.
  120093. */
  120094. dispose(): void;
  120095. /**
  120096. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  120097. * @returns a promise that resolves when ready
  120098. */
  120099. whenReadyAsync(): Promise<void>;
  120100. /**
  120101. * Decode Draco compressed mesh data to vertex data.
  120102. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  120103. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  120104. * @returns A promise that resolves with the decoded vertex data
  120105. */
  120106. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  120107. [kind: string]: number;
  120108. }): Promise<VertexData>;
  120109. }
  120110. }
  120111. declare module BABYLON {
  120112. /**
  120113. * Class for building Constructive Solid Geometry
  120114. */
  120115. export class CSG {
  120116. private polygons;
  120117. /**
  120118. * The world matrix
  120119. */
  120120. matrix: Matrix;
  120121. /**
  120122. * Stores the position
  120123. */
  120124. position: Vector3;
  120125. /**
  120126. * Stores the rotation
  120127. */
  120128. rotation: Vector3;
  120129. /**
  120130. * Stores the rotation quaternion
  120131. */
  120132. rotationQuaternion: Nullable<Quaternion>;
  120133. /**
  120134. * Stores the scaling vector
  120135. */
  120136. scaling: Vector3;
  120137. /**
  120138. * Convert the Mesh to CSG
  120139. * @param mesh The Mesh to convert to CSG
  120140. * @returns A new CSG from the Mesh
  120141. */
  120142. static FromMesh(mesh: Mesh): CSG;
  120143. /**
  120144. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  120145. * @param polygons Polygons used to construct a CSG solid
  120146. */
  120147. private static FromPolygons;
  120148. /**
  120149. * Clones, or makes a deep copy, of the CSG
  120150. * @returns A new CSG
  120151. */
  120152. clone(): CSG;
  120153. /**
  120154. * Unions this CSG with another CSG
  120155. * @param csg The CSG to union against this CSG
  120156. * @returns The unioned CSG
  120157. */
  120158. union(csg: CSG): CSG;
  120159. /**
  120160. * Unions this CSG with another CSG in place
  120161. * @param csg The CSG to union against this CSG
  120162. */
  120163. unionInPlace(csg: CSG): void;
  120164. /**
  120165. * Subtracts this CSG with another CSG
  120166. * @param csg The CSG to subtract against this CSG
  120167. * @returns A new CSG
  120168. */
  120169. subtract(csg: CSG): CSG;
  120170. /**
  120171. * Subtracts this CSG with another CSG in place
  120172. * @param csg The CSG to subtact against this CSG
  120173. */
  120174. subtractInPlace(csg: CSG): void;
  120175. /**
  120176. * Intersect this CSG with another CSG
  120177. * @param csg The CSG to intersect against this CSG
  120178. * @returns A new CSG
  120179. */
  120180. intersect(csg: CSG): CSG;
  120181. /**
  120182. * Intersects this CSG with another CSG in place
  120183. * @param csg The CSG to intersect against this CSG
  120184. */
  120185. intersectInPlace(csg: CSG): void;
  120186. /**
  120187. * Return a new CSG solid with solid and empty space switched. This solid is
  120188. * not modified.
  120189. * @returns A new CSG solid with solid and empty space switched
  120190. */
  120191. inverse(): CSG;
  120192. /**
  120193. * Inverses the CSG in place
  120194. */
  120195. inverseInPlace(): void;
  120196. /**
  120197. * This is used to keep meshes transformations so they can be restored
  120198. * when we build back a Babylon Mesh
  120199. * NB : All CSG operations are performed in world coordinates
  120200. * @param csg The CSG to copy the transform attributes from
  120201. * @returns This CSG
  120202. */
  120203. copyTransformAttributes(csg: CSG): CSG;
  120204. /**
  120205. * Build Raw mesh from CSG
  120206. * Coordinates here are in world space
  120207. * @param name The name of the mesh geometry
  120208. * @param scene The Scene
  120209. * @param keepSubMeshes Specifies if the submeshes should be kept
  120210. * @returns A new Mesh
  120211. */
  120212. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  120213. /**
  120214. * Build Mesh from CSG taking material and transforms into account
  120215. * @param name The name of the Mesh
  120216. * @param material The material of the Mesh
  120217. * @param scene The Scene
  120218. * @param keepSubMeshes Specifies if submeshes should be kept
  120219. * @returns The new Mesh
  120220. */
  120221. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  120222. }
  120223. }
  120224. declare module BABYLON {
  120225. /**
  120226. * Class used to create a trail following a mesh
  120227. */
  120228. export class TrailMesh extends Mesh {
  120229. private _generator;
  120230. private _autoStart;
  120231. private _running;
  120232. private _diameter;
  120233. private _length;
  120234. private _sectionPolygonPointsCount;
  120235. private _sectionVectors;
  120236. private _sectionNormalVectors;
  120237. private _beforeRenderObserver;
  120238. /**
  120239. * @constructor
  120240. * @param name The value used by scene.getMeshByName() to do a lookup.
  120241. * @param generator The mesh to generate a trail.
  120242. * @param scene The scene to add this mesh to.
  120243. * @param diameter Diameter of trailing mesh. Default is 1.
  120244. * @param length Length of trailing mesh. Default is 60.
  120245. * @param autoStart Automatically start trailing mesh. Default true.
  120246. */
  120247. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  120248. /**
  120249. * "TrailMesh"
  120250. * @returns "TrailMesh"
  120251. */
  120252. getClassName(): string;
  120253. private _createMesh;
  120254. /**
  120255. * Start trailing mesh.
  120256. */
  120257. start(): void;
  120258. /**
  120259. * Stop trailing mesh.
  120260. */
  120261. stop(): void;
  120262. /**
  120263. * Update trailing mesh geometry.
  120264. */
  120265. update(): void;
  120266. /**
  120267. * Returns a new TrailMesh object.
  120268. * @param name is a string, the name given to the new mesh
  120269. * @param newGenerator use new generator object for cloned trail mesh
  120270. * @returns a new mesh
  120271. */
  120272. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  120273. /**
  120274. * Serializes this trail mesh
  120275. * @param serializationObject object to write serialization to
  120276. */
  120277. serialize(serializationObject: any): void;
  120278. /**
  120279. * Parses a serialized trail mesh
  120280. * @param parsedMesh the serialized mesh
  120281. * @param scene the scene to create the trail mesh in
  120282. * @returns the created trail mesh
  120283. */
  120284. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  120285. }
  120286. }
  120287. declare module BABYLON {
  120288. /**
  120289. * Class containing static functions to help procedurally build meshes
  120290. */
  120291. export class TiledBoxBuilder {
  120292. /**
  120293. * Creates a box mesh
  120294. * 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)
  120295. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120296. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120297. * * If you create a double-sided mesh, you can choose what parts of 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
  120298. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120299. * @param name defines the name of the mesh
  120300. * @param options defines the options used to create the mesh
  120301. * @param scene defines the hosting scene
  120302. * @returns the box mesh
  120303. */
  120304. static CreateTiledBox(name: string, options: {
  120305. pattern?: number;
  120306. width?: number;
  120307. height?: number;
  120308. depth?: number;
  120309. tileSize?: number;
  120310. tileWidth?: number;
  120311. tileHeight?: number;
  120312. alignHorizontal?: number;
  120313. alignVertical?: number;
  120314. faceUV?: Vector4[];
  120315. faceColors?: Color4[];
  120316. sideOrientation?: number;
  120317. updatable?: boolean;
  120318. }, scene?: Nullable<Scene>): Mesh;
  120319. }
  120320. }
  120321. declare module BABYLON {
  120322. /**
  120323. * Class containing static functions to help procedurally build meshes
  120324. */
  120325. export class TorusKnotBuilder {
  120326. /**
  120327. * Creates a torus knot mesh
  120328. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  120329. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  120330. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  120331. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  120332. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120333. * * If you create a double-sided mesh, you can choose what parts of 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
  120334. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120335. * @param name defines the name of the mesh
  120336. * @param options defines the options used to create the mesh
  120337. * @param scene defines the hosting scene
  120338. * @returns the torus knot mesh
  120339. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  120340. */
  120341. static CreateTorusKnot(name: string, options: {
  120342. radius?: number;
  120343. tube?: number;
  120344. radialSegments?: number;
  120345. tubularSegments?: number;
  120346. p?: number;
  120347. q?: number;
  120348. updatable?: boolean;
  120349. sideOrientation?: number;
  120350. frontUVs?: Vector4;
  120351. backUVs?: Vector4;
  120352. }, scene: any): Mesh;
  120353. }
  120354. }
  120355. declare module BABYLON {
  120356. /**
  120357. * Polygon
  120358. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  120359. */
  120360. export class Polygon {
  120361. /**
  120362. * Creates a rectangle
  120363. * @param xmin bottom X coord
  120364. * @param ymin bottom Y coord
  120365. * @param xmax top X coord
  120366. * @param ymax top Y coord
  120367. * @returns points that make the resulting rectation
  120368. */
  120369. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  120370. /**
  120371. * Creates a circle
  120372. * @param radius radius of circle
  120373. * @param cx scale in x
  120374. * @param cy scale in y
  120375. * @param numberOfSides number of sides that make up the circle
  120376. * @returns points that make the resulting circle
  120377. */
  120378. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  120379. /**
  120380. * Creates a polygon from input string
  120381. * @param input Input polygon data
  120382. * @returns the parsed points
  120383. */
  120384. static Parse(input: string): Vector2[];
  120385. /**
  120386. * Starts building a polygon from x and y coordinates
  120387. * @param x x coordinate
  120388. * @param y y coordinate
  120389. * @returns the started path2
  120390. */
  120391. static StartingAt(x: number, y: number): Path2;
  120392. }
  120393. /**
  120394. * Builds a polygon
  120395. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  120396. */
  120397. export class PolygonMeshBuilder {
  120398. private _points;
  120399. private _outlinepoints;
  120400. private _holes;
  120401. private _name;
  120402. private _scene;
  120403. private _epoints;
  120404. private _eholes;
  120405. private _addToepoint;
  120406. /**
  120407. * Babylon reference to the earcut plugin.
  120408. */
  120409. bjsEarcut: any;
  120410. /**
  120411. * Creates a PolygonMeshBuilder
  120412. * @param name name of the builder
  120413. * @param contours Path of the polygon
  120414. * @param scene scene to add to when creating the mesh
  120415. * @param earcutInjection can be used to inject your own earcut reference
  120416. */
  120417. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  120418. /**
  120419. * Adds a whole within the polygon
  120420. * @param hole Array of points defining the hole
  120421. * @returns this
  120422. */
  120423. addHole(hole: Vector2[]): PolygonMeshBuilder;
  120424. /**
  120425. * Creates the polygon
  120426. * @param updatable If the mesh should be updatable
  120427. * @param depth The depth of the mesh created
  120428. * @returns the created mesh
  120429. */
  120430. build(updatable?: boolean, depth?: number): Mesh;
  120431. /**
  120432. * Creates the polygon
  120433. * @param depth The depth of the mesh created
  120434. * @returns the created VertexData
  120435. */
  120436. buildVertexData(depth?: number): VertexData;
  120437. /**
  120438. * Adds a side to the polygon
  120439. * @param positions points that make the polygon
  120440. * @param normals normals of the polygon
  120441. * @param uvs uvs of the polygon
  120442. * @param indices indices of the polygon
  120443. * @param bounds bounds of the polygon
  120444. * @param points points of the polygon
  120445. * @param depth depth of the polygon
  120446. * @param flip flip of the polygon
  120447. */
  120448. private addSide;
  120449. }
  120450. }
  120451. declare module BABYLON {
  120452. /**
  120453. * Class containing static functions to help procedurally build meshes
  120454. */
  120455. export class PolygonBuilder {
  120456. /**
  120457. * Creates a polygon mesh
  120458. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  120459. * * 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
  120460. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  120461. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120462. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  120463. * * Remember you can only change the shape positions, not their number when updating a polygon
  120464. * @param name defines the name of the mesh
  120465. * @param options defines the options used to create the mesh
  120466. * @param scene defines the hosting scene
  120467. * @param earcutInjection can be used to inject your own earcut reference
  120468. * @returns the polygon mesh
  120469. */
  120470. static CreatePolygon(name: string, options: {
  120471. shape: Vector3[];
  120472. holes?: Vector3[][];
  120473. depth?: number;
  120474. faceUV?: Vector4[];
  120475. faceColors?: Color4[];
  120476. updatable?: boolean;
  120477. sideOrientation?: number;
  120478. frontUVs?: Vector4;
  120479. backUVs?: Vector4;
  120480. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  120481. /**
  120482. * Creates an extruded polygon mesh, with depth in the Y direction.
  120483. * * 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)
  120484. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120485. * @param name defines the name of the mesh
  120486. * @param options defines the options used to create the mesh
  120487. * @param scene defines the hosting scene
  120488. * @param earcutInjection can be used to inject your own earcut reference
  120489. * @returns the polygon mesh
  120490. */
  120491. static ExtrudePolygon(name: string, options: {
  120492. shape: Vector3[];
  120493. holes?: Vector3[][];
  120494. depth?: number;
  120495. faceUV?: Vector4[];
  120496. faceColors?: Color4[];
  120497. updatable?: boolean;
  120498. sideOrientation?: number;
  120499. frontUVs?: Vector4;
  120500. backUVs?: Vector4;
  120501. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  120502. }
  120503. }
  120504. declare module BABYLON {
  120505. /**
  120506. * Class containing static functions to help procedurally build meshes
  120507. */
  120508. export class LatheBuilder {
  120509. /**
  120510. * Creates lathe mesh.
  120511. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  120512. * * 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
  120513. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  120514. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  120515. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  120516. * * 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
  120517. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  120518. * * 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
  120519. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120520. * * If you create a double-sided mesh, you can choose what parts of 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
  120521. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120522. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120523. * @param name defines the name of the mesh
  120524. * @param options defines the options used to create the mesh
  120525. * @param scene defines the hosting scene
  120526. * @returns the lathe mesh
  120527. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  120528. */
  120529. static CreateLathe(name: string, options: {
  120530. shape: Vector3[];
  120531. radius?: number;
  120532. tessellation?: number;
  120533. clip?: number;
  120534. arc?: number;
  120535. closed?: boolean;
  120536. updatable?: boolean;
  120537. sideOrientation?: number;
  120538. frontUVs?: Vector4;
  120539. backUVs?: Vector4;
  120540. cap?: number;
  120541. invertUV?: boolean;
  120542. }, scene?: Nullable<Scene>): Mesh;
  120543. }
  120544. }
  120545. declare module BABYLON {
  120546. /**
  120547. * Class containing static functions to help procedurally build meshes
  120548. */
  120549. export class TiledPlaneBuilder {
  120550. /**
  120551. * Creates a tiled plane mesh
  120552. * * The parameter `pattern` will, depending on value, do nothing or
  120553. * * * flip (reflect about central vertical) alternate tiles across and up
  120554. * * * flip every tile on alternate rows
  120555. * * * rotate (180 degs) alternate tiles across and up
  120556. * * * rotate every tile on alternate rows
  120557. * * * flip and rotate alternate tiles across and up
  120558. * * * flip and rotate every tile on alternate rows
  120559. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  120560. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  120561. * * If you create a double-sided mesh, you can choose what parts of 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
  120562. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  120563. * * 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)
  120564. * * 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)
  120565. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  120566. * @param name defines the name of the mesh
  120567. * @param options defines the options used to create the mesh
  120568. * @param scene defines the hosting scene
  120569. * @returns the box mesh
  120570. */
  120571. static CreateTiledPlane(name: string, options: {
  120572. pattern?: number;
  120573. tileSize?: number;
  120574. tileWidth?: number;
  120575. tileHeight?: number;
  120576. size?: number;
  120577. width?: number;
  120578. height?: number;
  120579. alignHorizontal?: number;
  120580. alignVertical?: number;
  120581. sideOrientation?: number;
  120582. frontUVs?: Vector4;
  120583. backUVs?: Vector4;
  120584. updatable?: boolean;
  120585. }, scene?: Nullable<Scene>): Mesh;
  120586. }
  120587. }
  120588. declare module BABYLON {
  120589. /**
  120590. * Class containing static functions to help procedurally build meshes
  120591. */
  120592. export class TubeBuilder {
  120593. /**
  120594. * Creates a tube mesh.
  120595. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  120596. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  120597. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  120598. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  120599. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  120600. * * 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)
  120601. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  120602. * * 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
  120603. * * 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
  120604. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120605. * * If you create a double-sided mesh, you can choose what parts of 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
  120606. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120607. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120608. * @param name defines the name of the mesh
  120609. * @param options defines the options used to create the mesh
  120610. * @param scene defines the hosting scene
  120611. * @returns the tube mesh
  120612. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120613. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  120614. */
  120615. static CreateTube(name: string, options: {
  120616. path: Vector3[];
  120617. radius?: number;
  120618. tessellation?: number;
  120619. radiusFunction?: {
  120620. (i: number, distance: number): number;
  120621. };
  120622. cap?: number;
  120623. arc?: number;
  120624. updatable?: boolean;
  120625. sideOrientation?: number;
  120626. frontUVs?: Vector4;
  120627. backUVs?: Vector4;
  120628. instance?: Mesh;
  120629. invertUV?: boolean;
  120630. }, scene?: Nullable<Scene>): Mesh;
  120631. }
  120632. }
  120633. declare module BABYLON {
  120634. /**
  120635. * Class containing static functions to help procedurally build meshes
  120636. */
  120637. export class IcoSphereBuilder {
  120638. /**
  120639. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  120640. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  120641. * * 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`)
  120642. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  120643. * * 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
  120644. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120645. * * If you create a double-sided mesh, you can choose what parts of 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
  120646. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120647. * @param name defines the name of the mesh
  120648. * @param options defines the options used to create the mesh
  120649. * @param scene defines the hosting scene
  120650. * @returns the icosahedron mesh
  120651. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  120652. */
  120653. static CreateIcoSphere(name: string, options: {
  120654. radius?: number;
  120655. radiusX?: number;
  120656. radiusY?: number;
  120657. radiusZ?: number;
  120658. flat?: boolean;
  120659. subdivisions?: number;
  120660. sideOrientation?: number;
  120661. frontUVs?: Vector4;
  120662. backUVs?: Vector4;
  120663. updatable?: boolean;
  120664. }, scene?: Nullable<Scene>): Mesh;
  120665. }
  120666. }
  120667. declare module BABYLON {
  120668. /**
  120669. * Class containing static functions to help procedurally build meshes
  120670. */
  120671. export class DecalBuilder {
  120672. /**
  120673. * Creates a decal mesh.
  120674. * 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
  120675. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  120676. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  120677. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  120678. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  120679. * @param name defines the name of the mesh
  120680. * @param sourceMesh defines the mesh where the decal must be applied
  120681. * @param options defines the options used to create the mesh
  120682. * @param scene defines the hosting scene
  120683. * @returns the decal mesh
  120684. * @see https://doc.babylonjs.com/how_to/decals
  120685. */
  120686. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  120687. position?: Vector3;
  120688. normal?: Vector3;
  120689. size?: Vector3;
  120690. angle?: number;
  120691. }): Mesh;
  120692. }
  120693. }
  120694. declare module BABYLON {
  120695. /**
  120696. * Class containing static functions to help procedurally build meshes
  120697. */
  120698. export class MeshBuilder {
  120699. /**
  120700. * Creates a box mesh
  120701. * * The parameter `size` sets the size (float) of each box side (default 1)
  120702. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  120703. * * 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)
  120704. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120705. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120706. * * If you create a double-sided mesh, you can choose what parts of 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
  120707. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120708. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  120709. * @param name defines the name of the mesh
  120710. * @param options defines the options used to create the mesh
  120711. * @param scene defines the hosting scene
  120712. * @returns the box mesh
  120713. */
  120714. static CreateBox(name: string, options: {
  120715. size?: number;
  120716. width?: number;
  120717. height?: number;
  120718. depth?: number;
  120719. faceUV?: Vector4[];
  120720. faceColors?: Color4[];
  120721. sideOrientation?: number;
  120722. frontUVs?: Vector4;
  120723. backUVs?: Vector4;
  120724. updatable?: boolean;
  120725. }, scene?: Nullable<Scene>): Mesh;
  120726. /**
  120727. * Creates a tiled box mesh
  120728. * * faceTiles sets the pattern, tile size and number of tiles for a face
  120729. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120730. * @param name defines the name of the mesh
  120731. * @param options defines the options used to create the mesh
  120732. * @param scene defines the hosting scene
  120733. * @returns the tiled box mesh
  120734. */
  120735. static CreateTiledBox(name: string, options: {
  120736. pattern?: number;
  120737. size?: number;
  120738. width?: number;
  120739. height?: number;
  120740. depth: number;
  120741. tileSize?: number;
  120742. tileWidth?: number;
  120743. tileHeight?: number;
  120744. faceUV?: Vector4[];
  120745. faceColors?: Color4[];
  120746. alignHorizontal?: number;
  120747. alignVertical?: number;
  120748. sideOrientation?: number;
  120749. updatable?: boolean;
  120750. }, scene?: Nullable<Scene>): Mesh;
  120751. /**
  120752. * Creates a sphere mesh
  120753. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  120754. * * 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`)
  120755. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  120756. * * 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
  120757. * * 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)
  120758. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120759. * * If you create a double-sided mesh, you can choose what parts of 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
  120760. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120761. * @param name defines the name of the mesh
  120762. * @param options defines the options used to create the mesh
  120763. * @param scene defines the hosting scene
  120764. * @returns the sphere mesh
  120765. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  120766. */
  120767. static CreateSphere(name: string, options: {
  120768. segments?: number;
  120769. diameter?: number;
  120770. diameterX?: number;
  120771. diameterY?: number;
  120772. diameterZ?: number;
  120773. arc?: number;
  120774. slice?: number;
  120775. sideOrientation?: number;
  120776. frontUVs?: Vector4;
  120777. backUVs?: Vector4;
  120778. updatable?: boolean;
  120779. }, scene?: Nullable<Scene>): Mesh;
  120780. /**
  120781. * Creates a plane polygonal mesh. By default, this is a disc
  120782. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  120783. * * 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
  120784. * * 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
  120785. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120786. * * If you create a double-sided mesh, you can choose what parts of 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
  120787. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120788. * @param name defines the name of the mesh
  120789. * @param options defines the options used to create the mesh
  120790. * @param scene defines the hosting scene
  120791. * @returns the plane polygonal mesh
  120792. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  120793. */
  120794. static CreateDisc(name: string, options: {
  120795. radius?: number;
  120796. tessellation?: number;
  120797. arc?: number;
  120798. updatable?: boolean;
  120799. sideOrientation?: number;
  120800. frontUVs?: Vector4;
  120801. backUVs?: Vector4;
  120802. }, scene?: Nullable<Scene>): Mesh;
  120803. /**
  120804. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  120805. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  120806. * * 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`)
  120807. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  120808. * * 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
  120809. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120810. * * If you create a double-sided mesh, you can choose what parts of 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
  120811. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120812. * @param name defines the name of the mesh
  120813. * @param options defines the options used to create the mesh
  120814. * @param scene defines the hosting scene
  120815. * @returns the icosahedron mesh
  120816. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  120817. */
  120818. static CreateIcoSphere(name: string, options: {
  120819. radius?: number;
  120820. radiusX?: number;
  120821. radiusY?: number;
  120822. radiusZ?: number;
  120823. flat?: boolean;
  120824. subdivisions?: number;
  120825. sideOrientation?: number;
  120826. frontUVs?: Vector4;
  120827. backUVs?: Vector4;
  120828. updatable?: boolean;
  120829. }, scene?: Nullable<Scene>): Mesh;
  120830. /**
  120831. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  120832. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  120833. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  120834. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  120835. * * 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
  120836. * * 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
  120837. * * 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
  120838. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120839. * * If you create a double-sided mesh, you can choose what parts of 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
  120840. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120841. * * 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
  120842. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  120843. * * 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
  120844. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  120845. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120846. * @param name defines the name of the mesh
  120847. * @param options defines the options used to create the mesh
  120848. * @param scene defines the hosting scene
  120849. * @returns the ribbon mesh
  120850. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  120851. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120852. */
  120853. static CreateRibbon(name: string, options: {
  120854. pathArray: Vector3[][];
  120855. closeArray?: boolean;
  120856. closePath?: boolean;
  120857. offset?: number;
  120858. updatable?: boolean;
  120859. sideOrientation?: number;
  120860. frontUVs?: Vector4;
  120861. backUVs?: Vector4;
  120862. instance?: Mesh;
  120863. invertUV?: boolean;
  120864. uvs?: Vector2[];
  120865. colors?: Color4[];
  120866. }, scene?: Nullable<Scene>): Mesh;
  120867. /**
  120868. * Creates a cylinder or a cone mesh
  120869. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  120870. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  120871. * * 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.
  120872. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  120873. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  120874. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  120875. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  120876. * * 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).
  120877. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  120878. * * 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).
  120879. * * 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
  120880. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  120881. * * 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
  120882. * * 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.
  120883. * * If `enclose` is false, a ring surface is one element.
  120884. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  120885. * * 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
  120886. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120887. * * If you create a double-sided mesh, you can choose what parts of 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
  120888. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120889. * @param name defines the name of the mesh
  120890. * @param options defines the options used to create the mesh
  120891. * @param scene defines the hosting scene
  120892. * @returns the cylinder mesh
  120893. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  120894. */
  120895. static CreateCylinder(name: string, options: {
  120896. height?: number;
  120897. diameterTop?: number;
  120898. diameterBottom?: number;
  120899. diameter?: number;
  120900. tessellation?: number;
  120901. subdivisions?: number;
  120902. arc?: number;
  120903. faceColors?: Color4[];
  120904. faceUV?: Vector4[];
  120905. updatable?: boolean;
  120906. hasRings?: boolean;
  120907. enclose?: boolean;
  120908. cap?: number;
  120909. sideOrientation?: number;
  120910. frontUVs?: Vector4;
  120911. backUVs?: Vector4;
  120912. }, scene?: Nullable<Scene>): Mesh;
  120913. /**
  120914. * Creates a torus mesh
  120915. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  120916. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  120917. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  120918. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120919. * * If you create a double-sided mesh, you can choose what parts of 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
  120920. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120921. * @param name defines the name of the mesh
  120922. * @param options defines the options used to create the mesh
  120923. * @param scene defines the hosting scene
  120924. * @returns the torus mesh
  120925. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  120926. */
  120927. static CreateTorus(name: string, options: {
  120928. diameter?: number;
  120929. thickness?: number;
  120930. tessellation?: number;
  120931. updatable?: boolean;
  120932. sideOrientation?: number;
  120933. frontUVs?: Vector4;
  120934. backUVs?: Vector4;
  120935. }, scene?: Nullable<Scene>): Mesh;
  120936. /**
  120937. * Creates a torus knot mesh
  120938. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  120939. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  120940. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  120941. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  120942. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120943. * * If you create a double-sided mesh, you can choose what parts of 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
  120944. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120945. * @param name defines the name of the mesh
  120946. * @param options defines the options used to create the mesh
  120947. * @param scene defines the hosting scene
  120948. * @returns the torus knot mesh
  120949. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  120950. */
  120951. static CreateTorusKnot(name: string, options: {
  120952. radius?: number;
  120953. tube?: number;
  120954. radialSegments?: number;
  120955. tubularSegments?: number;
  120956. p?: number;
  120957. q?: number;
  120958. updatable?: boolean;
  120959. sideOrientation?: number;
  120960. frontUVs?: Vector4;
  120961. backUVs?: Vector4;
  120962. }, scene?: Nullable<Scene>): Mesh;
  120963. /**
  120964. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  120965. * * 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
  120966. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  120967. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  120968. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  120969. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  120970. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  120971. * * 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
  120972. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  120973. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120974. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  120975. * @param name defines the name of the new line system
  120976. * @param options defines the options used to create the line system
  120977. * @param scene defines the hosting scene
  120978. * @returns a new line system mesh
  120979. */
  120980. static CreateLineSystem(name: string, options: {
  120981. lines: Vector3[][];
  120982. updatable?: boolean;
  120983. instance?: Nullable<LinesMesh>;
  120984. colors?: Nullable<Color4[][]>;
  120985. useVertexAlpha?: boolean;
  120986. }, scene: Nullable<Scene>): LinesMesh;
  120987. /**
  120988. * Creates a line mesh
  120989. * 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
  120990. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  120991. * * The parameter `points` is an array successive Vector3
  120992. * * 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
  120993. * * The optional parameter `colors` is an array of successive Color4, one per line point
  120994. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  120995. * * When updating an instance, remember that only point positions can change, not the number of points
  120996. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120997. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  120998. * @param name defines the name of the new line system
  120999. * @param options defines the options used to create the line system
  121000. * @param scene defines the hosting scene
  121001. * @returns a new line mesh
  121002. */
  121003. static CreateLines(name: string, options: {
  121004. points: Vector3[];
  121005. updatable?: boolean;
  121006. instance?: Nullable<LinesMesh>;
  121007. colors?: Color4[];
  121008. useVertexAlpha?: boolean;
  121009. }, scene?: Nullable<Scene>): LinesMesh;
  121010. /**
  121011. * Creates a dashed line mesh
  121012. * * 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
  121013. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  121014. * * The parameter `points` is an array successive Vector3
  121015. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  121016. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  121017. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  121018. * * 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
  121019. * * When updating an instance, remember that only point positions can change, not the number of points
  121020. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121021. * @param name defines the name of the mesh
  121022. * @param options defines the options used to create the mesh
  121023. * @param scene defines the hosting scene
  121024. * @returns the dashed line mesh
  121025. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  121026. */
  121027. static CreateDashedLines(name: string, options: {
  121028. points: Vector3[];
  121029. dashSize?: number;
  121030. gapSize?: number;
  121031. dashNb?: number;
  121032. updatable?: boolean;
  121033. instance?: LinesMesh;
  121034. }, scene?: Nullable<Scene>): LinesMesh;
  121035. /**
  121036. * 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.
  121037. * * 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.
  121038. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  121039. * * 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.
  121040. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  121041. * * 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
  121042. * * 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
  121043. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  121044. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121045. * * If you create a double-sided mesh, you can choose what parts of 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
  121046. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  121047. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121048. * @param name defines the name of the mesh
  121049. * @param options defines the options used to create the mesh
  121050. * @param scene defines the hosting scene
  121051. * @returns the extruded shape mesh
  121052. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121053. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  121054. */
  121055. static ExtrudeShape(name: string, options: {
  121056. shape: Vector3[];
  121057. path: Vector3[];
  121058. scale?: number;
  121059. rotation?: number;
  121060. cap?: number;
  121061. updatable?: boolean;
  121062. sideOrientation?: number;
  121063. frontUVs?: Vector4;
  121064. backUVs?: Vector4;
  121065. instance?: Mesh;
  121066. invertUV?: boolean;
  121067. }, scene?: Nullable<Scene>): Mesh;
  121068. /**
  121069. * Creates an custom extruded shape mesh.
  121070. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  121071. * * 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.
  121072. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  121073. * * 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
  121074. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  121075. * * 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
  121076. * * It must returns a float value that will be the scale value applied to the shape on each path point
  121077. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  121078. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  121079. * * 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
  121080. * * 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
  121081. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  121082. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121083. * * If you create a double-sided mesh, you can choose what parts of 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
  121084. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121085. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121086. * @param name defines the name of the mesh
  121087. * @param options defines the options used to create the mesh
  121088. * @param scene defines the hosting scene
  121089. * @returns the custom extruded shape mesh
  121090. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  121091. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121092. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  121093. */
  121094. static ExtrudeShapeCustom(name: string, options: {
  121095. shape: Vector3[];
  121096. path: Vector3[];
  121097. scaleFunction?: any;
  121098. rotationFunction?: any;
  121099. ribbonCloseArray?: boolean;
  121100. ribbonClosePath?: boolean;
  121101. cap?: number;
  121102. updatable?: boolean;
  121103. sideOrientation?: number;
  121104. frontUVs?: Vector4;
  121105. backUVs?: Vector4;
  121106. instance?: Mesh;
  121107. invertUV?: boolean;
  121108. }, scene?: Nullable<Scene>): Mesh;
  121109. /**
  121110. * Creates lathe mesh.
  121111. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  121112. * * 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
  121113. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  121114. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  121115. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  121116. * * 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
  121117. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  121118. * * 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
  121119. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121120. * * If you create a double-sided mesh, you can choose what parts of 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
  121121. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121122. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121123. * @param name defines the name of the mesh
  121124. * @param options defines the options used to create the mesh
  121125. * @param scene defines the hosting scene
  121126. * @returns the lathe mesh
  121127. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  121128. */
  121129. static CreateLathe(name: string, options: {
  121130. shape: Vector3[];
  121131. radius?: number;
  121132. tessellation?: number;
  121133. clip?: number;
  121134. arc?: number;
  121135. closed?: boolean;
  121136. updatable?: boolean;
  121137. sideOrientation?: number;
  121138. frontUVs?: Vector4;
  121139. backUVs?: Vector4;
  121140. cap?: number;
  121141. invertUV?: boolean;
  121142. }, scene?: Nullable<Scene>): Mesh;
  121143. /**
  121144. * Creates a tiled plane mesh
  121145. * * You can set a limited pattern arrangement with the tiles
  121146. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121147. * * If you create a double-sided mesh, you can choose what parts of 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
  121148. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121149. * @param name defines the name of the mesh
  121150. * @param options defines the options used to create the mesh
  121151. * @param scene defines the hosting scene
  121152. * @returns the plane mesh
  121153. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  121154. */
  121155. static CreateTiledPlane(name: string, options: {
  121156. pattern?: number;
  121157. tileSize?: number;
  121158. tileWidth?: number;
  121159. tileHeight?: number;
  121160. size?: number;
  121161. width?: number;
  121162. height?: number;
  121163. alignHorizontal?: number;
  121164. alignVertical?: number;
  121165. sideOrientation?: number;
  121166. frontUVs?: Vector4;
  121167. backUVs?: Vector4;
  121168. updatable?: boolean;
  121169. }, scene?: Nullable<Scene>): Mesh;
  121170. /**
  121171. * Creates a plane mesh
  121172. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  121173. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  121174. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  121175. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121176. * * If you create a double-sided mesh, you can choose what parts of 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
  121177. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121178. * @param name defines the name of the mesh
  121179. * @param options defines the options used to create the mesh
  121180. * @param scene defines the hosting scene
  121181. * @returns the plane mesh
  121182. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  121183. */
  121184. static CreatePlane(name: string, options: {
  121185. size?: number;
  121186. width?: number;
  121187. height?: number;
  121188. sideOrientation?: number;
  121189. frontUVs?: Vector4;
  121190. backUVs?: Vector4;
  121191. updatable?: boolean;
  121192. sourcePlane?: Plane;
  121193. }, scene?: Nullable<Scene>): Mesh;
  121194. /**
  121195. * Creates a ground mesh
  121196. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  121197. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  121198. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121199. * @param name defines the name of the mesh
  121200. * @param options defines the options used to create the mesh
  121201. * @param scene defines the hosting scene
  121202. * @returns the ground mesh
  121203. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  121204. */
  121205. static CreateGround(name: string, options: {
  121206. width?: number;
  121207. height?: number;
  121208. subdivisions?: number;
  121209. subdivisionsX?: number;
  121210. subdivisionsY?: number;
  121211. updatable?: boolean;
  121212. }, scene?: Nullable<Scene>): Mesh;
  121213. /**
  121214. * Creates a tiled ground mesh
  121215. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  121216. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  121217. * * 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
  121218. * * 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
  121219. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121220. * @param name defines the name of the mesh
  121221. * @param options defines the options used to create the mesh
  121222. * @param scene defines the hosting scene
  121223. * @returns the tiled ground mesh
  121224. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  121225. */
  121226. static CreateTiledGround(name: string, options: {
  121227. xmin: number;
  121228. zmin: number;
  121229. xmax: number;
  121230. zmax: number;
  121231. subdivisions?: {
  121232. w: number;
  121233. h: number;
  121234. };
  121235. precision?: {
  121236. w: number;
  121237. h: number;
  121238. };
  121239. updatable?: boolean;
  121240. }, scene?: Nullable<Scene>): Mesh;
  121241. /**
  121242. * Creates a ground mesh from a height map
  121243. * * The parameter `url` sets the URL of the height map image resource.
  121244. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  121245. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  121246. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  121247. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  121248. * * 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.
  121249. * * 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).
  121250. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  121251. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121252. * @param name defines the name of the mesh
  121253. * @param url defines the url to the height map
  121254. * @param options defines the options used to create the mesh
  121255. * @param scene defines the hosting scene
  121256. * @returns the ground mesh
  121257. * @see https://doc.babylonjs.com/babylon101/height_map
  121258. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  121259. */
  121260. static CreateGroundFromHeightMap(name: string, url: string, options: {
  121261. width?: number;
  121262. height?: number;
  121263. subdivisions?: number;
  121264. minHeight?: number;
  121265. maxHeight?: number;
  121266. colorFilter?: Color3;
  121267. alphaFilter?: number;
  121268. updatable?: boolean;
  121269. onReady?: (mesh: GroundMesh) => void;
  121270. }, scene?: Nullable<Scene>): GroundMesh;
  121271. /**
  121272. * Creates a polygon mesh
  121273. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  121274. * * 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
  121275. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  121276. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121277. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  121278. * * Remember you can only change the shape positions, not their number when updating a polygon
  121279. * @param name defines the name of the mesh
  121280. * @param options defines the options used to create the mesh
  121281. * @param scene defines the hosting scene
  121282. * @param earcutInjection can be used to inject your own earcut reference
  121283. * @returns the polygon mesh
  121284. */
  121285. static CreatePolygon(name: string, options: {
  121286. shape: Vector3[];
  121287. holes?: Vector3[][];
  121288. depth?: number;
  121289. faceUV?: Vector4[];
  121290. faceColors?: Color4[];
  121291. updatable?: boolean;
  121292. sideOrientation?: number;
  121293. frontUVs?: Vector4;
  121294. backUVs?: Vector4;
  121295. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  121296. /**
  121297. * Creates an extruded polygon mesh, with depth in the Y direction.
  121298. * * 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)
  121299. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  121300. * @param name defines the name of the mesh
  121301. * @param options defines the options used to create the mesh
  121302. * @param scene defines the hosting scene
  121303. * @param earcutInjection can be used to inject your own earcut reference
  121304. * @returns the polygon mesh
  121305. */
  121306. static ExtrudePolygon(name: string, options: {
  121307. shape: Vector3[];
  121308. holes?: Vector3[][];
  121309. depth?: number;
  121310. faceUV?: Vector4[];
  121311. faceColors?: Color4[];
  121312. updatable?: boolean;
  121313. sideOrientation?: number;
  121314. frontUVs?: Vector4;
  121315. backUVs?: Vector4;
  121316. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  121317. /**
  121318. * Creates a tube mesh.
  121319. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  121320. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  121321. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  121322. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  121323. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  121324. * * 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)
  121325. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  121326. * * 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
  121327. * * 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
  121328. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121329. * * If you create a double-sided mesh, you can choose what parts of 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
  121330. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121331. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121332. * @param name defines the name of the mesh
  121333. * @param options defines the options used to create the mesh
  121334. * @param scene defines the hosting scene
  121335. * @returns the tube mesh
  121336. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121337. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  121338. */
  121339. static CreateTube(name: string, options: {
  121340. path: Vector3[];
  121341. radius?: number;
  121342. tessellation?: number;
  121343. radiusFunction?: {
  121344. (i: number, distance: number): number;
  121345. };
  121346. cap?: number;
  121347. arc?: number;
  121348. updatable?: boolean;
  121349. sideOrientation?: number;
  121350. frontUVs?: Vector4;
  121351. backUVs?: Vector4;
  121352. instance?: Mesh;
  121353. invertUV?: boolean;
  121354. }, scene?: Nullable<Scene>): Mesh;
  121355. /**
  121356. * Creates a polyhedron mesh
  121357. * * 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
  121358. * * The parameter `size` (positive float, default 1) sets the polygon size
  121359. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  121360. * * 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`
  121361. * * 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
  121362. * * 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)`)
  121363. * * 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
  121364. * * 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
  121365. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121366. * * If you create a double-sided mesh, you can choose what parts of 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
  121367. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121368. * @param name defines the name of the mesh
  121369. * @param options defines the options used to create the mesh
  121370. * @param scene defines the hosting scene
  121371. * @returns the polyhedron mesh
  121372. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  121373. */
  121374. static CreatePolyhedron(name: string, options: {
  121375. type?: number;
  121376. size?: number;
  121377. sizeX?: number;
  121378. sizeY?: number;
  121379. sizeZ?: number;
  121380. custom?: any;
  121381. faceUV?: Vector4[];
  121382. faceColors?: Color4[];
  121383. flat?: boolean;
  121384. updatable?: boolean;
  121385. sideOrientation?: number;
  121386. frontUVs?: Vector4;
  121387. backUVs?: Vector4;
  121388. }, scene?: Nullable<Scene>): Mesh;
  121389. /**
  121390. * Creates a decal mesh.
  121391. * 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
  121392. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  121393. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  121394. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  121395. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  121396. * @param name defines the name of the mesh
  121397. * @param sourceMesh defines the mesh where the decal must be applied
  121398. * @param options defines the options used to create the mesh
  121399. * @param scene defines the hosting scene
  121400. * @returns the decal mesh
  121401. * @see https://doc.babylonjs.com/how_to/decals
  121402. */
  121403. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  121404. position?: Vector3;
  121405. normal?: Vector3;
  121406. size?: Vector3;
  121407. angle?: number;
  121408. }): Mesh;
  121409. }
  121410. }
  121411. declare module BABYLON {
  121412. /**
  121413. * A simplifier interface for future simplification implementations
  121414. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121415. */
  121416. export interface ISimplifier {
  121417. /**
  121418. * Simplification of a given mesh according to the given settings.
  121419. * Since this requires computation, it is assumed that the function runs async.
  121420. * @param settings The settings of the simplification, including quality and distance
  121421. * @param successCallback A callback that will be called after the mesh was simplified.
  121422. * @param errorCallback in case of an error, this callback will be called. optional.
  121423. */
  121424. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  121425. }
  121426. /**
  121427. * Expected simplification settings.
  121428. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  121429. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121430. */
  121431. export interface ISimplificationSettings {
  121432. /**
  121433. * Gets or sets the expected quality
  121434. */
  121435. quality: number;
  121436. /**
  121437. * Gets or sets the distance when this optimized version should be used
  121438. */
  121439. distance: number;
  121440. /**
  121441. * Gets an already optimized mesh
  121442. */
  121443. optimizeMesh?: boolean;
  121444. }
  121445. /**
  121446. * Class used to specify simplification options
  121447. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121448. */
  121449. export class SimplificationSettings implements ISimplificationSettings {
  121450. /** expected quality */
  121451. quality: number;
  121452. /** distance when this optimized version should be used */
  121453. distance: number;
  121454. /** already optimized mesh */
  121455. optimizeMesh?: boolean | undefined;
  121456. /**
  121457. * Creates a SimplificationSettings
  121458. * @param quality expected quality
  121459. * @param distance distance when this optimized version should be used
  121460. * @param optimizeMesh already optimized mesh
  121461. */
  121462. constructor(
  121463. /** expected quality */
  121464. quality: number,
  121465. /** distance when this optimized version should be used */
  121466. distance: number,
  121467. /** already optimized mesh */
  121468. optimizeMesh?: boolean | undefined);
  121469. }
  121470. /**
  121471. * Interface used to define a simplification task
  121472. */
  121473. export interface ISimplificationTask {
  121474. /**
  121475. * Array of settings
  121476. */
  121477. settings: Array<ISimplificationSettings>;
  121478. /**
  121479. * Simplification type
  121480. */
  121481. simplificationType: SimplificationType;
  121482. /**
  121483. * Mesh to simplify
  121484. */
  121485. mesh: Mesh;
  121486. /**
  121487. * Callback called on success
  121488. */
  121489. successCallback?: () => void;
  121490. /**
  121491. * Defines if parallel processing can be used
  121492. */
  121493. parallelProcessing: boolean;
  121494. }
  121495. /**
  121496. * Queue used to order the simplification tasks
  121497. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121498. */
  121499. export class SimplificationQueue {
  121500. private _simplificationArray;
  121501. /**
  121502. * Gets a boolean indicating that the process is still running
  121503. */
  121504. running: boolean;
  121505. /**
  121506. * Creates a new queue
  121507. */
  121508. constructor();
  121509. /**
  121510. * Adds a new simplification task
  121511. * @param task defines a task to add
  121512. */
  121513. addTask(task: ISimplificationTask): void;
  121514. /**
  121515. * Execute next task
  121516. */
  121517. executeNext(): void;
  121518. /**
  121519. * Execute a simplification task
  121520. * @param task defines the task to run
  121521. */
  121522. runSimplification(task: ISimplificationTask): void;
  121523. private getSimplifier;
  121524. }
  121525. /**
  121526. * The implemented types of simplification
  121527. * At the moment only Quadratic Error Decimation is implemented
  121528. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121529. */
  121530. export enum SimplificationType {
  121531. /** Quadratic error decimation */
  121532. QUADRATIC = 0
  121533. }
  121534. }
  121535. declare module BABYLON {
  121536. interface Scene {
  121537. /** @hidden (Backing field) */
  121538. _simplificationQueue: SimplificationQueue;
  121539. /**
  121540. * Gets or sets the simplification queue attached to the scene
  121541. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121542. */
  121543. simplificationQueue: SimplificationQueue;
  121544. }
  121545. interface Mesh {
  121546. /**
  121547. * Simplify the mesh according to the given array of settings.
  121548. * Function will return immediately and will simplify async
  121549. * @param settings a collection of simplification settings
  121550. * @param parallelProcessing should all levels calculate parallel or one after the other
  121551. * @param simplificationType the type of simplification to run
  121552. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  121553. * @returns the current mesh
  121554. */
  121555. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  121556. }
  121557. /**
  121558. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  121559. * created in a scene
  121560. */
  121561. export class SimplicationQueueSceneComponent implements ISceneComponent {
  121562. /**
  121563. * The component name helpfull to identify the component in the list of scene components.
  121564. */
  121565. readonly name: string;
  121566. /**
  121567. * The scene the component belongs to.
  121568. */
  121569. scene: Scene;
  121570. /**
  121571. * Creates a new instance of the component for the given scene
  121572. * @param scene Defines the scene to register the component in
  121573. */
  121574. constructor(scene: Scene);
  121575. /**
  121576. * Registers the component in a given scene
  121577. */
  121578. register(): void;
  121579. /**
  121580. * Rebuilds the elements related to this component in case of
  121581. * context lost for instance.
  121582. */
  121583. rebuild(): void;
  121584. /**
  121585. * Disposes the component and the associated ressources
  121586. */
  121587. dispose(): void;
  121588. private _beforeCameraUpdate;
  121589. }
  121590. }
  121591. declare module BABYLON {
  121592. /**
  121593. * Navigation plugin interface to add navigation constrained by a navigation mesh
  121594. */
  121595. export interface INavigationEnginePlugin {
  121596. /**
  121597. * plugin name
  121598. */
  121599. name: string;
  121600. /**
  121601. * Creates a navigation mesh
  121602. * @param meshes array of all the geometry used to compute the navigatio mesh
  121603. * @param parameters bunch of parameters used to filter geometry
  121604. */
  121605. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  121606. /**
  121607. * Create a navigation mesh debug mesh
  121608. * @param scene is where the mesh will be added
  121609. * @returns debug display mesh
  121610. */
  121611. createDebugNavMesh(scene: Scene): Mesh;
  121612. /**
  121613. * Get a navigation mesh constrained position, closest to the parameter position
  121614. * @param position world position
  121615. * @returns the closest point to position constrained by the navigation mesh
  121616. */
  121617. getClosestPoint(position: Vector3): Vector3;
  121618. /**
  121619. * Get a navigation mesh constrained position, within a particular radius
  121620. * @param position world position
  121621. * @param maxRadius the maximum distance to the constrained world position
  121622. * @returns the closest point to position constrained by the navigation mesh
  121623. */
  121624. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  121625. /**
  121626. * Compute the final position from a segment made of destination-position
  121627. * @param position world position
  121628. * @param destination world position
  121629. * @returns the resulting point along the navmesh
  121630. */
  121631. moveAlong(position: Vector3, destination: Vector3): Vector3;
  121632. /**
  121633. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  121634. * @param start world position
  121635. * @param end world position
  121636. * @returns array containing world position composing the path
  121637. */
  121638. computePath(start: Vector3, end: Vector3): Vector3[];
  121639. /**
  121640. * If this plugin is supported
  121641. * @returns true if plugin is supported
  121642. */
  121643. isSupported(): boolean;
  121644. /**
  121645. * Create a new Crowd so you can add agents
  121646. * @param maxAgents the maximum agent count in the crowd
  121647. * @param maxAgentRadius the maximum radius an agent can have
  121648. * @param scene to attach the crowd to
  121649. * @returns the crowd you can add agents to
  121650. */
  121651. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  121652. /**
  121653. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  121654. * The queries will try to find a solution within those bounds
  121655. * default is (1,1,1)
  121656. * @param extent x,y,z value that define the extent around the queries point of reference
  121657. */
  121658. setDefaultQueryExtent(extent: Vector3): void;
  121659. /**
  121660. * Get the Bounding box extent specified by setDefaultQueryExtent
  121661. * @returns the box extent values
  121662. */
  121663. getDefaultQueryExtent(): Vector3;
  121664. /**
  121665. * Release all resources
  121666. */
  121667. dispose(): void;
  121668. }
  121669. /**
  121670. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  121671. */
  121672. export interface ICrowd {
  121673. /**
  121674. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  121675. * You can attach anything to that node. The node position is updated in the scene update tick.
  121676. * @param pos world position that will be constrained by the navigation mesh
  121677. * @param parameters agent parameters
  121678. * @param transform hooked to the agent that will be update by the scene
  121679. * @returns agent index
  121680. */
  121681. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  121682. /**
  121683. * Returns the agent position in world space
  121684. * @param index agent index returned by addAgent
  121685. * @returns world space position
  121686. */
  121687. getAgentPosition(index: number): Vector3;
  121688. /**
  121689. * Gets the agent velocity in world space
  121690. * @param index agent index returned by addAgent
  121691. * @returns world space velocity
  121692. */
  121693. getAgentVelocity(index: number): Vector3;
  121694. /**
  121695. * remove a particular agent previously created
  121696. * @param index agent index returned by addAgent
  121697. */
  121698. removeAgent(index: number): void;
  121699. /**
  121700. * get the list of all agents attached to this crowd
  121701. * @returns list of agent indices
  121702. */
  121703. getAgents(): number[];
  121704. /**
  121705. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  121706. * @param deltaTime in seconds
  121707. */
  121708. update(deltaTime: number): void;
  121709. /**
  121710. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  121711. * @param index agent index returned by addAgent
  121712. * @param destination targeted world position
  121713. */
  121714. agentGoto(index: number, destination: Vector3): void;
  121715. /**
  121716. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  121717. * The queries will try to find a solution within those bounds
  121718. * default is (1,1,1)
  121719. * @param extent x,y,z value that define the extent around the queries point of reference
  121720. */
  121721. setDefaultQueryExtent(extent: Vector3): void;
  121722. /**
  121723. * Get the Bounding box extent specified by setDefaultQueryExtent
  121724. * @returns the box extent values
  121725. */
  121726. getDefaultQueryExtent(): Vector3;
  121727. /**
  121728. * Release all resources
  121729. */
  121730. dispose(): void;
  121731. }
  121732. /**
  121733. * Configures an agent
  121734. */
  121735. export interface IAgentParameters {
  121736. /**
  121737. * Agent radius. [Limit: >= 0]
  121738. */
  121739. radius: number;
  121740. /**
  121741. * Agent height. [Limit: > 0]
  121742. */
  121743. height: number;
  121744. /**
  121745. * Maximum allowed acceleration. [Limit: >= 0]
  121746. */
  121747. maxAcceleration: number;
  121748. /**
  121749. * Maximum allowed speed. [Limit: >= 0]
  121750. */
  121751. maxSpeed: number;
  121752. /**
  121753. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  121754. */
  121755. collisionQueryRange: number;
  121756. /**
  121757. * The path visibility optimization range. [Limit: > 0]
  121758. */
  121759. pathOptimizationRange: number;
  121760. /**
  121761. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  121762. */
  121763. separationWeight: number;
  121764. }
  121765. /**
  121766. * Configures the navigation mesh creation
  121767. */
  121768. export interface INavMeshParameters {
  121769. /**
  121770. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  121771. */
  121772. cs: number;
  121773. /**
  121774. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  121775. */
  121776. ch: number;
  121777. /**
  121778. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  121779. */
  121780. walkableSlopeAngle: number;
  121781. /**
  121782. * Minimum floor to 'ceiling' height that will still allow the floor area to
  121783. * be considered walkable. [Limit: >= 3] [Units: vx]
  121784. */
  121785. walkableHeight: number;
  121786. /**
  121787. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  121788. */
  121789. walkableClimb: number;
  121790. /**
  121791. * The distance to erode/shrink the walkable area of the heightfield away from
  121792. * obstructions. [Limit: >=0] [Units: vx]
  121793. */
  121794. walkableRadius: number;
  121795. /**
  121796. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  121797. */
  121798. maxEdgeLen: number;
  121799. /**
  121800. * The maximum distance a simplfied contour's border edges should deviate
  121801. * the original raw contour. [Limit: >=0] [Units: vx]
  121802. */
  121803. maxSimplificationError: number;
  121804. /**
  121805. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  121806. */
  121807. minRegionArea: number;
  121808. /**
  121809. * Any regions with a span count smaller than this value will, if possible,
  121810. * be merged with larger regions. [Limit: >=0] [Units: vx]
  121811. */
  121812. mergeRegionArea: number;
  121813. /**
  121814. * The maximum number of vertices allowed for polygons generated during the
  121815. * contour to polygon conversion process. [Limit: >= 3]
  121816. */
  121817. maxVertsPerPoly: number;
  121818. /**
  121819. * Sets the sampling distance to use when generating the detail mesh.
  121820. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  121821. */
  121822. detailSampleDist: number;
  121823. /**
  121824. * The maximum distance the detail mesh surface should deviate from heightfield
  121825. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  121826. */
  121827. detailSampleMaxError: number;
  121828. }
  121829. }
  121830. declare module BABYLON {
  121831. /**
  121832. * RecastJS navigation plugin
  121833. */
  121834. export class RecastJSPlugin implements INavigationEnginePlugin {
  121835. /**
  121836. * Reference to the Recast library
  121837. */
  121838. bjsRECAST: any;
  121839. /**
  121840. * plugin name
  121841. */
  121842. name: string;
  121843. /**
  121844. * the first navmesh created. We might extend this to support multiple navmeshes
  121845. */
  121846. navMesh: any;
  121847. /**
  121848. * Initializes the recastJS plugin
  121849. * @param recastInjection can be used to inject your own recast reference
  121850. */
  121851. constructor(recastInjection?: any);
  121852. /**
  121853. * Creates a navigation mesh
  121854. * @param meshes array of all the geometry used to compute the navigatio mesh
  121855. * @param parameters bunch of parameters used to filter geometry
  121856. */
  121857. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  121858. /**
  121859. * Create a navigation mesh debug mesh
  121860. * @param scene is where the mesh will be added
  121861. * @returns debug display mesh
  121862. */
  121863. createDebugNavMesh(scene: Scene): Mesh;
  121864. /**
  121865. * Get a navigation mesh constrained position, closest to the parameter position
  121866. * @param position world position
  121867. * @returns the closest point to position constrained by the navigation mesh
  121868. */
  121869. getClosestPoint(position: Vector3): Vector3;
  121870. /**
  121871. * Get a navigation mesh constrained position, within a particular radius
  121872. * @param position world position
  121873. * @param maxRadius the maximum distance to the constrained world position
  121874. * @returns the closest point to position constrained by the navigation mesh
  121875. */
  121876. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  121877. /**
  121878. * Compute the final position from a segment made of destination-position
  121879. * @param position world position
  121880. * @param destination world position
  121881. * @returns the resulting point along the navmesh
  121882. */
  121883. moveAlong(position: Vector3, destination: Vector3): Vector3;
  121884. /**
  121885. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  121886. * @param start world position
  121887. * @param end world position
  121888. * @returns array containing world position composing the path
  121889. */
  121890. computePath(start: Vector3, end: Vector3): Vector3[];
  121891. /**
  121892. * Create a new Crowd so you can add agents
  121893. * @param maxAgents the maximum agent count in the crowd
  121894. * @param maxAgentRadius the maximum radius an agent can have
  121895. * @param scene to attach the crowd to
  121896. * @returns the crowd you can add agents to
  121897. */
  121898. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  121899. /**
  121900. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  121901. * The queries will try to find a solution within those bounds
  121902. * default is (1,1,1)
  121903. * @param extent x,y,z value that define the extent around the queries point of reference
  121904. */
  121905. setDefaultQueryExtent(extent: Vector3): void;
  121906. /**
  121907. * Get the Bounding box extent specified by setDefaultQueryExtent
  121908. * @returns the box extent values
  121909. */
  121910. getDefaultQueryExtent(): Vector3;
  121911. /**
  121912. * Disposes
  121913. */
  121914. dispose(): void;
  121915. /**
  121916. * If this plugin is supported
  121917. * @returns true if plugin is supported
  121918. */
  121919. isSupported(): boolean;
  121920. }
  121921. /**
  121922. * Recast detour crowd implementation
  121923. */
  121924. export class RecastJSCrowd implements ICrowd {
  121925. /**
  121926. * Recast/detour plugin
  121927. */
  121928. bjsRECASTPlugin: RecastJSPlugin;
  121929. /**
  121930. * Link to the detour crowd
  121931. */
  121932. recastCrowd: any;
  121933. /**
  121934. * One transform per agent
  121935. */
  121936. transforms: TransformNode[];
  121937. /**
  121938. * All agents created
  121939. */
  121940. agents: number[];
  121941. /**
  121942. * Link to the scene is kept to unregister the crowd from the scene
  121943. */
  121944. private _scene;
  121945. /**
  121946. * Observer for crowd updates
  121947. */
  121948. private _onBeforeAnimationsObserver;
  121949. /**
  121950. * Constructor
  121951. * @param plugin recastJS plugin
  121952. * @param maxAgents the maximum agent count in the crowd
  121953. * @param maxAgentRadius the maximum radius an agent can have
  121954. * @param scene to attach the crowd to
  121955. * @returns the crowd you can add agents to
  121956. */
  121957. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  121958. /**
  121959. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  121960. * You can attach anything to that node. The node position is updated in the scene update tick.
  121961. * @param pos world position that will be constrained by the navigation mesh
  121962. * @param parameters agent parameters
  121963. * @param transform hooked to the agent that will be update by the scene
  121964. * @returns agent index
  121965. */
  121966. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  121967. /**
  121968. * Returns the agent position in world space
  121969. * @param index agent index returned by addAgent
  121970. * @returns world space position
  121971. */
  121972. getAgentPosition(index: number): Vector3;
  121973. /**
  121974. * Returns the agent velocity in world space
  121975. * @param index agent index returned by addAgent
  121976. * @returns world space velocity
  121977. */
  121978. getAgentVelocity(index: number): Vector3;
  121979. /**
  121980. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  121981. * @param index agent index returned by addAgent
  121982. * @param destination targeted world position
  121983. */
  121984. agentGoto(index: number, destination: Vector3): void;
  121985. /**
  121986. * remove a particular agent previously created
  121987. * @param index agent index returned by addAgent
  121988. */
  121989. removeAgent(index: number): void;
  121990. /**
  121991. * get the list of all agents attached to this crowd
  121992. * @returns list of agent indices
  121993. */
  121994. getAgents(): number[];
  121995. /**
  121996. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  121997. * @param deltaTime in seconds
  121998. */
  121999. update(deltaTime: number): void;
  122000. /**
  122001. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  122002. * The queries will try to find a solution within those bounds
  122003. * default is (1,1,1)
  122004. * @param extent x,y,z value that define the extent around the queries point of reference
  122005. */
  122006. setDefaultQueryExtent(extent: Vector3): void;
  122007. /**
  122008. * Get the Bounding box extent specified by setDefaultQueryExtent
  122009. * @returns the box extent values
  122010. */
  122011. getDefaultQueryExtent(): Vector3;
  122012. /**
  122013. * Release all resources
  122014. */
  122015. dispose(): void;
  122016. }
  122017. }
  122018. declare module BABYLON {
  122019. /**
  122020. * Class used to enable access to IndexedDB
  122021. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  122022. */
  122023. export class Database implements IOfflineProvider {
  122024. private _callbackManifestChecked;
  122025. private _currentSceneUrl;
  122026. private _db;
  122027. private _enableSceneOffline;
  122028. private _enableTexturesOffline;
  122029. private _manifestVersionFound;
  122030. private _mustUpdateRessources;
  122031. private _hasReachedQuota;
  122032. private _isSupported;
  122033. private _idbFactory;
  122034. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  122035. private static IsUASupportingBlobStorage;
  122036. /**
  122037. * Gets a boolean indicating if Database storate is enabled (off by default)
  122038. */
  122039. static IDBStorageEnabled: boolean;
  122040. /**
  122041. * Gets a boolean indicating if scene must be saved in the database
  122042. */
  122043. readonly enableSceneOffline: boolean;
  122044. /**
  122045. * Gets a boolean indicating if textures must be saved in the database
  122046. */
  122047. readonly enableTexturesOffline: boolean;
  122048. /**
  122049. * Creates a new Database
  122050. * @param urlToScene defines the url to load the scene
  122051. * @param callbackManifestChecked defines the callback to use when manifest is checked
  122052. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  122053. */
  122054. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  122055. private static _ParseURL;
  122056. private static _ReturnFullUrlLocation;
  122057. private _checkManifestFile;
  122058. /**
  122059. * Open the database and make it available
  122060. * @param successCallback defines the callback to call on success
  122061. * @param errorCallback defines the callback to call on error
  122062. */
  122063. open(successCallback: () => void, errorCallback: () => void): void;
  122064. /**
  122065. * Loads an image from the database
  122066. * @param url defines the url to load from
  122067. * @param image defines the target DOM image
  122068. */
  122069. loadImage(url: string, image: HTMLImageElement): void;
  122070. private _loadImageFromDBAsync;
  122071. private _saveImageIntoDBAsync;
  122072. private _checkVersionFromDB;
  122073. private _loadVersionFromDBAsync;
  122074. private _saveVersionIntoDBAsync;
  122075. /**
  122076. * Loads a file from database
  122077. * @param url defines the URL to load from
  122078. * @param sceneLoaded defines a callback to call on success
  122079. * @param progressCallBack defines a callback to call when progress changed
  122080. * @param errorCallback defines a callback to call on error
  122081. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  122082. */
  122083. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  122084. private _loadFileAsync;
  122085. private _saveFileAsync;
  122086. /**
  122087. * Validates if xhr data is correct
  122088. * @param xhr defines the request to validate
  122089. * @param dataType defines the expected data type
  122090. * @returns true if data is correct
  122091. */
  122092. private static _ValidateXHRData;
  122093. }
  122094. }
  122095. declare module BABYLON {
  122096. /** @hidden */
  122097. export var gpuUpdateParticlesPixelShader: {
  122098. name: string;
  122099. shader: string;
  122100. };
  122101. }
  122102. declare module BABYLON {
  122103. /** @hidden */
  122104. export var gpuUpdateParticlesVertexShader: {
  122105. name: string;
  122106. shader: string;
  122107. };
  122108. }
  122109. declare module BABYLON {
  122110. /** @hidden */
  122111. export var clipPlaneFragmentDeclaration2: {
  122112. name: string;
  122113. shader: string;
  122114. };
  122115. }
  122116. declare module BABYLON {
  122117. /** @hidden */
  122118. export var gpuRenderParticlesPixelShader: {
  122119. name: string;
  122120. shader: string;
  122121. };
  122122. }
  122123. declare module BABYLON {
  122124. /** @hidden */
  122125. export var clipPlaneVertexDeclaration2: {
  122126. name: string;
  122127. shader: string;
  122128. };
  122129. }
  122130. declare module BABYLON {
  122131. /** @hidden */
  122132. export var gpuRenderParticlesVertexShader: {
  122133. name: string;
  122134. shader: string;
  122135. };
  122136. }
  122137. declare module BABYLON {
  122138. /**
  122139. * This represents a GPU particle system in Babylon
  122140. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  122141. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  122142. */
  122143. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  122144. /**
  122145. * The layer mask we are rendering the particles through.
  122146. */
  122147. layerMask: number;
  122148. private _capacity;
  122149. private _activeCount;
  122150. private _currentActiveCount;
  122151. private _accumulatedCount;
  122152. private _renderEffect;
  122153. private _updateEffect;
  122154. private _buffer0;
  122155. private _buffer1;
  122156. private _spriteBuffer;
  122157. private _updateVAO;
  122158. private _renderVAO;
  122159. private _targetIndex;
  122160. private _sourceBuffer;
  122161. private _targetBuffer;
  122162. private _engine;
  122163. private _currentRenderId;
  122164. private _started;
  122165. private _stopped;
  122166. private _timeDelta;
  122167. private _randomTexture;
  122168. private _randomTexture2;
  122169. private _attributesStrideSize;
  122170. private _updateEffectOptions;
  122171. private _randomTextureSize;
  122172. private _actualFrame;
  122173. private readonly _rawTextureWidth;
  122174. /**
  122175. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  122176. */
  122177. static readonly IsSupported: boolean;
  122178. /**
  122179. * An event triggered when the system is disposed.
  122180. */
  122181. onDisposeObservable: Observable<GPUParticleSystem>;
  122182. /**
  122183. * Gets the maximum number of particles active at the same time.
  122184. * @returns The max number of active particles.
  122185. */
  122186. getCapacity(): number;
  122187. /**
  122188. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  122189. * to override the particles.
  122190. */
  122191. forceDepthWrite: boolean;
  122192. /**
  122193. * Gets or set the number of active particles
  122194. */
  122195. activeParticleCount: number;
  122196. private _preWarmDone;
  122197. /**
  122198. * Is this system ready to be used/rendered
  122199. * @return true if the system is ready
  122200. */
  122201. isReady(): boolean;
  122202. /**
  122203. * Gets if the system has been started. (Note: this will still be true after stop is called)
  122204. * @returns True if it has been started, otherwise false.
  122205. */
  122206. isStarted(): boolean;
  122207. /**
  122208. * Starts the particle system and begins to emit
  122209. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  122210. */
  122211. start(delay?: number): void;
  122212. /**
  122213. * Stops the particle system.
  122214. */
  122215. stop(): void;
  122216. /**
  122217. * Remove all active particles
  122218. */
  122219. reset(): void;
  122220. /**
  122221. * Returns the string "GPUParticleSystem"
  122222. * @returns a string containing the class name
  122223. */
  122224. getClassName(): string;
  122225. private _colorGradientsTexture;
  122226. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  122227. /**
  122228. * Adds a new color gradient
  122229. * @param gradient defines the gradient to use (between 0 and 1)
  122230. * @param color1 defines the color to affect to the specified gradient
  122231. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  122232. * @returns the current particle system
  122233. */
  122234. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  122235. /**
  122236. * Remove a specific color gradient
  122237. * @param gradient defines the gradient to remove
  122238. * @returns the current particle system
  122239. */
  122240. removeColorGradient(gradient: number): GPUParticleSystem;
  122241. private _angularSpeedGradientsTexture;
  122242. private _sizeGradientsTexture;
  122243. private _velocityGradientsTexture;
  122244. private _limitVelocityGradientsTexture;
  122245. private _dragGradientsTexture;
  122246. private _addFactorGradient;
  122247. /**
  122248. * Adds a new size gradient
  122249. * @param gradient defines the gradient to use (between 0 and 1)
  122250. * @param factor defines the size factor to affect to the specified gradient
  122251. * @returns the current particle system
  122252. */
  122253. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  122254. /**
  122255. * Remove a specific size gradient
  122256. * @param gradient defines the gradient to remove
  122257. * @returns the current particle system
  122258. */
  122259. removeSizeGradient(gradient: number): GPUParticleSystem;
  122260. /**
  122261. * Adds a new angular speed gradient
  122262. * @param gradient defines the gradient to use (between 0 and 1)
  122263. * @param factor defines the angular speed to affect to the specified gradient
  122264. * @returns the current particle system
  122265. */
  122266. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  122267. /**
  122268. * Remove a specific angular speed gradient
  122269. * @param gradient defines the gradient to remove
  122270. * @returns the current particle system
  122271. */
  122272. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  122273. /**
  122274. * Adds a new velocity gradient
  122275. * @param gradient defines the gradient to use (between 0 and 1)
  122276. * @param factor defines the velocity to affect to the specified gradient
  122277. * @returns the current particle system
  122278. */
  122279. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  122280. /**
  122281. * Remove a specific velocity gradient
  122282. * @param gradient defines the gradient to remove
  122283. * @returns the current particle system
  122284. */
  122285. removeVelocityGradient(gradient: number): GPUParticleSystem;
  122286. /**
  122287. * Adds a new limit velocity gradient
  122288. * @param gradient defines the gradient to use (between 0 and 1)
  122289. * @param factor defines the limit velocity value to affect to the specified gradient
  122290. * @returns the current particle system
  122291. */
  122292. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  122293. /**
  122294. * Remove a specific limit velocity gradient
  122295. * @param gradient defines the gradient to remove
  122296. * @returns the current particle system
  122297. */
  122298. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  122299. /**
  122300. * Adds a new drag gradient
  122301. * @param gradient defines the gradient to use (between 0 and 1)
  122302. * @param factor defines the drag value to affect to the specified gradient
  122303. * @returns the current particle system
  122304. */
  122305. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  122306. /**
  122307. * Remove a specific drag gradient
  122308. * @param gradient defines the gradient to remove
  122309. * @returns the current particle system
  122310. */
  122311. removeDragGradient(gradient: number): GPUParticleSystem;
  122312. /**
  122313. * Not supported by GPUParticleSystem
  122314. * @param gradient defines the gradient to use (between 0 and 1)
  122315. * @param factor defines the emit rate value to affect to the specified gradient
  122316. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122317. * @returns the current particle system
  122318. */
  122319. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122320. /**
  122321. * Not supported by GPUParticleSystem
  122322. * @param gradient defines the gradient to remove
  122323. * @returns the current particle system
  122324. */
  122325. removeEmitRateGradient(gradient: number): IParticleSystem;
  122326. /**
  122327. * Not supported by GPUParticleSystem
  122328. * @param gradient defines the gradient to use (between 0 and 1)
  122329. * @param factor defines the start size value to affect to the specified gradient
  122330. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122331. * @returns the current particle system
  122332. */
  122333. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122334. /**
  122335. * Not supported by GPUParticleSystem
  122336. * @param gradient defines the gradient to remove
  122337. * @returns the current particle system
  122338. */
  122339. removeStartSizeGradient(gradient: number): IParticleSystem;
  122340. /**
  122341. * Not supported by GPUParticleSystem
  122342. * @param gradient defines the gradient to use (between 0 and 1)
  122343. * @param min defines the color remap minimal range
  122344. * @param max defines the color remap maximal range
  122345. * @returns the current particle system
  122346. */
  122347. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  122348. /**
  122349. * Not supported by GPUParticleSystem
  122350. * @param gradient defines the gradient to remove
  122351. * @returns the current particle system
  122352. */
  122353. removeColorRemapGradient(): IParticleSystem;
  122354. /**
  122355. * Not supported by GPUParticleSystem
  122356. * @param gradient defines the gradient to use (between 0 and 1)
  122357. * @param min defines the alpha remap minimal range
  122358. * @param max defines the alpha remap maximal range
  122359. * @returns the current particle system
  122360. */
  122361. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  122362. /**
  122363. * Not supported by GPUParticleSystem
  122364. * @param gradient defines the gradient to remove
  122365. * @returns the current particle system
  122366. */
  122367. removeAlphaRemapGradient(): IParticleSystem;
  122368. /**
  122369. * Not supported by GPUParticleSystem
  122370. * @param gradient defines the gradient to use (between 0 and 1)
  122371. * @param color defines the color to affect to the specified gradient
  122372. * @returns the current particle system
  122373. */
  122374. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  122375. /**
  122376. * Not supported by GPUParticleSystem
  122377. * @param gradient defines the gradient to remove
  122378. * @returns the current particle system
  122379. */
  122380. removeRampGradient(): IParticleSystem;
  122381. /**
  122382. * Not supported by GPUParticleSystem
  122383. * @returns the list of ramp gradients
  122384. */
  122385. getRampGradients(): Nullable<Array<Color3Gradient>>;
  122386. /**
  122387. * Not supported by GPUParticleSystem
  122388. * Gets or sets a boolean indicating that ramp gradients must be used
  122389. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  122390. */
  122391. useRampGradients: boolean;
  122392. /**
  122393. * Not supported by GPUParticleSystem
  122394. * @param gradient defines the gradient to use (between 0 and 1)
  122395. * @param factor defines the life time factor to affect to the specified gradient
  122396. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122397. * @returns the current particle system
  122398. */
  122399. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122400. /**
  122401. * Not supported by GPUParticleSystem
  122402. * @param gradient defines the gradient to remove
  122403. * @returns the current particle system
  122404. */
  122405. removeLifeTimeGradient(gradient: number): IParticleSystem;
  122406. /**
  122407. * Instantiates a GPU particle system.
  122408. * 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.
  122409. * @param name The name of the particle system
  122410. * @param options The options used to create the system
  122411. * @param scene The scene the particle system belongs to
  122412. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  122413. */
  122414. constructor(name: string, options: Partial<{
  122415. capacity: number;
  122416. randomTextureSize: number;
  122417. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  122418. protected _reset(): void;
  122419. private _createUpdateVAO;
  122420. private _createRenderVAO;
  122421. private _initialize;
  122422. /** @hidden */
  122423. _recreateUpdateEffect(): void;
  122424. /** @hidden */
  122425. _recreateRenderEffect(): void;
  122426. /**
  122427. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  122428. * @param preWarm defines if we are in the pre-warmimg phase
  122429. */
  122430. animate(preWarm?: boolean): void;
  122431. private _createFactorGradientTexture;
  122432. private _createSizeGradientTexture;
  122433. private _createAngularSpeedGradientTexture;
  122434. private _createVelocityGradientTexture;
  122435. private _createLimitVelocityGradientTexture;
  122436. private _createDragGradientTexture;
  122437. private _createColorGradientTexture;
  122438. /**
  122439. * Renders the particle system in its current state
  122440. * @param preWarm defines if the system should only update the particles but not render them
  122441. * @returns the current number of particles
  122442. */
  122443. render(preWarm?: boolean): number;
  122444. /**
  122445. * Rebuilds the particle system
  122446. */
  122447. rebuild(): void;
  122448. private _releaseBuffers;
  122449. private _releaseVAOs;
  122450. /**
  122451. * Disposes the particle system and free the associated resources
  122452. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  122453. */
  122454. dispose(disposeTexture?: boolean): void;
  122455. /**
  122456. * Clones the particle system.
  122457. * @param name The name of the cloned object
  122458. * @param newEmitter The new emitter to use
  122459. * @returns the cloned particle system
  122460. */
  122461. clone(name: string, newEmitter: any): GPUParticleSystem;
  122462. /**
  122463. * Serializes the particle system to a JSON object.
  122464. * @returns the JSON object
  122465. */
  122466. serialize(): any;
  122467. /**
  122468. * Parses a JSON object to create a GPU particle system.
  122469. * @param parsedParticleSystem The JSON object to parse
  122470. * @param scene The scene to create the particle system in
  122471. * @param rootUrl The root url to use to load external dependencies like texture
  122472. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  122473. * @returns the parsed GPU particle system
  122474. */
  122475. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  122476. }
  122477. }
  122478. declare module BABYLON {
  122479. /**
  122480. * Represents a set of particle systems working together to create a specific effect
  122481. */
  122482. export class ParticleSystemSet implements IDisposable {
  122483. private _emitterCreationOptions;
  122484. private _emitterNode;
  122485. /**
  122486. * Gets the particle system list
  122487. */
  122488. systems: IParticleSystem[];
  122489. /**
  122490. * Gets the emitter node used with this set
  122491. */
  122492. readonly emitterNode: Nullable<TransformNode>;
  122493. /**
  122494. * Creates a new emitter mesh as a sphere
  122495. * @param options defines the options used to create the sphere
  122496. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  122497. * @param scene defines the hosting scene
  122498. */
  122499. setEmitterAsSphere(options: {
  122500. diameter: number;
  122501. segments: number;
  122502. color: Color3;
  122503. }, renderingGroupId: number, scene: Scene): void;
  122504. /**
  122505. * Starts all particle systems of the set
  122506. * @param emitter defines an optional mesh to use as emitter for the particle systems
  122507. */
  122508. start(emitter?: AbstractMesh): void;
  122509. /**
  122510. * Release all associated resources
  122511. */
  122512. dispose(): void;
  122513. /**
  122514. * Serialize the set into a JSON compatible object
  122515. * @returns a JSON compatible representation of the set
  122516. */
  122517. serialize(): any;
  122518. /**
  122519. * Parse a new ParticleSystemSet from a serialized source
  122520. * @param data defines a JSON compatible representation of the set
  122521. * @param scene defines the hosting scene
  122522. * @param gpu defines if we want GPU particles or CPU particles
  122523. * @returns a new ParticleSystemSet
  122524. */
  122525. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  122526. }
  122527. }
  122528. declare module BABYLON {
  122529. /**
  122530. * This class is made for on one-liner static method to help creating particle system set.
  122531. */
  122532. export class ParticleHelper {
  122533. /**
  122534. * Gets or sets base Assets URL
  122535. */
  122536. static BaseAssetsUrl: string;
  122537. /**
  122538. * Create a default particle system that you can tweak
  122539. * @param emitter defines the emitter to use
  122540. * @param capacity defines the system capacity (default is 500 particles)
  122541. * @param scene defines the hosting scene
  122542. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  122543. * @returns the new Particle system
  122544. */
  122545. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  122546. /**
  122547. * This is the main static method (one-liner) of this helper to create different particle systems
  122548. * @param type This string represents the type to the particle system to create
  122549. * @param scene The scene where the particle system should live
  122550. * @param gpu If the system will use gpu
  122551. * @returns the ParticleSystemSet created
  122552. */
  122553. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  122554. /**
  122555. * Static function used to export a particle system to a ParticleSystemSet variable.
  122556. * Please note that the emitter shape is not exported
  122557. * @param systems defines the particle systems to export
  122558. * @returns the created particle system set
  122559. */
  122560. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  122561. }
  122562. }
  122563. declare module BABYLON {
  122564. interface Engine {
  122565. /**
  122566. * Create an effect to use with particle systems.
  122567. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  122568. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  122569. * @param uniformsNames defines a list of attribute names
  122570. * @param samplers defines an array of string used to represent textures
  122571. * @param defines defines the string containing the defines to use to compile the shaders
  122572. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  122573. * @param onCompiled defines a function to call when the effect creation is successful
  122574. * @param onError defines a function to call when the effect creation has failed
  122575. * @returns the new Effect
  122576. */
  122577. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  122578. }
  122579. interface Mesh {
  122580. /**
  122581. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  122582. * @returns an array of IParticleSystem
  122583. */
  122584. getEmittedParticleSystems(): IParticleSystem[];
  122585. /**
  122586. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  122587. * @returns an array of IParticleSystem
  122588. */
  122589. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  122590. }
  122591. /**
  122592. * @hidden
  122593. */
  122594. export var _IDoNeedToBeInTheBuild: number;
  122595. }
  122596. declare module BABYLON {
  122597. interface Scene {
  122598. /** @hidden (Backing field) */
  122599. _physicsEngine: Nullable<IPhysicsEngine>;
  122600. /**
  122601. * Gets the current physics engine
  122602. * @returns a IPhysicsEngine or null if none attached
  122603. */
  122604. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  122605. /**
  122606. * Enables physics to the current scene
  122607. * @param gravity defines the scene's gravity for the physics engine
  122608. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  122609. * @return a boolean indicating if the physics engine was initialized
  122610. */
  122611. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  122612. /**
  122613. * Disables and disposes the physics engine associated with the scene
  122614. */
  122615. disablePhysicsEngine(): void;
  122616. /**
  122617. * Gets a boolean indicating if there is an active physics engine
  122618. * @returns a boolean indicating if there is an active physics engine
  122619. */
  122620. isPhysicsEnabled(): boolean;
  122621. /**
  122622. * Deletes a physics compound impostor
  122623. * @param compound defines the compound to delete
  122624. */
  122625. deleteCompoundImpostor(compound: any): void;
  122626. /**
  122627. * An event triggered when physic simulation is about to be run
  122628. */
  122629. onBeforePhysicsObservable: Observable<Scene>;
  122630. /**
  122631. * An event triggered when physic simulation has been done
  122632. */
  122633. onAfterPhysicsObservable: Observable<Scene>;
  122634. }
  122635. interface AbstractMesh {
  122636. /** @hidden */
  122637. _physicsImpostor: Nullable<PhysicsImpostor>;
  122638. /**
  122639. * Gets or sets impostor used for physic simulation
  122640. * @see http://doc.babylonjs.com/features/physics_engine
  122641. */
  122642. physicsImpostor: Nullable<PhysicsImpostor>;
  122643. /**
  122644. * Gets the current physics impostor
  122645. * @see http://doc.babylonjs.com/features/physics_engine
  122646. * @returns a physics impostor or null
  122647. */
  122648. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  122649. /** Apply a physic impulse to the mesh
  122650. * @param force defines the force to apply
  122651. * @param contactPoint defines where to apply the force
  122652. * @returns the current mesh
  122653. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  122654. */
  122655. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  122656. /**
  122657. * Creates a physic joint between two meshes
  122658. * @param otherMesh defines the other mesh to use
  122659. * @param pivot1 defines the pivot to use on this mesh
  122660. * @param pivot2 defines the pivot to use on the other mesh
  122661. * @param options defines additional options (can be plugin dependent)
  122662. * @returns the current mesh
  122663. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  122664. */
  122665. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  122666. /** @hidden */
  122667. _disposePhysicsObserver: Nullable<Observer<Node>>;
  122668. }
  122669. /**
  122670. * Defines the physics engine scene component responsible to manage a physics engine
  122671. */
  122672. export class PhysicsEngineSceneComponent implements ISceneComponent {
  122673. /**
  122674. * The component name helpful to identify the component in the list of scene components.
  122675. */
  122676. readonly name: string;
  122677. /**
  122678. * The scene the component belongs to.
  122679. */
  122680. scene: Scene;
  122681. /**
  122682. * Creates a new instance of the component for the given scene
  122683. * @param scene Defines the scene to register the component in
  122684. */
  122685. constructor(scene: Scene);
  122686. /**
  122687. * Registers the component in a given scene
  122688. */
  122689. register(): void;
  122690. /**
  122691. * Rebuilds the elements related to this component in case of
  122692. * context lost for instance.
  122693. */
  122694. rebuild(): void;
  122695. /**
  122696. * Disposes the component and the associated ressources
  122697. */
  122698. dispose(): void;
  122699. }
  122700. }
  122701. declare module BABYLON {
  122702. /**
  122703. * A helper for physics simulations
  122704. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  122705. */
  122706. export class PhysicsHelper {
  122707. private _scene;
  122708. private _physicsEngine;
  122709. /**
  122710. * Initializes the Physics helper
  122711. * @param scene Babylon.js scene
  122712. */
  122713. constructor(scene: Scene);
  122714. /**
  122715. * Applies a radial explosion impulse
  122716. * @param origin the origin of the explosion
  122717. * @param radiusOrEventOptions the radius or the options of radial explosion
  122718. * @param strength the explosion strength
  122719. * @param falloff possible options: Constant & Linear. Defaults to Constant
  122720. * @returns A physics radial explosion event, or null
  122721. */
  122722. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  122723. /**
  122724. * Applies a radial explosion force
  122725. * @param origin the origin of the explosion
  122726. * @param radiusOrEventOptions the radius or the options of radial explosion
  122727. * @param strength the explosion strength
  122728. * @param falloff possible options: Constant & Linear. Defaults to Constant
  122729. * @returns A physics radial explosion event, or null
  122730. */
  122731. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  122732. /**
  122733. * Creates a gravitational field
  122734. * @param origin the origin of the explosion
  122735. * @param radiusOrEventOptions the radius or the options of radial explosion
  122736. * @param strength the explosion strength
  122737. * @param falloff possible options: Constant & Linear. Defaults to Constant
  122738. * @returns A physics gravitational field event, or null
  122739. */
  122740. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  122741. /**
  122742. * Creates a physics updraft event
  122743. * @param origin the origin of the updraft
  122744. * @param radiusOrEventOptions the radius or the options of the updraft
  122745. * @param strength the strength of the updraft
  122746. * @param height the height of the updraft
  122747. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  122748. * @returns A physics updraft event, or null
  122749. */
  122750. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  122751. /**
  122752. * Creates a physics vortex event
  122753. * @param origin the of the vortex
  122754. * @param radiusOrEventOptions the radius or the options of the vortex
  122755. * @param strength the strength of the vortex
  122756. * @param height the height of the vortex
  122757. * @returns a Physics vortex event, or null
  122758. * A physics vortex event or null
  122759. */
  122760. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  122761. }
  122762. /**
  122763. * Represents a physics radial explosion event
  122764. */
  122765. class PhysicsRadialExplosionEvent {
  122766. private _scene;
  122767. private _options;
  122768. private _sphere;
  122769. private _dataFetched;
  122770. /**
  122771. * Initializes a radial explosioin event
  122772. * @param _scene BabylonJS scene
  122773. * @param _options The options for the vortex event
  122774. */
  122775. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  122776. /**
  122777. * Returns the data related to the radial explosion event (sphere).
  122778. * @returns The radial explosion event data
  122779. */
  122780. getData(): PhysicsRadialExplosionEventData;
  122781. /**
  122782. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  122783. * @param impostor A physics imposter
  122784. * @param origin the origin of the explosion
  122785. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  122786. */
  122787. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  122788. /**
  122789. * Triggers affecterd impostors callbacks
  122790. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  122791. */
  122792. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  122793. /**
  122794. * Disposes the sphere.
  122795. * @param force Specifies if the sphere should be disposed by force
  122796. */
  122797. dispose(force?: boolean): void;
  122798. /*** Helpers ***/
  122799. private _prepareSphere;
  122800. private _intersectsWithSphere;
  122801. }
  122802. /**
  122803. * Represents a gravitational field event
  122804. */
  122805. class PhysicsGravitationalFieldEvent {
  122806. private _physicsHelper;
  122807. private _scene;
  122808. private _origin;
  122809. private _options;
  122810. private _tickCallback;
  122811. private _sphere;
  122812. private _dataFetched;
  122813. /**
  122814. * Initializes the physics gravitational field event
  122815. * @param _physicsHelper A physics helper
  122816. * @param _scene BabylonJS scene
  122817. * @param _origin The origin position of the gravitational field event
  122818. * @param _options The options for the vortex event
  122819. */
  122820. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  122821. /**
  122822. * Returns the data related to the gravitational field event (sphere).
  122823. * @returns A gravitational field event
  122824. */
  122825. getData(): PhysicsGravitationalFieldEventData;
  122826. /**
  122827. * Enables the gravitational field.
  122828. */
  122829. enable(): void;
  122830. /**
  122831. * Disables the gravitational field.
  122832. */
  122833. disable(): void;
  122834. /**
  122835. * Disposes the sphere.
  122836. * @param force The force to dispose from the gravitational field event
  122837. */
  122838. dispose(force?: boolean): void;
  122839. private _tick;
  122840. }
  122841. /**
  122842. * Represents a physics updraft event
  122843. */
  122844. class PhysicsUpdraftEvent {
  122845. private _scene;
  122846. private _origin;
  122847. private _options;
  122848. private _physicsEngine;
  122849. private _originTop;
  122850. private _originDirection;
  122851. private _tickCallback;
  122852. private _cylinder;
  122853. private _cylinderPosition;
  122854. private _dataFetched;
  122855. /**
  122856. * Initializes the physics updraft event
  122857. * @param _scene BabylonJS scene
  122858. * @param _origin The origin position of the updraft
  122859. * @param _options The options for the updraft event
  122860. */
  122861. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  122862. /**
  122863. * Returns the data related to the updraft event (cylinder).
  122864. * @returns A physics updraft event
  122865. */
  122866. getData(): PhysicsUpdraftEventData;
  122867. /**
  122868. * Enables the updraft.
  122869. */
  122870. enable(): void;
  122871. /**
  122872. * Disables the updraft.
  122873. */
  122874. disable(): void;
  122875. /**
  122876. * Disposes the cylinder.
  122877. * @param force Specifies if the updraft should be disposed by force
  122878. */
  122879. dispose(force?: boolean): void;
  122880. private getImpostorHitData;
  122881. private _tick;
  122882. /*** Helpers ***/
  122883. private _prepareCylinder;
  122884. private _intersectsWithCylinder;
  122885. }
  122886. /**
  122887. * Represents a physics vortex event
  122888. */
  122889. class PhysicsVortexEvent {
  122890. private _scene;
  122891. private _origin;
  122892. private _options;
  122893. private _physicsEngine;
  122894. private _originTop;
  122895. private _tickCallback;
  122896. private _cylinder;
  122897. private _cylinderPosition;
  122898. private _dataFetched;
  122899. /**
  122900. * Initializes the physics vortex event
  122901. * @param _scene The BabylonJS scene
  122902. * @param _origin The origin position of the vortex
  122903. * @param _options The options for the vortex event
  122904. */
  122905. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  122906. /**
  122907. * Returns the data related to the vortex event (cylinder).
  122908. * @returns The physics vortex event data
  122909. */
  122910. getData(): PhysicsVortexEventData;
  122911. /**
  122912. * Enables the vortex.
  122913. */
  122914. enable(): void;
  122915. /**
  122916. * Disables the cortex.
  122917. */
  122918. disable(): void;
  122919. /**
  122920. * Disposes the sphere.
  122921. * @param force
  122922. */
  122923. dispose(force?: boolean): void;
  122924. private getImpostorHitData;
  122925. private _tick;
  122926. /*** Helpers ***/
  122927. private _prepareCylinder;
  122928. private _intersectsWithCylinder;
  122929. }
  122930. /**
  122931. * Options fot the radial explosion event
  122932. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  122933. */
  122934. export class PhysicsRadialExplosionEventOptions {
  122935. /**
  122936. * The radius of the sphere for the radial explosion.
  122937. */
  122938. radius: number;
  122939. /**
  122940. * The strenth of the explosion.
  122941. */
  122942. strength: number;
  122943. /**
  122944. * The strenght of the force in correspondence to the distance of the affected object
  122945. */
  122946. falloff: PhysicsRadialImpulseFalloff;
  122947. /**
  122948. * Sphere options for the radial explosion.
  122949. */
  122950. sphere: {
  122951. segments: number;
  122952. diameter: number;
  122953. };
  122954. /**
  122955. * Sphere options for the radial explosion.
  122956. */
  122957. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  122958. }
  122959. /**
  122960. * Options fot the updraft event
  122961. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  122962. */
  122963. export class PhysicsUpdraftEventOptions {
  122964. /**
  122965. * The radius of the cylinder for the vortex
  122966. */
  122967. radius: number;
  122968. /**
  122969. * The strenth of the updraft.
  122970. */
  122971. strength: number;
  122972. /**
  122973. * The height of the cylinder for the updraft.
  122974. */
  122975. height: number;
  122976. /**
  122977. * The mode for the the updraft.
  122978. */
  122979. updraftMode: PhysicsUpdraftMode;
  122980. }
  122981. /**
  122982. * Options fot the vortex event
  122983. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  122984. */
  122985. export class PhysicsVortexEventOptions {
  122986. /**
  122987. * The radius of the cylinder for the vortex
  122988. */
  122989. radius: number;
  122990. /**
  122991. * The strenth of the vortex.
  122992. */
  122993. strength: number;
  122994. /**
  122995. * The height of the cylinder for the vortex.
  122996. */
  122997. height: number;
  122998. /**
  122999. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  123000. */
  123001. centripetalForceThreshold: number;
  123002. /**
  123003. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  123004. */
  123005. centripetalForceMultiplier: number;
  123006. /**
  123007. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  123008. */
  123009. centrifugalForceMultiplier: number;
  123010. /**
  123011. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  123012. */
  123013. updraftForceMultiplier: number;
  123014. }
  123015. /**
  123016. * The strenght of the force in correspondence to the distance of the affected object
  123017. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123018. */
  123019. export enum PhysicsRadialImpulseFalloff {
  123020. /** Defines that impulse is constant in strength across it's whole radius */
  123021. Constant = 0,
  123022. /** Defines that impulse gets weaker if it's further from the origin */
  123023. Linear = 1
  123024. }
  123025. /**
  123026. * The strength of the force in correspondence to the distance of the affected object
  123027. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123028. */
  123029. export enum PhysicsUpdraftMode {
  123030. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  123031. Center = 0,
  123032. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  123033. Perpendicular = 1
  123034. }
  123035. /**
  123036. * Interface for a physics hit data
  123037. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123038. */
  123039. export interface PhysicsHitData {
  123040. /**
  123041. * The force applied at the contact point
  123042. */
  123043. force: Vector3;
  123044. /**
  123045. * The contact point
  123046. */
  123047. contactPoint: Vector3;
  123048. /**
  123049. * The distance from the origin to the contact point
  123050. */
  123051. distanceFromOrigin: number;
  123052. }
  123053. /**
  123054. * Interface for radial explosion event data
  123055. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123056. */
  123057. export interface PhysicsRadialExplosionEventData {
  123058. /**
  123059. * A sphere used for the radial explosion event
  123060. */
  123061. sphere: Mesh;
  123062. }
  123063. /**
  123064. * Interface for gravitational field event data
  123065. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123066. */
  123067. export interface PhysicsGravitationalFieldEventData {
  123068. /**
  123069. * A sphere mesh used for the gravitational field event
  123070. */
  123071. sphere: Mesh;
  123072. }
  123073. /**
  123074. * Interface for updraft event data
  123075. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123076. */
  123077. export interface PhysicsUpdraftEventData {
  123078. /**
  123079. * A cylinder used for the updraft event
  123080. */
  123081. cylinder: Mesh;
  123082. }
  123083. /**
  123084. * Interface for vortex event data
  123085. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123086. */
  123087. export interface PhysicsVortexEventData {
  123088. /**
  123089. * A cylinder used for the vortex event
  123090. */
  123091. cylinder: Mesh;
  123092. }
  123093. /**
  123094. * Interface for an affected physics impostor
  123095. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123096. */
  123097. export interface PhysicsAffectedImpostorWithData {
  123098. /**
  123099. * The impostor affected by the effect
  123100. */
  123101. impostor: PhysicsImpostor;
  123102. /**
  123103. * The data about the hit/horce from the explosion
  123104. */
  123105. hitData: PhysicsHitData;
  123106. }
  123107. }
  123108. declare module BABYLON {
  123109. /** @hidden */
  123110. export var blackAndWhitePixelShader: {
  123111. name: string;
  123112. shader: string;
  123113. };
  123114. }
  123115. declare module BABYLON {
  123116. /**
  123117. * Post process used to render in black and white
  123118. */
  123119. export class BlackAndWhitePostProcess extends PostProcess {
  123120. /**
  123121. * Linear about to convert he result to black and white (default: 1)
  123122. */
  123123. degree: number;
  123124. /**
  123125. * Creates a black and white post process
  123126. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  123127. * @param name The name of the effect.
  123128. * @param options The required width/height ratio to downsize to before computing the render pass.
  123129. * @param camera The camera to apply the render pass to.
  123130. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123131. * @param engine The engine which the post process will be applied. (default: current engine)
  123132. * @param reusable If the post process can be reused on the same frame. (default: false)
  123133. */
  123134. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123135. }
  123136. }
  123137. declare module BABYLON {
  123138. /**
  123139. * This represents a set of one or more post processes in Babylon.
  123140. * A post process can be used to apply a shader to a texture after it is rendered.
  123141. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  123142. */
  123143. export class PostProcessRenderEffect {
  123144. private _postProcesses;
  123145. private _getPostProcesses;
  123146. private _singleInstance;
  123147. private _cameras;
  123148. private _indicesForCamera;
  123149. /**
  123150. * Name of the effect
  123151. * @hidden
  123152. */
  123153. _name: string;
  123154. /**
  123155. * Instantiates a post process render effect.
  123156. * A post process can be used to apply a shader to a texture after it is rendered.
  123157. * @param engine The engine the effect is tied to
  123158. * @param name The name of the effect
  123159. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  123160. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  123161. */
  123162. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  123163. /**
  123164. * Checks if all the post processes in the effect are supported.
  123165. */
  123166. readonly isSupported: boolean;
  123167. /**
  123168. * Updates the current state of the effect
  123169. * @hidden
  123170. */
  123171. _update(): void;
  123172. /**
  123173. * Attaches the effect on cameras
  123174. * @param cameras The camera to attach to.
  123175. * @hidden
  123176. */
  123177. _attachCameras(cameras: Camera): void;
  123178. /**
  123179. * Attaches the effect on cameras
  123180. * @param cameras The camera to attach to.
  123181. * @hidden
  123182. */
  123183. _attachCameras(cameras: Camera[]): void;
  123184. /**
  123185. * Detaches the effect on cameras
  123186. * @param cameras The camera to detatch from.
  123187. * @hidden
  123188. */
  123189. _detachCameras(cameras: Camera): void;
  123190. /**
  123191. * Detatches the effect on cameras
  123192. * @param cameras The camera to detatch from.
  123193. * @hidden
  123194. */
  123195. _detachCameras(cameras: Camera[]): void;
  123196. /**
  123197. * Enables the effect on given cameras
  123198. * @param cameras The camera to enable.
  123199. * @hidden
  123200. */
  123201. _enable(cameras: Camera): void;
  123202. /**
  123203. * Enables the effect on given cameras
  123204. * @param cameras The camera to enable.
  123205. * @hidden
  123206. */
  123207. _enable(cameras: Nullable<Camera[]>): void;
  123208. /**
  123209. * Disables the effect on the given cameras
  123210. * @param cameras The camera to disable.
  123211. * @hidden
  123212. */
  123213. _disable(cameras: Camera): void;
  123214. /**
  123215. * Disables the effect on the given cameras
  123216. * @param cameras The camera to disable.
  123217. * @hidden
  123218. */
  123219. _disable(cameras: Nullable<Camera[]>): void;
  123220. /**
  123221. * Gets a list of the post processes contained in the effect.
  123222. * @param camera The camera to get the post processes on.
  123223. * @returns The list of the post processes in the effect.
  123224. */
  123225. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  123226. }
  123227. }
  123228. declare module BABYLON {
  123229. /** @hidden */
  123230. export var extractHighlightsPixelShader: {
  123231. name: string;
  123232. shader: string;
  123233. };
  123234. }
  123235. declare module BABYLON {
  123236. /**
  123237. * 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.
  123238. */
  123239. export class ExtractHighlightsPostProcess extends PostProcess {
  123240. /**
  123241. * The luminance threshold, pixels below this value will be set to black.
  123242. */
  123243. threshold: number;
  123244. /** @hidden */
  123245. _exposure: number;
  123246. /**
  123247. * Post process which has the input texture to be used when performing highlight extraction
  123248. * @hidden
  123249. */
  123250. _inputPostProcess: Nullable<PostProcess>;
  123251. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123252. }
  123253. }
  123254. declare module BABYLON {
  123255. /** @hidden */
  123256. export var bloomMergePixelShader: {
  123257. name: string;
  123258. shader: string;
  123259. };
  123260. }
  123261. declare module BABYLON {
  123262. /**
  123263. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  123264. */
  123265. export class BloomMergePostProcess extends PostProcess {
  123266. /** Weight of the bloom to be added to the original input. */
  123267. weight: number;
  123268. /**
  123269. * Creates a new instance of @see BloomMergePostProcess
  123270. * @param name The name of the effect.
  123271. * @param originalFromInput Post process which's input will be used for the merge.
  123272. * @param blurred Blurred highlights post process which's output will be used.
  123273. * @param weight Weight of the bloom to be added to the original input.
  123274. * @param options The required width/height ratio to downsize to before computing the render pass.
  123275. * @param camera The camera to apply the render pass to.
  123276. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123277. * @param engine The engine which the post process will be applied. (default: current engine)
  123278. * @param reusable If the post process can be reused on the same frame. (default: false)
  123279. * @param textureType Type of textures used when performing the post process. (default: 0)
  123280. * @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)
  123281. */
  123282. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  123283. /** Weight of the bloom to be added to the original input. */
  123284. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123285. }
  123286. }
  123287. declare module BABYLON {
  123288. /**
  123289. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  123290. */
  123291. export class BloomEffect extends PostProcessRenderEffect {
  123292. private bloomScale;
  123293. /**
  123294. * @hidden Internal
  123295. */
  123296. _effects: Array<PostProcess>;
  123297. /**
  123298. * @hidden Internal
  123299. */
  123300. _downscale: ExtractHighlightsPostProcess;
  123301. private _blurX;
  123302. private _blurY;
  123303. private _merge;
  123304. /**
  123305. * The luminance threshold to find bright areas of the image to bloom.
  123306. */
  123307. threshold: number;
  123308. /**
  123309. * The strength of the bloom.
  123310. */
  123311. weight: number;
  123312. /**
  123313. * Specifies the size of the bloom blur kernel, relative to the final output size
  123314. */
  123315. kernel: number;
  123316. /**
  123317. * Creates a new instance of @see BloomEffect
  123318. * @param scene The scene the effect belongs to.
  123319. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  123320. * @param bloomKernel The size of the kernel to be used when applying the blur.
  123321. * @param bloomWeight The the strength of bloom.
  123322. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  123323. * @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)
  123324. */
  123325. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  123326. /**
  123327. * Disposes each of the internal effects for a given camera.
  123328. * @param camera The camera to dispose the effect on.
  123329. */
  123330. disposeEffects(camera: Camera): void;
  123331. /**
  123332. * @hidden Internal
  123333. */
  123334. _updateEffects(): void;
  123335. /**
  123336. * Internal
  123337. * @returns if all the contained post processes are ready.
  123338. * @hidden
  123339. */
  123340. _isReady(): boolean;
  123341. }
  123342. }
  123343. declare module BABYLON {
  123344. /** @hidden */
  123345. export var chromaticAberrationPixelShader: {
  123346. name: string;
  123347. shader: string;
  123348. };
  123349. }
  123350. declare module BABYLON {
  123351. /**
  123352. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  123353. */
  123354. export class ChromaticAberrationPostProcess extends PostProcess {
  123355. /**
  123356. * The amount of seperation of rgb channels (default: 30)
  123357. */
  123358. aberrationAmount: number;
  123359. /**
  123360. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  123361. */
  123362. radialIntensity: number;
  123363. /**
  123364. * 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))
  123365. */
  123366. direction: Vector2;
  123367. /**
  123368. * 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))
  123369. */
  123370. centerPosition: Vector2;
  123371. /**
  123372. * Creates a new instance ChromaticAberrationPostProcess
  123373. * @param name The name of the effect.
  123374. * @param screenWidth The width of the screen to apply the effect on.
  123375. * @param screenHeight The height of the screen to apply the effect on.
  123376. * @param options The required width/height ratio to downsize to before computing the render pass.
  123377. * @param camera The camera to apply the render pass to.
  123378. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123379. * @param engine The engine which the post process will be applied. (default: current engine)
  123380. * @param reusable If the post process can be reused on the same frame. (default: false)
  123381. * @param textureType Type of textures used when performing the post process. (default: 0)
  123382. * @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)
  123383. */
  123384. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123385. }
  123386. }
  123387. declare module BABYLON {
  123388. /** @hidden */
  123389. export var circleOfConfusionPixelShader: {
  123390. name: string;
  123391. shader: string;
  123392. };
  123393. }
  123394. declare module BABYLON {
  123395. /**
  123396. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  123397. */
  123398. export class CircleOfConfusionPostProcess extends PostProcess {
  123399. /**
  123400. * 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.
  123401. */
  123402. lensSize: number;
  123403. /**
  123404. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  123405. */
  123406. fStop: number;
  123407. /**
  123408. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  123409. */
  123410. focusDistance: number;
  123411. /**
  123412. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  123413. */
  123414. focalLength: number;
  123415. private _depthTexture;
  123416. /**
  123417. * Creates a new instance CircleOfConfusionPostProcess
  123418. * @param name The name of the effect.
  123419. * @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.
  123420. * @param options The required width/height ratio to downsize to before computing the render pass.
  123421. * @param camera The camera to apply the render pass to.
  123422. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123423. * @param engine The engine which the post process will be applied. (default: current engine)
  123424. * @param reusable If the post process can be reused on the same frame. (default: false)
  123425. * @param textureType Type of textures used when performing the post process. (default: 0)
  123426. * @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)
  123427. */
  123428. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123429. /**
  123430. * 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.
  123431. */
  123432. depthTexture: RenderTargetTexture;
  123433. }
  123434. }
  123435. declare module BABYLON {
  123436. /** @hidden */
  123437. export var colorCorrectionPixelShader: {
  123438. name: string;
  123439. shader: string;
  123440. };
  123441. }
  123442. declare module BABYLON {
  123443. /**
  123444. *
  123445. * This post-process allows the modification of rendered colors by using
  123446. * a 'look-up table' (LUT). This effect is also called Color Grading.
  123447. *
  123448. * The object needs to be provided an url to a texture containing the color
  123449. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  123450. * Use an image editing software to tweak the LUT to match your needs.
  123451. *
  123452. * For an example of a color LUT, see here:
  123453. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  123454. * For explanations on color grading, see here:
  123455. * @see http://udn.epicgames.com/Three/ColorGrading.html
  123456. *
  123457. */
  123458. export class ColorCorrectionPostProcess extends PostProcess {
  123459. private _colorTableTexture;
  123460. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123461. }
  123462. }
  123463. declare module BABYLON {
  123464. /** @hidden */
  123465. export var convolutionPixelShader: {
  123466. name: string;
  123467. shader: string;
  123468. };
  123469. }
  123470. declare module BABYLON {
  123471. /**
  123472. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  123473. * input texture to perform effects such as edge detection or sharpening
  123474. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  123475. */
  123476. export class ConvolutionPostProcess extends PostProcess {
  123477. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  123478. kernel: number[];
  123479. /**
  123480. * Creates a new instance ConvolutionPostProcess
  123481. * @param name The name of the effect.
  123482. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  123483. * @param options The required width/height ratio to downsize to before computing the render pass.
  123484. * @param camera The camera to apply the render pass to.
  123485. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123486. * @param engine The engine which the post process will be applied. (default: current engine)
  123487. * @param reusable If the post process can be reused on the same frame. (default: false)
  123488. * @param textureType Type of textures used when performing the post process. (default: 0)
  123489. */
  123490. constructor(name: string,
  123491. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  123492. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  123493. /**
  123494. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123495. */
  123496. static EdgeDetect0Kernel: number[];
  123497. /**
  123498. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123499. */
  123500. static EdgeDetect1Kernel: number[];
  123501. /**
  123502. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123503. */
  123504. static EdgeDetect2Kernel: number[];
  123505. /**
  123506. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123507. */
  123508. static SharpenKernel: number[];
  123509. /**
  123510. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123511. */
  123512. static EmbossKernel: number[];
  123513. /**
  123514. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123515. */
  123516. static GaussianKernel: number[];
  123517. }
  123518. }
  123519. declare module BABYLON {
  123520. /**
  123521. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  123522. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  123523. * based on samples that have a large difference in distance than the center pixel.
  123524. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  123525. */
  123526. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  123527. direction: Vector2;
  123528. /**
  123529. * Creates a new instance CircleOfConfusionPostProcess
  123530. * @param name The name of the effect.
  123531. * @param scene The scene the effect belongs to.
  123532. * @param direction The direction the blur should be applied.
  123533. * @param kernel The size of the kernel used to blur.
  123534. * @param options The required width/height ratio to downsize to before computing the render pass.
  123535. * @param camera The camera to apply the render pass to.
  123536. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  123537. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  123538. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123539. * @param engine The engine which the post process will be applied. (default: current engine)
  123540. * @param reusable If the post process can be reused on the same frame. (default: false)
  123541. * @param textureType Type of textures used when performing the post process. (default: 0)
  123542. * @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)
  123543. */
  123544. 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);
  123545. }
  123546. }
  123547. declare module BABYLON {
  123548. /** @hidden */
  123549. export var depthOfFieldMergePixelShader: {
  123550. name: string;
  123551. shader: string;
  123552. };
  123553. }
  123554. declare module BABYLON {
  123555. /**
  123556. * Options to be set when merging outputs from the default pipeline.
  123557. */
  123558. export class DepthOfFieldMergePostProcessOptions {
  123559. /**
  123560. * The original image to merge on top of
  123561. */
  123562. originalFromInput: PostProcess;
  123563. /**
  123564. * Parameters to perform the merge of the depth of field effect
  123565. */
  123566. depthOfField?: {
  123567. circleOfConfusion: PostProcess;
  123568. blurSteps: Array<PostProcess>;
  123569. };
  123570. /**
  123571. * Parameters to perform the merge of bloom effect
  123572. */
  123573. bloom?: {
  123574. blurred: PostProcess;
  123575. weight: number;
  123576. };
  123577. }
  123578. /**
  123579. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  123580. */
  123581. export class DepthOfFieldMergePostProcess extends PostProcess {
  123582. private blurSteps;
  123583. /**
  123584. * Creates a new instance of DepthOfFieldMergePostProcess
  123585. * @param name The name of the effect.
  123586. * @param originalFromInput Post process which's input will be used for the merge.
  123587. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  123588. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  123589. * @param options The required width/height ratio to downsize to before computing the render pass.
  123590. * @param camera The camera to apply the render pass to.
  123591. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123592. * @param engine The engine which the post process will be applied. (default: current engine)
  123593. * @param reusable If the post process can be reused on the same frame. (default: false)
  123594. * @param textureType Type of textures used when performing the post process. (default: 0)
  123595. * @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)
  123596. */
  123597. 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);
  123598. /**
  123599. * Updates the effect with the current post process compile time values and recompiles the shader.
  123600. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  123601. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  123602. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  123603. * @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
  123604. * @param onCompiled Called when the shader has been compiled.
  123605. * @param onError Called if there is an error when compiling a shader.
  123606. */
  123607. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  123608. }
  123609. }
  123610. declare module BABYLON {
  123611. /**
  123612. * Specifies the level of max blur that should be applied when using the depth of field effect
  123613. */
  123614. export enum DepthOfFieldEffectBlurLevel {
  123615. /**
  123616. * Subtle blur
  123617. */
  123618. Low = 0,
  123619. /**
  123620. * Medium blur
  123621. */
  123622. Medium = 1,
  123623. /**
  123624. * Large blur
  123625. */
  123626. High = 2
  123627. }
  123628. /**
  123629. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  123630. */
  123631. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  123632. private _circleOfConfusion;
  123633. /**
  123634. * @hidden Internal, blurs from high to low
  123635. */
  123636. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  123637. private _depthOfFieldBlurY;
  123638. private _dofMerge;
  123639. /**
  123640. * @hidden Internal post processes in depth of field effect
  123641. */
  123642. _effects: Array<PostProcess>;
  123643. /**
  123644. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  123645. */
  123646. focalLength: number;
  123647. /**
  123648. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  123649. */
  123650. fStop: number;
  123651. /**
  123652. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  123653. */
  123654. focusDistance: number;
  123655. /**
  123656. * 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.
  123657. */
  123658. lensSize: number;
  123659. /**
  123660. * Creates a new instance DepthOfFieldEffect
  123661. * @param scene The scene the effect belongs to.
  123662. * @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.
  123663. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  123664. * @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)
  123665. */
  123666. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  123667. /**
  123668. * Get the current class name of the current effet
  123669. * @returns "DepthOfFieldEffect"
  123670. */
  123671. getClassName(): string;
  123672. /**
  123673. * 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.
  123674. */
  123675. depthTexture: RenderTargetTexture;
  123676. /**
  123677. * Disposes each of the internal effects for a given camera.
  123678. * @param camera The camera to dispose the effect on.
  123679. */
  123680. disposeEffects(camera: Camera): void;
  123681. /**
  123682. * @hidden Internal
  123683. */
  123684. _updateEffects(): void;
  123685. /**
  123686. * Internal
  123687. * @returns if all the contained post processes are ready.
  123688. * @hidden
  123689. */
  123690. _isReady(): boolean;
  123691. }
  123692. }
  123693. declare module BABYLON {
  123694. /** @hidden */
  123695. export var displayPassPixelShader: {
  123696. name: string;
  123697. shader: string;
  123698. };
  123699. }
  123700. declare module BABYLON {
  123701. /**
  123702. * DisplayPassPostProcess which produces an output the same as it's input
  123703. */
  123704. export class DisplayPassPostProcess extends PostProcess {
  123705. /**
  123706. * Creates the DisplayPassPostProcess
  123707. * @param name The name of the effect.
  123708. * @param options The required width/height ratio to downsize to before computing the render pass.
  123709. * @param camera The camera to apply the render pass to.
  123710. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123711. * @param engine The engine which the post process will be applied. (default: current engine)
  123712. * @param reusable If the post process can be reused on the same frame. (default: false)
  123713. */
  123714. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123715. }
  123716. }
  123717. declare module BABYLON {
  123718. /** @hidden */
  123719. export var filterPixelShader: {
  123720. name: string;
  123721. shader: string;
  123722. };
  123723. }
  123724. declare module BABYLON {
  123725. /**
  123726. * Applies a kernel filter to the image
  123727. */
  123728. export class FilterPostProcess extends PostProcess {
  123729. /** The matrix to be applied to the image */
  123730. kernelMatrix: Matrix;
  123731. /**
  123732. *
  123733. * @param name The name of the effect.
  123734. * @param kernelMatrix The matrix to be applied to the image
  123735. * @param options The required width/height ratio to downsize to before computing the render pass.
  123736. * @param camera The camera to apply the render pass to.
  123737. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123738. * @param engine The engine which the post process will be applied. (default: current engine)
  123739. * @param reusable If the post process can be reused on the same frame. (default: false)
  123740. */
  123741. constructor(name: string,
  123742. /** The matrix to be applied to the image */
  123743. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123744. }
  123745. }
  123746. declare module BABYLON {
  123747. /** @hidden */
  123748. export var fxaaPixelShader: {
  123749. name: string;
  123750. shader: string;
  123751. };
  123752. }
  123753. declare module BABYLON {
  123754. /** @hidden */
  123755. export var fxaaVertexShader: {
  123756. name: string;
  123757. shader: string;
  123758. };
  123759. }
  123760. declare module BABYLON {
  123761. /**
  123762. * Fxaa post process
  123763. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  123764. */
  123765. export class FxaaPostProcess extends PostProcess {
  123766. /** @hidden */
  123767. texelWidth: number;
  123768. /** @hidden */
  123769. texelHeight: number;
  123770. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  123771. private _getDefines;
  123772. }
  123773. }
  123774. declare module BABYLON {
  123775. /** @hidden */
  123776. export var grainPixelShader: {
  123777. name: string;
  123778. shader: string;
  123779. };
  123780. }
  123781. declare module BABYLON {
  123782. /**
  123783. * The GrainPostProcess adds noise to the image at mid luminance levels
  123784. */
  123785. export class GrainPostProcess extends PostProcess {
  123786. /**
  123787. * The intensity of the grain added (default: 30)
  123788. */
  123789. intensity: number;
  123790. /**
  123791. * If the grain should be randomized on every frame
  123792. */
  123793. animated: boolean;
  123794. /**
  123795. * Creates a new instance of @see GrainPostProcess
  123796. * @param name The name of the effect.
  123797. * @param options The required width/height ratio to downsize to before computing the render pass.
  123798. * @param camera The camera to apply the render pass to.
  123799. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123800. * @param engine The engine which the post process will be applied. (default: current engine)
  123801. * @param reusable If the post process can be reused on the same frame. (default: false)
  123802. * @param textureType Type of textures used when performing the post process. (default: 0)
  123803. * @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)
  123804. */
  123805. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123806. }
  123807. }
  123808. declare module BABYLON {
  123809. /** @hidden */
  123810. export var highlightsPixelShader: {
  123811. name: string;
  123812. shader: string;
  123813. };
  123814. }
  123815. declare module BABYLON {
  123816. /**
  123817. * Extracts highlights from the image
  123818. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  123819. */
  123820. export class HighlightsPostProcess extends PostProcess {
  123821. /**
  123822. * Extracts highlights from the image
  123823. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  123824. * @param name The name of the effect.
  123825. * @param options The required width/height ratio to downsize to before computing the render pass.
  123826. * @param camera The camera to apply the render pass to.
  123827. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123828. * @param engine The engine which the post process will be applied. (default: current engine)
  123829. * @param reusable If the post process can be reused on the same frame. (default: false)
  123830. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  123831. */
  123832. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  123833. }
  123834. }
  123835. declare module BABYLON {
  123836. /** @hidden */
  123837. export var mrtFragmentDeclaration: {
  123838. name: string;
  123839. shader: string;
  123840. };
  123841. }
  123842. declare module BABYLON {
  123843. /** @hidden */
  123844. export var geometryPixelShader: {
  123845. name: string;
  123846. shader: string;
  123847. };
  123848. }
  123849. declare module BABYLON {
  123850. /** @hidden */
  123851. export var geometryVertexShader: {
  123852. name: string;
  123853. shader: string;
  123854. };
  123855. }
  123856. declare module BABYLON {
  123857. /** @hidden */
  123858. interface ISavedTransformationMatrix {
  123859. world: Matrix;
  123860. viewProjection: Matrix;
  123861. }
  123862. /**
  123863. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  123864. */
  123865. export class GeometryBufferRenderer {
  123866. /**
  123867. * Constant used to retrieve the position texture index in the G-Buffer textures array
  123868. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  123869. */
  123870. static readonly POSITION_TEXTURE_TYPE: number;
  123871. /**
  123872. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  123873. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  123874. */
  123875. static readonly VELOCITY_TEXTURE_TYPE: number;
  123876. /**
  123877. * Dictionary used to store the previous transformation matrices of each rendered mesh
  123878. * in order to compute objects velocities when enableVelocity is set to "true"
  123879. * @hidden
  123880. */
  123881. _previousTransformationMatrices: {
  123882. [index: number]: ISavedTransformationMatrix;
  123883. };
  123884. /**
  123885. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  123886. * in order to compute objects velocities when enableVelocity is set to "true"
  123887. * @hidden
  123888. */
  123889. _previousBonesTransformationMatrices: {
  123890. [index: number]: Float32Array;
  123891. };
  123892. /**
  123893. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  123894. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  123895. */
  123896. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  123897. private _scene;
  123898. private _multiRenderTarget;
  123899. private _ratio;
  123900. private _enablePosition;
  123901. private _enableVelocity;
  123902. private _positionIndex;
  123903. private _velocityIndex;
  123904. protected _effect: Effect;
  123905. protected _cachedDefines: string;
  123906. /**
  123907. * Set the render list (meshes to be rendered) used in the G buffer.
  123908. */
  123909. renderList: Mesh[];
  123910. /**
  123911. * Gets wether or not G buffer are supported by the running hardware.
  123912. * This requires draw buffer supports
  123913. */
  123914. readonly isSupported: boolean;
  123915. /**
  123916. * Returns the index of the given texture type in the G-Buffer textures array
  123917. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  123918. * @returns the index of the given texture type in the G-Buffer textures array
  123919. */
  123920. getTextureIndex(textureType: number): number;
  123921. /**
  123922. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  123923. */
  123924. /**
  123925. * Sets whether or not objects positions are enabled for the G buffer.
  123926. */
  123927. enablePosition: boolean;
  123928. /**
  123929. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  123930. */
  123931. /**
  123932. * Sets wether or not objects velocities are enabled for the G buffer.
  123933. */
  123934. enableVelocity: boolean;
  123935. /**
  123936. * Gets the scene associated with the buffer.
  123937. */
  123938. readonly scene: Scene;
  123939. /**
  123940. * Gets the ratio used by the buffer during its creation.
  123941. * How big is the buffer related to the main canvas.
  123942. */
  123943. readonly ratio: number;
  123944. /** @hidden */
  123945. static _SceneComponentInitialization: (scene: Scene) => void;
  123946. /**
  123947. * Creates a new G Buffer for the scene
  123948. * @param scene The scene the buffer belongs to
  123949. * @param ratio How big is the buffer related to the main canvas.
  123950. */
  123951. constructor(scene: Scene, ratio?: number);
  123952. /**
  123953. * Checks wether everything is ready to render a submesh to the G buffer.
  123954. * @param subMesh the submesh to check readiness for
  123955. * @param useInstances is the mesh drawn using instance or not
  123956. * @returns true if ready otherwise false
  123957. */
  123958. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  123959. /**
  123960. * Gets the current underlying G Buffer.
  123961. * @returns the buffer
  123962. */
  123963. getGBuffer(): MultiRenderTarget;
  123964. /**
  123965. * Gets the number of samples used to render the buffer (anti aliasing).
  123966. */
  123967. /**
  123968. * Sets the number of samples used to render the buffer (anti aliasing).
  123969. */
  123970. samples: number;
  123971. /**
  123972. * Disposes the renderer and frees up associated resources.
  123973. */
  123974. dispose(): void;
  123975. protected _createRenderTargets(): void;
  123976. private _copyBonesTransformationMatrices;
  123977. }
  123978. }
  123979. declare module BABYLON {
  123980. interface Scene {
  123981. /** @hidden (Backing field) */
  123982. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  123983. /**
  123984. * Gets or Sets the current geometry buffer associated to the scene.
  123985. */
  123986. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  123987. /**
  123988. * Enables a GeometryBufferRender and associates it with the scene
  123989. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  123990. * @returns the GeometryBufferRenderer
  123991. */
  123992. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  123993. /**
  123994. * Disables the GeometryBufferRender associated with the scene
  123995. */
  123996. disableGeometryBufferRenderer(): void;
  123997. }
  123998. /**
  123999. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  124000. * in several rendering techniques.
  124001. */
  124002. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  124003. /**
  124004. * The component name helpful to identify the component in the list of scene components.
  124005. */
  124006. readonly name: string;
  124007. /**
  124008. * The scene the component belongs to.
  124009. */
  124010. scene: Scene;
  124011. /**
  124012. * Creates a new instance of the component for the given scene
  124013. * @param scene Defines the scene to register the component in
  124014. */
  124015. constructor(scene: Scene);
  124016. /**
  124017. * Registers the component in a given scene
  124018. */
  124019. register(): void;
  124020. /**
  124021. * Rebuilds the elements related to this component in case of
  124022. * context lost for instance.
  124023. */
  124024. rebuild(): void;
  124025. /**
  124026. * Disposes the component and the associated ressources
  124027. */
  124028. dispose(): void;
  124029. private _gatherRenderTargets;
  124030. }
  124031. }
  124032. declare module BABYLON {
  124033. /** @hidden */
  124034. export var motionBlurPixelShader: {
  124035. name: string;
  124036. shader: string;
  124037. };
  124038. }
  124039. declare module BABYLON {
  124040. /**
  124041. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  124042. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  124043. * As an example, all you have to do is to create the post-process:
  124044. * var mb = new BABYLON.MotionBlurPostProcess(
  124045. * 'mb', // The name of the effect.
  124046. * scene, // The scene containing the objects to blur according to their velocity.
  124047. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  124048. * camera // The camera to apply the render pass to.
  124049. * );
  124050. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  124051. */
  124052. export class MotionBlurPostProcess extends PostProcess {
  124053. /**
  124054. * Defines how much the image is blurred by the movement. Default value is equal to 1
  124055. */
  124056. motionStrength: number;
  124057. /**
  124058. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  124059. */
  124060. /**
  124061. * Sets the number of iterations to be used for motion blur quality
  124062. */
  124063. motionBlurSamples: number;
  124064. private _motionBlurSamples;
  124065. private _geometryBufferRenderer;
  124066. /**
  124067. * Creates a new instance MotionBlurPostProcess
  124068. * @param name The name of the effect.
  124069. * @param scene The scene containing the objects to blur according to their velocity.
  124070. * @param options The required width/height ratio to downsize to before computing the render pass.
  124071. * @param camera The camera to apply the render pass to.
  124072. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124073. * @param engine The engine which the post process will be applied. (default: current engine)
  124074. * @param reusable If the post process can be reused on the same frame. (default: false)
  124075. * @param textureType Type of textures used when performing the post process. (default: 0)
  124076. * @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)
  124077. */
  124078. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  124079. /**
  124080. * Excludes the given skinned mesh from computing bones velocities.
  124081. * 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.
  124082. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  124083. */
  124084. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  124085. /**
  124086. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  124087. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  124088. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  124089. */
  124090. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  124091. /**
  124092. * Disposes the post process.
  124093. * @param camera The camera to dispose the post process on.
  124094. */
  124095. dispose(camera?: Camera): void;
  124096. }
  124097. }
  124098. declare module BABYLON {
  124099. /** @hidden */
  124100. export var refractionPixelShader: {
  124101. name: string;
  124102. shader: string;
  124103. };
  124104. }
  124105. declare module BABYLON {
  124106. /**
  124107. * Post process which applies a refractin texture
  124108. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  124109. */
  124110. export class RefractionPostProcess extends PostProcess {
  124111. /** the base color of the refraction (used to taint the rendering) */
  124112. color: Color3;
  124113. /** simulated refraction depth */
  124114. depth: number;
  124115. /** the coefficient of the base color (0 to remove base color tainting) */
  124116. colorLevel: number;
  124117. private _refTexture;
  124118. private _ownRefractionTexture;
  124119. /**
  124120. * Gets or sets the refraction texture
  124121. * Please note that you are responsible for disposing the texture if you set it manually
  124122. */
  124123. refractionTexture: Texture;
  124124. /**
  124125. * Initializes the RefractionPostProcess
  124126. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  124127. * @param name The name of the effect.
  124128. * @param refractionTextureUrl Url of the refraction texture to use
  124129. * @param color the base color of the refraction (used to taint the rendering)
  124130. * @param depth simulated refraction depth
  124131. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  124132. * @param camera The camera to apply the render pass to.
  124133. * @param options The required width/height ratio to downsize to before computing the render pass.
  124134. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124135. * @param engine The engine which the post process will be applied. (default: current engine)
  124136. * @param reusable If the post process can be reused on the same frame. (default: false)
  124137. */
  124138. constructor(name: string, refractionTextureUrl: string,
  124139. /** the base color of the refraction (used to taint the rendering) */
  124140. color: Color3,
  124141. /** simulated refraction depth */
  124142. depth: number,
  124143. /** the coefficient of the base color (0 to remove base color tainting) */
  124144. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  124145. /**
  124146. * Disposes of the post process
  124147. * @param camera Camera to dispose post process on
  124148. */
  124149. dispose(camera: Camera): void;
  124150. }
  124151. }
  124152. declare module BABYLON {
  124153. /** @hidden */
  124154. export var sharpenPixelShader: {
  124155. name: string;
  124156. shader: string;
  124157. };
  124158. }
  124159. declare module BABYLON {
  124160. /**
  124161. * The SharpenPostProcess applies a sharpen kernel to every pixel
  124162. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  124163. */
  124164. export class SharpenPostProcess extends PostProcess {
  124165. /**
  124166. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  124167. */
  124168. colorAmount: number;
  124169. /**
  124170. * How much sharpness should be applied (default: 0.3)
  124171. */
  124172. edgeAmount: number;
  124173. /**
  124174. * Creates a new instance ConvolutionPostProcess
  124175. * @param name The name of the effect.
  124176. * @param options The required width/height ratio to downsize to before computing the render pass.
  124177. * @param camera The camera to apply the render pass to.
  124178. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124179. * @param engine The engine which the post process will be applied. (default: current engine)
  124180. * @param reusable If the post process can be reused on the same frame. (default: false)
  124181. * @param textureType Type of textures used when performing the post process. (default: 0)
  124182. * @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)
  124183. */
  124184. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  124185. }
  124186. }
  124187. declare module BABYLON {
  124188. /**
  124189. * PostProcessRenderPipeline
  124190. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124191. */
  124192. export class PostProcessRenderPipeline {
  124193. private engine;
  124194. private _renderEffects;
  124195. private _renderEffectsForIsolatedPass;
  124196. /**
  124197. * List of inspectable custom properties (used by the Inspector)
  124198. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  124199. */
  124200. inspectableCustomProperties: IInspectable[];
  124201. /**
  124202. * @hidden
  124203. */
  124204. protected _cameras: Camera[];
  124205. /** @hidden */
  124206. _name: string;
  124207. /**
  124208. * Gets pipeline name
  124209. */
  124210. readonly name: string;
  124211. /**
  124212. * Initializes a PostProcessRenderPipeline
  124213. * @param engine engine to add the pipeline to
  124214. * @param name name of the pipeline
  124215. */
  124216. constructor(engine: Engine, name: string);
  124217. /**
  124218. * Gets the class name
  124219. * @returns "PostProcessRenderPipeline"
  124220. */
  124221. getClassName(): string;
  124222. /**
  124223. * If all the render effects in the pipeline are supported
  124224. */
  124225. readonly isSupported: boolean;
  124226. /**
  124227. * Adds an effect to the pipeline
  124228. * @param renderEffect the effect to add
  124229. */
  124230. addEffect(renderEffect: PostProcessRenderEffect): void;
  124231. /** @hidden */
  124232. _rebuild(): void;
  124233. /** @hidden */
  124234. _enableEffect(renderEffectName: string, cameras: Camera): void;
  124235. /** @hidden */
  124236. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  124237. /** @hidden */
  124238. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  124239. /** @hidden */
  124240. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  124241. /** @hidden */
  124242. _attachCameras(cameras: Camera, unique: boolean): void;
  124243. /** @hidden */
  124244. _attachCameras(cameras: Camera[], unique: boolean): void;
  124245. /** @hidden */
  124246. _detachCameras(cameras: Camera): void;
  124247. /** @hidden */
  124248. _detachCameras(cameras: Nullable<Camera[]>): void;
  124249. /** @hidden */
  124250. _update(): void;
  124251. /** @hidden */
  124252. _reset(): void;
  124253. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  124254. /**
  124255. * Disposes of the pipeline
  124256. */
  124257. dispose(): void;
  124258. }
  124259. }
  124260. declare module BABYLON {
  124261. /**
  124262. * PostProcessRenderPipelineManager class
  124263. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124264. */
  124265. export class PostProcessRenderPipelineManager {
  124266. private _renderPipelines;
  124267. /**
  124268. * Initializes a PostProcessRenderPipelineManager
  124269. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124270. */
  124271. constructor();
  124272. /**
  124273. * Gets the list of supported render pipelines
  124274. */
  124275. readonly supportedPipelines: PostProcessRenderPipeline[];
  124276. /**
  124277. * Adds a pipeline to the manager
  124278. * @param renderPipeline The pipeline to add
  124279. */
  124280. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  124281. /**
  124282. * Attaches a camera to the pipeline
  124283. * @param renderPipelineName The name of the pipeline to attach to
  124284. * @param cameras the camera to attach
  124285. * @param unique if the camera can be attached multiple times to the pipeline
  124286. */
  124287. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  124288. /**
  124289. * Detaches a camera from the pipeline
  124290. * @param renderPipelineName The name of the pipeline to detach from
  124291. * @param cameras the camera to detach
  124292. */
  124293. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  124294. /**
  124295. * Enables an effect by name on a pipeline
  124296. * @param renderPipelineName the name of the pipeline to enable the effect in
  124297. * @param renderEffectName the name of the effect to enable
  124298. * @param cameras the cameras that the effect should be enabled on
  124299. */
  124300. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  124301. /**
  124302. * Disables an effect by name on a pipeline
  124303. * @param renderPipelineName the name of the pipeline to disable the effect in
  124304. * @param renderEffectName the name of the effect to disable
  124305. * @param cameras the cameras that the effect should be disabled on
  124306. */
  124307. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  124308. /**
  124309. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  124310. */
  124311. update(): void;
  124312. /** @hidden */
  124313. _rebuild(): void;
  124314. /**
  124315. * Disposes of the manager and pipelines
  124316. */
  124317. dispose(): void;
  124318. }
  124319. }
  124320. declare module BABYLON {
  124321. interface Scene {
  124322. /** @hidden (Backing field) */
  124323. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  124324. /**
  124325. * Gets the postprocess render pipeline manager
  124326. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124327. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  124328. */
  124329. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  124330. }
  124331. /**
  124332. * Defines the Render Pipeline scene component responsible to rendering pipelines
  124333. */
  124334. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  124335. /**
  124336. * The component name helpfull to identify the component in the list of scene components.
  124337. */
  124338. readonly name: string;
  124339. /**
  124340. * The scene the component belongs to.
  124341. */
  124342. scene: Scene;
  124343. /**
  124344. * Creates a new instance of the component for the given scene
  124345. * @param scene Defines the scene to register the component in
  124346. */
  124347. constructor(scene: Scene);
  124348. /**
  124349. * Registers the component in a given scene
  124350. */
  124351. register(): void;
  124352. /**
  124353. * Rebuilds the elements related to this component in case of
  124354. * context lost for instance.
  124355. */
  124356. rebuild(): void;
  124357. /**
  124358. * Disposes the component and the associated ressources
  124359. */
  124360. dispose(): void;
  124361. private _gatherRenderTargets;
  124362. }
  124363. }
  124364. declare module BABYLON {
  124365. /**
  124366. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  124367. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  124368. */
  124369. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  124370. private _scene;
  124371. private _camerasToBeAttached;
  124372. /**
  124373. * ID of the sharpen post process,
  124374. */
  124375. private readonly SharpenPostProcessId;
  124376. /**
  124377. * @ignore
  124378. * ID of the image processing post process;
  124379. */
  124380. readonly ImageProcessingPostProcessId: string;
  124381. /**
  124382. * @ignore
  124383. * ID of the Fast Approximate Anti-Aliasing post process;
  124384. */
  124385. readonly FxaaPostProcessId: string;
  124386. /**
  124387. * ID of the chromatic aberration post process,
  124388. */
  124389. private readonly ChromaticAberrationPostProcessId;
  124390. /**
  124391. * ID of the grain post process
  124392. */
  124393. private readonly GrainPostProcessId;
  124394. /**
  124395. * Sharpen post process which will apply a sharpen convolution to enhance edges
  124396. */
  124397. sharpen: SharpenPostProcess;
  124398. private _sharpenEffect;
  124399. private bloom;
  124400. /**
  124401. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  124402. */
  124403. depthOfField: DepthOfFieldEffect;
  124404. /**
  124405. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  124406. */
  124407. fxaa: FxaaPostProcess;
  124408. /**
  124409. * Image post processing pass used to perform operations such as tone mapping or color grading.
  124410. */
  124411. imageProcessing: ImageProcessingPostProcess;
  124412. /**
  124413. * Chromatic aberration post process which will shift rgb colors in the image
  124414. */
  124415. chromaticAberration: ChromaticAberrationPostProcess;
  124416. private _chromaticAberrationEffect;
  124417. /**
  124418. * Grain post process which add noise to the image
  124419. */
  124420. grain: GrainPostProcess;
  124421. private _grainEffect;
  124422. /**
  124423. * Glow post process which adds a glow to emissive areas of the image
  124424. */
  124425. private _glowLayer;
  124426. /**
  124427. * Animations which can be used to tweak settings over a period of time
  124428. */
  124429. animations: Animation[];
  124430. private _imageProcessingConfigurationObserver;
  124431. private _sharpenEnabled;
  124432. private _bloomEnabled;
  124433. private _depthOfFieldEnabled;
  124434. private _depthOfFieldBlurLevel;
  124435. private _fxaaEnabled;
  124436. private _imageProcessingEnabled;
  124437. private _defaultPipelineTextureType;
  124438. private _bloomScale;
  124439. private _chromaticAberrationEnabled;
  124440. private _grainEnabled;
  124441. private _buildAllowed;
  124442. /**
  124443. * Gets active scene
  124444. */
  124445. readonly scene: Scene;
  124446. /**
  124447. * Enable or disable the sharpen process from the pipeline
  124448. */
  124449. sharpenEnabled: boolean;
  124450. private _resizeObserver;
  124451. private _hardwareScaleLevel;
  124452. private _bloomKernel;
  124453. /**
  124454. * Specifies the size of the bloom blur kernel, relative to the final output size
  124455. */
  124456. bloomKernel: number;
  124457. /**
  124458. * Specifies the weight of the bloom in the final rendering
  124459. */
  124460. private _bloomWeight;
  124461. /**
  124462. * Specifies the luma threshold for the area that will be blurred by the bloom
  124463. */
  124464. private _bloomThreshold;
  124465. private _hdr;
  124466. /**
  124467. * The strength of the bloom.
  124468. */
  124469. bloomWeight: number;
  124470. /**
  124471. * The strength of the bloom.
  124472. */
  124473. bloomThreshold: number;
  124474. /**
  124475. * The scale of the bloom, lower value will provide better performance.
  124476. */
  124477. bloomScale: number;
  124478. /**
  124479. * Enable or disable the bloom from the pipeline
  124480. */
  124481. bloomEnabled: boolean;
  124482. private _rebuildBloom;
  124483. /**
  124484. * If the depth of field is enabled.
  124485. */
  124486. depthOfFieldEnabled: boolean;
  124487. /**
  124488. * Blur level of the depth of field effect. (Higher blur will effect performance)
  124489. */
  124490. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  124491. /**
  124492. * If the anti aliasing is enabled.
  124493. */
  124494. fxaaEnabled: boolean;
  124495. private _samples;
  124496. /**
  124497. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  124498. */
  124499. samples: number;
  124500. /**
  124501. * If image processing is enabled.
  124502. */
  124503. imageProcessingEnabled: boolean;
  124504. /**
  124505. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  124506. */
  124507. glowLayerEnabled: boolean;
  124508. /**
  124509. * Gets the glow layer (or null if not defined)
  124510. */
  124511. readonly glowLayer: Nullable<GlowLayer>;
  124512. /**
  124513. * Enable or disable the chromaticAberration process from the pipeline
  124514. */
  124515. chromaticAberrationEnabled: boolean;
  124516. /**
  124517. * Enable or disable the grain process from the pipeline
  124518. */
  124519. grainEnabled: boolean;
  124520. /**
  124521. * @constructor
  124522. * @param name - The rendering pipeline name (default: "")
  124523. * @param hdr - If high dynamic range textures should be used (default: true)
  124524. * @param scene - The scene linked to this pipeline (default: the last created scene)
  124525. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  124526. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  124527. */
  124528. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  124529. /**
  124530. * Get the class name
  124531. * @returns "DefaultRenderingPipeline"
  124532. */
  124533. getClassName(): string;
  124534. /**
  124535. * Force the compilation of the entire pipeline.
  124536. */
  124537. prepare(): void;
  124538. private _hasCleared;
  124539. private _prevPostProcess;
  124540. private _prevPrevPostProcess;
  124541. private _setAutoClearAndTextureSharing;
  124542. private _depthOfFieldSceneObserver;
  124543. private _buildPipeline;
  124544. private _disposePostProcesses;
  124545. /**
  124546. * Adds a camera to the pipeline
  124547. * @param camera the camera to be added
  124548. */
  124549. addCamera(camera: Camera): void;
  124550. /**
  124551. * Removes a camera from the pipeline
  124552. * @param camera the camera to remove
  124553. */
  124554. removeCamera(camera: Camera): void;
  124555. /**
  124556. * Dispose of the pipeline and stop all post processes
  124557. */
  124558. dispose(): void;
  124559. /**
  124560. * Serialize the rendering pipeline (Used when exporting)
  124561. * @returns the serialized object
  124562. */
  124563. serialize(): any;
  124564. /**
  124565. * Parse the serialized pipeline
  124566. * @param source Source pipeline.
  124567. * @param scene The scene to load the pipeline to.
  124568. * @param rootUrl The URL of the serialized pipeline.
  124569. * @returns An instantiated pipeline from the serialized object.
  124570. */
  124571. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  124572. }
  124573. }
  124574. declare module BABYLON {
  124575. /** @hidden */
  124576. export var lensHighlightsPixelShader: {
  124577. name: string;
  124578. shader: string;
  124579. };
  124580. }
  124581. declare module BABYLON {
  124582. /** @hidden */
  124583. export var depthOfFieldPixelShader: {
  124584. name: string;
  124585. shader: string;
  124586. };
  124587. }
  124588. declare module BABYLON {
  124589. /**
  124590. * BABYLON.JS Chromatic Aberration GLSL Shader
  124591. * Author: Olivier Guyot
  124592. * Separates very slightly R, G and B colors on the edges of the screen
  124593. * Inspired by Francois Tarlier & Martins Upitis
  124594. */
  124595. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  124596. /**
  124597. * @ignore
  124598. * The chromatic aberration PostProcess id in the pipeline
  124599. */
  124600. LensChromaticAberrationEffect: string;
  124601. /**
  124602. * @ignore
  124603. * The highlights enhancing PostProcess id in the pipeline
  124604. */
  124605. HighlightsEnhancingEffect: string;
  124606. /**
  124607. * @ignore
  124608. * The depth-of-field PostProcess id in the pipeline
  124609. */
  124610. LensDepthOfFieldEffect: string;
  124611. private _scene;
  124612. private _depthTexture;
  124613. private _grainTexture;
  124614. private _chromaticAberrationPostProcess;
  124615. private _highlightsPostProcess;
  124616. private _depthOfFieldPostProcess;
  124617. private _edgeBlur;
  124618. private _grainAmount;
  124619. private _chromaticAberration;
  124620. private _distortion;
  124621. private _highlightsGain;
  124622. private _highlightsThreshold;
  124623. private _dofDistance;
  124624. private _dofAperture;
  124625. private _dofDarken;
  124626. private _dofPentagon;
  124627. private _blurNoise;
  124628. /**
  124629. * @constructor
  124630. *
  124631. * Effect parameters are as follow:
  124632. * {
  124633. * chromatic_aberration: number; // from 0 to x (1 for realism)
  124634. * edge_blur: number; // from 0 to x (1 for realism)
  124635. * distortion: number; // from 0 to x (1 for realism)
  124636. * grain_amount: number; // from 0 to 1
  124637. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  124638. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  124639. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  124640. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  124641. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  124642. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  124643. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  124644. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  124645. * }
  124646. * Note: if an effect parameter is unset, effect is disabled
  124647. *
  124648. * @param name The rendering pipeline name
  124649. * @param parameters - An object containing all parameters (see above)
  124650. * @param scene The scene linked to this pipeline
  124651. * @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)
  124652. * @param cameras The array of cameras that the rendering pipeline will be attached to
  124653. */
  124654. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  124655. /**
  124656. * Get the class name
  124657. * @returns "LensRenderingPipeline"
  124658. */
  124659. getClassName(): string;
  124660. /**
  124661. * Gets associated scene
  124662. */
  124663. readonly scene: Scene;
  124664. /**
  124665. * Gets or sets the edge blur
  124666. */
  124667. edgeBlur: number;
  124668. /**
  124669. * Gets or sets the grain amount
  124670. */
  124671. grainAmount: number;
  124672. /**
  124673. * Gets or sets the chromatic aberration amount
  124674. */
  124675. chromaticAberration: number;
  124676. /**
  124677. * Gets or sets the depth of field aperture
  124678. */
  124679. dofAperture: number;
  124680. /**
  124681. * Gets or sets the edge distortion
  124682. */
  124683. edgeDistortion: number;
  124684. /**
  124685. * Gets or sets the depth of field distortion
  124686. */
  124687. dofDistortion: number;
  124688. /**
  124689. * Gets or sets the darken out of focus amount
  124690. */
  124691. darkenOutOfFocus: number;
  124692. /**
  124693. * Gets or sets a boolean indicating if blur noise is enabled
  124694. */
  124695. blurNoise: boolean;
  124696. /**
  124697. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  124698. */
  124699. pentagonBokeh: boolean;
  124700. /**
  124701. * Gets or sets the highlight grain amount
  124702. */
  124703. highlightsGain: number;
  124704. /**
  124705. * Gets or sets the highlight threshold
  124706. */
  124707. highlightsThreshold: number;
  124708. /**
  124709. * Sets the amount of blur at the edges
  124710. * @param amount blur amount
  124711. */
  124712. setEdgeBlur(amount: number): void;
  124713. /**
  124714. * Sets edge blur to 0
  124715. */
  124716. disableEdgeBlur(): void;
  124717. /**
  124718. * Sets the amout of grain
  124719. * @param amount Amount of grain
  124720. */
  124721. setGrainAmount(amount: number): void;
  124722. /**
  124723. * Set grain amount to 0
  124724. */
  124725. disableGrain(): void;
  124726. /**
  124727. * Sets the chromatic aberration amount
  124728. * @param amount amount of chromatic aberration
  124729. */
  124730. setChromaticAberration(amount: number): void;
  124731. /**
  124732. * Sets chromatic aberration amount to 0
  124733. */
  124734. disableChromaticAberration(): void;
  124735. /**
  124736. * Sets the EdgeDistortion amount
  124737. * @param amount amount of EdgeDistortion
  124738. */
  124739. setEdgeDistortion(amount: number): void;
  124740. /**
  124741. * Sets edge distortion to 0
  124742. */
  124743. disableEdgeDistortion(): void;
  124744. /**
  124745. * Sets the FocusDistance amount
  124746. * @param amount amount of FocusDistance
  124747. */
  124748. setFocusDistance(amount: number): void;
  124749. /**
  124750. * Disables depth of field
  124751. */
  124752. disableDepthOfField(): void;
  124753. /**
  124754. * Sets the Aperture amount
  124755. * @param amount amount of Aperture
  124756. */
  124757. setAperture(amount: number): void;
  124758. /**
  124759. * Sets the DarkenOutOfFocus amount
  124760. * @param amount amount of DarkenOutOfFocus
  124761. */
  124762. setDarkenOutOfFocus(amount: number): void;
  124763. private _pentagonBokehIsEnabled;
  124764. /**
  124765. * Creates a pentagon bokeh effect
  124766. */
  124767. enablePentagonBokeh(): void;
  124768. /**
  124769. * Disables the pentagon bokeh effect
  124770. */
  124771. disablePentagonBokeh(): void;
  124772. /**
  124773. * Enables noise blur
  124774. */
  124775. enableNoiseBlur(): void;
  124776. /**
  124777. * Disables noise blur
  124778. */
  124779. disableNoiseBlur(): void;
  124780. /**
  124781. * Sets the HighlightsGain amount
  124782. * @param amount amount of HighlightsGain
  124783. */
  124784. setHighlightsGain(amount: number): void;
  124785. /**
  124786. * Sets the HighlightsThreshold amount
  124787. * @param amount amount of HighlightsThreshold
  124788. */
  124789. setHighlightsThreshold(amount: number): void;
  124790. /**
  124791. * Disables highlights
  124792. */
  124793. disableHighlights(): void;
  124794. /**
  124795. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  124796. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  124797. */
  124798. dispose(disableDepthRender?: boolean): void;
  124799. private _createChromaticAberrationPostProcess;
  124800. private _createHighlightsPostProcess;
  124801. private _createDepthOfFieldPostProcess;
  124802. private _createGrainTexture;
  124803. }
  124804. }
  124805. declare module BABYLON {
  124806. /** @hidden */
  124807. export var ssao2PixelShader: {
  124808. name: string;
  124809. shader: string;
  124810. };
  124811. }
  124812. declare module BABYLON {
  124813. /** @hidden */
  124814. export var ssaoCombinePixelShader: {
  124815. name: string;
  124816. shader: string;
  124817. };
  124818. }
  124819. declare module BABYLON {
  124820. /**
  124821. * Render pipeline to produce ssao effect
  124822. */
  124823. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  124824. /**
  124825. * @ignore
  124826. * The PassPostProcess id in the pipeline that contains the original scene color
  124827. */
  124828. SSAOOriginalSceneColorEffect: string;
  124829. /**
  124830. * @ignore
  124831. * The SSAO PostProcess id in the pipeline
  124832. */
  124833. SSAORenderEffect: string;
  124834. /**
  124835. * @ignore
  124836. * The horizontal blur PostProcess id in the pipeline
  124837. */
  124838. SSAOBlurHRenderEffect: string;
  124839. /**
  124840. * @ignore
  124841. * The vertical blur PostProcess id in the pipeline
  124842. */
  124843. SSAOBlurVRenderEffect: string;
  124844. /**
  124845. * @ignore
  124846. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  124847. */
  124848. SSAOCombineRenderEffect: string;
  124849. /**
  124850. * The output strength of the SSAO post-process. Default value is 1.0.
  124851. */
  124852. totalStrength: number;
  124853. /**
  124854. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  124855. */
  124856. maxZ: number;
  124857. /**
  124858. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  124859. */
  124860. minZAspect: number;
  124861. private _samples;
  124862. /**
  124863. * Number of samples used for the SSAO calculations. Default value is 8
  124864. */
  124865. samples: number;
  124866. private _textureSamples;
  124867. /**
  124868. * Number of samples to use for antialiasing
  124869. */
  124870. textureSamples: number;
  124871. /**
  124872. * Ratio object used for SSAO ratio and blur ratio
  124873. */
  124874. private _ratio;
  124875. /**
  124876. * Dynamically generated sphere sampler.
  124877. */
  124878. private _sampleSphere;
  124879. /**
  124880. * Blur filter offsets
  124881. */
  124882. private _samplerOffsets;
  124883. private _expensiveBlur;
  124884. /**
  124885. * If bilateral blur should be used
  124886. */
  124887. expensiveBlur: boolean;
  124888. /**
  124889. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  124890. */
  124891. radius: number;
  124892. /**
  124893. * The base color of the SSAO post-process
  124894. * The final result is "base + ssao" between [0, 1]
  124895. */
  124896. base: number;
  124897. /**
  124898. * Support test.
  124899. */
  124900. static readonly IsSupported: boolean;
  124901. private _scene;
  124902. private _depthTexture;
  124903. private _normalTexture;
  124904. private _randomTexture;
  124905. private _originalColorPostProcess;
  124906. private _ssaoPostProcess;
  124907. private _blurHPostProcess;
  124908. private _blurVPostProcess;
  124909. private _ssaoCombinePostProcess;
  124910. private _firstUpdate;
  124911. /**
  124912. * Gets active scene
  124913. */
  124914. readonly scene: Scene;
  124915. /**
  124916. * @constructor
  124917. * @param name The rendering pipeline name
  124918. * @param scene The scene linked to this pipeline
  124919. * @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 }
  124920. * @param cameras The array of cameras that the rendering pipeline will be attached to
  124921. */
  124922. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  124923. /**
  124924. * Get the class name
  124925. * @returns "SSAO2RenderingPipeline"
  124926. */
  124927. getClassName(): string;
  124928. /**
  124929. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  124930. */
  124931. dispose(disableGeometryBufferRenderer?: boolean): void;
  124932. private _createBlurPostProcess;
  124933. /** @hidden */
  124934. _rebuild(): void;
  124935. private _bits;
  124936. private _radicalInverse_VdC;
  124937. private _hammersley;
  124938. private _hemisphereSample_uniform;
  124939. private _generateHemisphere;
  124940. private _createSSAOPostProcess;
  124941. private _createSSAOCombinePostProcess;
  124942. private _createRandomTexture;
  124943. /**
  124944. * Serialize the rendering pipeline (Used when exporting)
  124945. * @returns the serialized object
  124946. */
  124947. serialize(): any;
  124948. /**
  124949. * Parse the serialized pipeline
  124950. * @param source Source pipeline.
  124951. * @param scene The scene to load the pipeline to.
  124952. * @param rootUrl The URL of the serialized pipeline.
  124953. * @returns An instantiated pipeline from the serialized object.
  124954. */
  124955. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  124956. }
  124957. }
  124958. declare module BABYLON {
  124959. /** @hidden */
  124960. export var ssaoPixelShader: {
  124961. name: string;
  124962. shader: string;
  124963. };
  124964. }
  124965. declare module BABYLON {
  124966. /**
  124967. * Render pipeline to produce ssao effect
  124968. */
  124969. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  124970. /**
  124971. * @ignore
  124972. * The PassPostProcess id in the pipeline that contains the original scene color
  124973. */
  124974. SSAOOriginalSceneColorEffect: string;
  124975. /**
  124976. * @ignore
  124977. * The SSAO PostProcess id in the pipeline
  124978. */
  124979. SSAORenderEffect: string;
  124980. /**
  124981. * @ignore
  124982. * The horizontal blur PostProcess id in the pipeline
  124983. */
  124984. SSAOBlurHRenderEffect: string;
  124985. /**
  124986. * @ignore
  124987. * The vertical blur PostProcess id in the pipeline
  124988. */
  124989. SSAOBlurVRenderEffect: string;
  124990. /**
  124991. * @ignore
  124992. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  124993. */
  124994. SSAOCombineRenderEffect: string;
  124995. /**
  124996. * The output strength of the SSAO post-process. Default value is 1.0.
  124997. */
  124998. totalStrength: number;
  124999. /**
  125000. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  125001. */
  125002. radius: number;
  125003. /**
  125004. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  125005. * Must not be equal to fallOff and superior to fallOff.
  125006. * Default value is 0.0075
  125007. */
  125008. area: number;
  125009. /**
  125010. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  125011. * Must not be equal to area and inferior to area.
  125012. * Default value is 0.000001
  125013. */
  125014. fallOff: number;
  125015. /**
  125016. * The base color of the SSAO post-process
  125017. * The final result is "base + ssao" between [0, 1]
  125018. */
  125019. base: number;
  125020. private _scene;
  125021. private _depthTexture;
  125022. private _randomTexture;
  125023. private _originalColorPostProcess;
  125024. private _ssaoPostProcess;
  125025. private _blurHPostProcess;
  125026. private _blurVPostProcess;
  125027. private _ssaoCombinePostProcess;
  125028. private _firstUpdate;
  125029. /**
  125030. * Gets active scene
  125031. */
  125032. readonly scene: Scene;
  125033. /**
  125034. * @constructor
  125035. * @param name - The rendering pipeline name
  125036. * @param scene - The scene linked to this pipeline
  125037. * @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 }
  125038. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  125039. */
  125040. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  125041. /**
  125042. * Get the class name
  125043. * @returns "SSAORenderingPipeline"
  125044. */
  125045. getClassName(): string;
  125046. /**
  125047. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  125048. */
  125049. dispose(disableDepthRender?: boolean): void;
  125050. private _createBlurPostProcess;
  125051. /** @hidden */
  125052. _rebuild(): void;
  125053. private _createSSAOPostProcess;
  125054. private _createSSAOCombinePostProcess;
  125055. private _createRandomTexture;
  125056. }
  125057. }
  125058. declare module BABYLON {
  125059. /** @hidden */
  125060. export var standardPixelShader: {
  125061. name: string;
  125062. shader: string;
  125063. };
  125064. }
  125065. declare module BABYLON {
  125066. /**
  125067. * Standard rendering pipeline
  125068. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  125069. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  125070. */
  125071. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  125072. /**
  125073. * Public members
  125074. */
  125075. /**
  125076. * Post-process which contains the original scene color before the pipeline applies all the effects
  125077. */
  125078. originalPostProcess: Nullable<PostProcess>;
  125079. /**
  125080. * Post-process used to down scale an image x4
  125081. */
  125082. downSampleX4PostProcess: Nullable<PostProcess>;
  125083. /**
  125084. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  125085. */
  125086. brightPassPostProcess: Nullable<PostProcess>;
  125087. /**
  125088. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  125089. */
  125090. blurHPostProcesses: PostProcess[];
  125091. /**
  125092. * Post-process array storing all the vertical blur post-processes used by the pipeline
  125093. */
  125094. blurVPostProcesses: PostProcess[];
  125095. /**
  125096. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  125097. */
  125098. textureAdderPostProcess: Nullable<PostProcess>;
  125099. /**
  125100. * Post-process used to create volumetric lighting effect
  125101. */
  125102. volumetricLightPostProcess: Nullable<PostProcess>;
  125103. /**
  125104. * Post-process used to smooth the previous volumetric light post-process on the X axis
  125105. */
  125106. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  125107. /**
  125108. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  125109. */
  125110. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  125111. /**
  125112. * Post-process used to merge the volumetric light effect and the real scene color
  125113. */
  125114. volumetricLightMergePostProces: Nullable<PostProcess>;
  125115. /**
  125116. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  125117. */
  125118. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  125119. /**
  125120. * Base post-process used to calculate the average luminance of the final image for HDR
  125121. */
  125122. luminancePostProcess: Nullable<PostProcess>;
  125123. /**
  125124. * Post-processes used to create down sample post-processes in order to get
  125125. * the average luminance of the final image for HDR
  125126. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  125127. */
  125128. luminanceDownSamplePostProcesses: PostProcess[];
  125129. /**
  125130. * Post-process used to create a HDR effect (light adaptation)
  125131. */
  125132. hdrPostProcess: Nullable<PostProcess>;
  125133. /**
  125134. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  125135. */
  125136. textureAdderFinalPostProcess: Nullable<PostProcess>;
  125137. /**
  125138. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  125139. */
  125140. lensFlareFinalPostProcess: Nullable<PostProcess>;
  125141. /**
  125142. * Post-process used to merge the final HDR post-process and the real scene color
  125143. */
  125144. hdrFinalPostProcess: Nullable<PostProcess>;
  125145. /**
  125146. * Post-process used to create a lens flare effect
  125147. */
  125148. lensFlarePostProcess: Nullable<PostProcess>;
  125149. /**
  125150. * Post-process that merges the result of the lens flare post-process and the real scene color
  125151. */
  125152. lensFlareComposePostProcess: Nullable<PostProcess>;
  125153. /**
  125154. * Post-process used to create a motion blur effect
  125155. */
  125156. motionBlurPostProcess: Nullable<PostProcess>;
  125157. /**
  125158. * Post-process used to create a depth of field effect
  125159. */
  125160. depthOfFieldPostProcess: Nullable<PostProcess>;
  125161. /**
  125162. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  125163. */
  125164. fxaaPostProcess: Nullable<FxaaPostProcess>;
  125165. /**
  125166. * Represents the brightness threshold in order to configure the illuminated surfaces
  125167. */
  125168. brightThreshold: number;
  125169. /**
  125170. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  125171. */
  125172. blurWidth: number;
  125173. /**
  125174. * Sets if the blur for highlighted surfaces must be only horizontal
  125175. */
  125176. horizontalBlur: boolean;
  125177. /**
  125178. * Gets the overall exposure used by the pipeline
  125179. */
  125180. /**
  125181. * Sets the overall exposure used by the pipeline
  125182. */
  125183. exposure: number;
  125184. /**
  125185. * Texture used typically to simulate "dirty" on camera lens
  125186. */
  125187. lensTexture: Nullable<Texture>;
  125188. /**
  125189. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  125190. */
  125191. volumetricLightCoefficient: number;
  125192. /**
  125193. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  125194. */
  125195. volumetricLightPower: number;
  125196. /**
  125197. * Used the set the blur intensity to smooth the volumetric lights
  125198. */
  125199. volumetricLightBlurScale: number;
  125200. /**
  125201. * Light (spot or directional) used to generate the volumetric lights rays
  125202. * The source light must have a shadow generate so the pipeline can get its
  125203. * depth map
  125204. */
  125205. sourceLight: Nullable<SpotLight | DirectionalLight>;
  125206. /**
  125207. * For eye adaptation, represents the minimum luminance the eye can see
  125208. */
  125209. hdrMinimumLuminance: number;
  125210. /**
  125211. * For eye adaptation, represents the decrease luminance speed
  125212. */
  125213. hdrDecreaseRate: number;
  125214. /**
  125215. * For eye adaptation, represents the increase luminance speed
  125216. */
  125217. hdrIncreaseRate: number;
  125218. /**
  125219. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  125220. */
  125221. /**
  125222. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  125223. */
  125224. hdrAutoExposure: boolean;
  125225. /**
  125226. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  125227. */
  125228. lensColorTexture: Nullable<Texture>;
  125229. /**
  125230. * The overall strengh for the lens flare effect
  125231. */
  125232. lensFlareStrength: number;
  125233. /**
  125234. * Dispersion coefficient for lens flare ghosts
  125235. */
  125236. lensFlareGhostDispersal: number;
  125237. /**
  125238. * Main lens flare halo width
  125239. */
  125240. lensFlareHaloWidth: number;
  125241. /**
  125242. * Based on the lens distortion effect, defines how much the lens flare result
  125243. * is distorted
  125244. */
  125245. lensFlareDistortionStrength: number;
  125246. /**
  125247. * Configures the blur intensity used for for lens flare (halo)
  125248. */
  125249. lensFlareBlurWidth: number;
  125250. /**
  125251. * Lens star texture must be used to simulate rays on the flares and is available
  125252. * in the documentation
  125253. */
  125254. lensStarTexture: Nullable<Texture>;
  125255. /**
  125256. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  125257. * flare effect by taking account of the dirt texture
  125258. */
  125259. lensFlareDirtTexture: Nullable<Texture>;
  125260. /**
  125261. * Represents the focal length for the depth of field effect
  125262. */
  125263. depthOfFieldDistance: number;
  125264. /**
  125265. * Represents the blur intensity for the blurred part of the depth of field effect
  125266. */
  125267. depthOfFieldBlurWidth: number;
  125268. /**
  125269. * Gets how much the image is blurred by the movement while using the motion blur post-process
  125270. */
  125271. /**
  125272. * Sets how much the image is blurred by the movement while using the motion blur post-process
  125273. */
  125274. motionStrength: number;
  125275. /**
  125276. * Gets wether or not the motion blur post-process is object based or screen based.
  125277. */
  125278. /**
  125279. * Sets wether or not the motion blur post-process should be object based or screen based
  125280. */
  125281. objectBasedMotionBlur: boolean;
  125282. /**
  125283. * List of animations for the pipeline (IAnimatable implementation)
  125284. */
  125285. animations: Animation[];
  125286. /**
  125287. * Private members
  125288. */
  125289. private _scene;
  125290. private _currentDepthOfFieldSource;
  125291. private _basePostProcess;
  125292. private _fixedExposure;
  125293. private _currentExposure;
  125294. private _hdrAutoExposure;
  125295. private _hdrCurrentLuminance;
  125296. private _motionStrength;
  125297. private _isObjectBasedMotionBlur;
  125298. private _floatTextureType;
  125299. private _camerasToBeAttached;
  125300. private _ratio;
  125301. private _bloomEnabled;
  125302. private _depthOfFieldEnabled;
  125303. private _vlsEnabled;
  125304. private _lensFlareEnabled;
  125305. private _hdrEnabled;
  125306. private _motionBlurEnabled;
  125307. private _fxaaEnabled;
  125308. private _motionBlurSamples;
  125309. private _volumetricLightStepsCount;
  125310. private _samples;
  125311. /**
  125312. * @ignore
  125313. * Specifies if the bloom pipeline is enabled
  125314. */
  125315. BloomEnabled: boolean;
  125316. /**
  125317. * @ignore
  125318. * Specifies if the depth of field pipeline is enabed
  125319. */
  125320. DepthOfFieldEnabled: boolean;
  125321. /**
  125322. * @ignore
  125323. * Specifies if the lens flare pipeline is enabed
  125324. */
  125325. LensFlareEnabled: boolean;
  125326. /**
  125327. * @ignore
  125328. * Specifies if the HDR pipeline is enabled
  125329. */
  125330. HDREnabled: boolean;
  125331. /**
  125332. * @ignore
  125333. * Specifies if the volumetric lights scattering effect is enabled
  125334. */
  125335. VLSEnabled: boolean;
  125336. /**
  125337. * @ignore
  125338. * Specifies if the motion blur effect is enabled
  125339. */
  125340. MotionBlurEnabled: boolean;
  125341. /**
  125342. * Specifies if anti-aliasing is enabled
  125343. */
  125344. fxaaEnabled: boolean;
  125345. /**
  125346. * Specifies the number of steps used to calculate the volumetric lights
  125347. * Typically in interval [50, 200]
  125348. */
  125349. volumetricLightStepsCount: number;
  125350. /**
  125351. * Specifies the number of samples used for the motion blur effect
  125352. * Typically in interval [16, 64]
  125353. */
  125354. motionBlurSamples: number;
  125355. /**
  125356. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  125357. */
  125358. samples: number;
  125359. /**
  125360. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  125361. * @constructor
  125362. * @param name The rendering pipeline name
  125363. * @param scene The scene linked to this pipeline
  125364. * @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)
  125365. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  125366. * @param cameras The array of cameras that the rendering pipeline will be attached to
  125367. */
  125368. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  125369. private _buildPipeline;
  125370. private _createDownSampleX4PostProcess;
  125371. private _createBrightPassPostProcess;
  125372. private _createBlurPostProcesses;
  125373. private _createTextureAdderPostProcess;
  125374. private _createVolumetricLightPostProcess;
  125375. private _createLuminancePostProcesses;
  125376. private _createHdrPostProcess;
  125377. private _createLensFlarePostProcess;
  125378. private _createDepthOfFieldPostProcess;
  125379. private _createMotionBlurPostProcess;
  125380. private _getDepthTexture;
  125381. private _disposePostProcesses;
  125382. /**
  125383. * Dispose of the pipeline and stop all post processes
  125384. */
  125385. dispose(): void;
  125386. /**
  125387. * Serialize the rendering pipeline (Used when exporting)
  125388. * @returns the serialized object
  125389. */
  125390. serialize(): any;
  125391. /**
  125392. * Parse the serialized pipeline
  125393. * @param source Source pipeline.
  125394. * @param scene The scene to load the pipeline to.
  125395. * @param rootUrl The URL of the serialized pipeline.
  125396. * @returns An instantiated pipeline from the serialized object.
  125397. */
  125398. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  125399. /**
  125400. * Luminance steps
  125401. */
  125402. static LuminanceSteps: number;
  125403. }
  125404. }
  125405. declare module BABYLON {
  125406. /** @hidden */
  125407. export var tonemapPixelShader: {
  125408. name: string;
  125409. shader: string;
  125410. };
  125411. }
  125412. declare module BABYLON {
  125413. /** Defines operator used for tonemapping */
  125414. export enum TonemappingOperator {
  125415. /** Hable */
  125416. Hable = 0,
  125417. /** Reinhard */
  125418. Reinhard = 1,
  125419. /** HejiDawson */
  125420. HejiDawson = 2,
  125421. /** Photographic */
  125422. Photographic = 3
  125423. }
  125424. /**
  125425. * Defines a post process to apply tone mapping
  125426. */
  125427. export class TonemapPostProcess extends PostProcess {
  125428. private _operator;
  125429. /** Defines the required exposure adjustement */
  125430. exposureAdjustment: number;
  125431. /**
  125432. * Creates a new TonemapPostProcess
  125433. * @param name defines the name of the postprocess
  125434. * @param _operator defines the operator to use
  125435. * @param exposureAdjustment defines the required exposure adjustement
  125436. * @param camera defines the camera to use (can be null)
  125437. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  125438. * @param engine defines the hosting engine (can be ignore if camera is set)
  125439. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  125440. */
  125441. constructor(name: string, _operator: TonemappingOperator,
  125442. /** Defines the required exposure adjustement */
  125443. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  125444. }
  125445. }
  125446. declare module BABYLON {
  125447. /** @hidden */
  125448. export var depthVertexShader: {
  125449. name: string;
  125450. shader: string;
  125451. };
  125452. }
  125453. declare module BABYLON {
  125454. /** @hidden */
  125455. export var volumetricLightScatteringPixelShader: {
  125456. name: string;
  125457. shader: string;
  125458. };
  125459. }
  125460. declare module BABYLON {
  125461. /** @hidden */
  125462. export var volumetricLightScatteringPassVertexShader: {
  125463. name: string;
  125464. shader: string;
  125465. };
  125466. }
  125467. declare module BABYLON {
  125468. /** @hidden */
  125469. export var volumetricLightScatteringPassPixelShader: {
  125470. name: string;
  125471. shader: string;
  125472. };
  125473. }
  125474. declare module BABYLON {
  125475. /**
  125476. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  125477. */
  125478. export class VolumetricLightScatteringPostProcess extends PostProcess {
  125479. private _volumetricLightScatteringPass;
  125480. private _volumetricLightScatteringRTT;
  125481. private _viewPort;
  125482. private _screenCoordinates;
  125483. private _cachedDefines;
  125484. /**
  125485. * If not undefined, the mesh position is computed from the attached node position
  125486. */
  125487. attachedNode: {
  125488. position: Vector3;
  125489. };
  125490. /**
  125491. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  125492. */
  125493. customMeshPosition: Vector3;
  125494. /**
  125495. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  125496. */
  125497. useCustomMeshPosition: boolean;
  125498. /**
  125499. * If the post-process should inverse the light scattering direction
  125500. */
  125501. invert: boolean;
  125502. /**
  125503. * The internal mesh used by the post-process
  125504. */
  125505. mesh: Mesh;
  125506. /**
  125507. * @hidden
  125508. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  125509. */
  125510. useDiffuseColor: boolean;
  125511. /**
  125512. * Array containing the excluded meshes not rendered in the internal pass
  125513. */
  125514. excludedMeshes: AbstractMesh[];
  125515. /**
  125516. * Controls the overall intensity of the post-process
  125517. */
  125518. exposure: number;
  125519. /**
  125520. * Dissipates each sample's contribution in range [0, 1]
  125521. */
  125522. decay: number;
  125523. /**
  125524. * Controls the overall intensity of each sample
  125525. */
  125526. weight: number;
  125527. /**
  125528. * Controls the density of each sample
  125529. */
  125530. density: number;
  125531. /**
  125532. * @constructor
  125533. * @param name The post-process name
  125534. * @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)
  125535. * @param camera The camera that the post-process will be attached to
  125536. * @param mesh The mesh used to create the light scattering
  125537. * @param samples The post-process quality, default 100
  125538. * @param samplingModeThe post-process filtering mode
  125539. * @param engine The babylon engine
  125540. * @param reusable If the post-process is reusable
  125541. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  125542. */
  125543. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  125544. /**
  125545. * Returns the string "VolumetricLightScatteringPostProcess"
  125546. * @returns "VolumetricLightScatteringPostProcess"
  125547. */
  125548. getClassName(): string;
  125549. private _isReady;
  125550. /**
  125551. * Sets the new light position for light scattering effect
  125552. * @param position The new custom light position
  125553. */
  125554. setCustomMeshPosition(position: Vector3): void;
  125555. /**
  125556. * Returns the light position for light scattering effect
  125557. * @return Vector3 The custom light position
  125558. */
  125559. getCustomMeshPosition(): Vector3;
  125560. /**
  125561. * Disposes the internal assets and detaches the post-process from the camera
  125562. */
  125563. dispose(camera: Camera): void;
  125564. /**
  125565. * Returns the render target texture used by the post-process
  125566. * @return the render target texture used by the post-process
  125567. */
  125568. getPass(): RenderTargetTexture;
  125569. private _meshExcluded;
  125570. private _createPass;
  125571. private _updateMeshScreenCoordinates;
  125572. /**
  125573. * Creates a default mesh for the Volumeric Light Scattering post-process
  125574. * @param name The mesh name
  125575. * @param scene The scene where to create the mesh
  125576. * @return the default mesh
  125577. */
  125578. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  125579. }
  125580. }
  125581. declare module BABYLON {
  125582. interface Scene {
  125583. /** @hidden (Backing field) */
  125584. _boundingBoxRenderer: BoundingBoxRenderer;
  125585. /** @hidden (Backing field) */
  125586. _forceShowBoundingBoxes: boolean;
  125587. /**
  125588. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  125589. */
  125590. forceShowBoundingBoxes: boolean;
  125591. /**
  125592. * Gets the bounding box renderer associated with the scene
  125593. * @returns a BoundingBoxRenderer
  125594. */
  125595. getBoundingBoxRenderer(): BoundingBoxRenderer;
  125596. }
  125597. interface AbstractMesh {
  125598. /** @hidden (Backing field) */
  125599. _showBoundingBox: boolean;
  125600. /**
  125601. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  125602. */
  125603. showBoundingBox: boolean;
  125604. }
  125605. /**
  125606. * Component responsible of rendering the bounding box of the meshes in a scene.
  125607. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  125608. */
  125609. export class BoundingBoxRenderer implements ISceneComponent {
  125610. /**
  125611. * The component name helpfull to identify the component in the list of scene components.
  125612. */
  125613. readonly name: string;
  125614. /**
  125615. * The scene the component belongs to.
  125616. */
  125617. scene: Scene;
  125618. /**
  125619. * Color of the bounding box lines placed in front of an object
  125620. */
  125621. frontColor: Color3;
  125622. /**
  125623. * Color of the bounding box lines placed behind an object
  125624. */
  125625. backColor: Color3;
  125626. /**
  125627. * Defines if the renderer should show the back lines or not
  125628. */
  125629. showBackLines: boolean;
  125630. /**
  125631. * @hidden
  125632. */
  125633. renderList: SmartArray<BoundingBox>;
  125634. private _colorShader;
  125635. private _vertexBuffers;
  125636. private _indexBuffer;
  125637. private _fillIndexBuffer;
  125638. private _fillIndexData;
  125639. /**
  125640. * Instantiates a new bounding box renderer in a scene.
  125641. * @param scene the scene the renderer renders in
  125642. */
  125643. constructor(scene: Scene);
  125644. /**
  125645. * Registers the component in a given scene
  125646. */
  125647. register(): void;
  125648. private _evaluateSubMesh;
  125649. private _activeMesh;
  125650. private _prepareRessources;
  125651. private _createIndexBuffer;
  125652. /**
  125653. * Rebuilds the elements related to this component in case of
  125654. * context lost for instance.
  125655. */
  125656. rebuild(): void;
  125657. /**
  125658. * @hidden
  125659. */
  125660. reset(): void;
  125661. /**
  125662. * Render the bounding boxes of a specific rendering group
  125663. * @param renderingGroupId defines the rendering group to render
  125664. */
  125665. render(renderingGroupId: number): void;
  125666. /**
  125667. * In case of occlusion queries, we can render the occlusion bounding box through this method
  125668. * @param mesh Define the mesh to render the occlusion bounding box for
  125669. */
  125670. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  125671. /**
  125672. * Dispose and release the resources attached to this renderer.
  125673. */
  125674. dispose(): void;
  125675. }
  125676. }
  125677. declare module BABYLON {
  125678. /** @hidden */
  125679. export var depthPixelShader: {
  125680. name: string;
  125681. shader: string;
  125682. };
  125683. }
  125684. declare module BABYLON {
  125685. /**
  125686. * This represents a depth renderer in Babylon.
  125687. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  125688. */
  125689. export class DepthRenderer {
  125690. private _scene;
  125691. private _depthMap;
  125692. private _effect;
  125693. private readonly _storeNonLinearDepth;
  125694. private readonly _clearColor;
  125695. /** Get if the depth renderer is using packed depth or not */
  125696. readonly isPacked: boolean;
  125697. private _cachedDefines;
  125698. private _camera;
  125699. /**
  125700. * Specifiess that the depth renderer will only be used within
  125701. * the camera it is created for.
  125702. * This can help forcing its rendering during the camera processing.
  125703. */
  125704. useOnlyInActiveCamera: boolean;
  125705. /** @hidden */
  125706. static _SceneComponentInitialization: (scene: Scene) => void;
  125707. /**
  125708. * Instantiates a depth renderer
  125709. * @param scene The scene the renderer belongs to
  125710. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  125711. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  125712. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  125713. */
  125714. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  125715. /**
  125716. * Creates the depth rendering effect and checks if the effect is ready.
  125717. * @param subMesh The submesh to be used to render the depth map of
  125718. * @param useInstances If multiple world instances should be used
  125719. * @returns if the depth renderer is ready to render the depth map
  125720. */
  125721. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  125722. /**
  125723. * Gets the texture which the depth map will be written to.
  125724. * @returns The depth map texture
  125725. */
  125726. getDepthMap(): RenderTargetTexture;
  125727. /**
  125728. * Disposes of the depth renderer.
  125729. */
  125730. dispose(): void;
  125731. }
  125732. }
  125733. declare module BABYLON {
  125734. interface Scene {
  125735. /** @hidden (Backing field) */
  125736. _depthRenderer: {
  125737. [id: string]: DepthRenderer;
  125738. };
  125739. /**
  125740. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  125741. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  125742. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  125743. * @returns the created depth renderer
  125744. */
  125745. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  125746. /**
  125747. * Disables a depth renderer for a given camera
  125748. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  125749. */
  125750. disableDepthRenderer(camera?: Nullable<Camera>): void;
  125751. }
  125752. /**
  125753. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  125754. * in several rendering techniques.
  125755. */
  125756. export class DepthRendererSceneComponent implements ISceneComponent {
  125757. /**
  125758. * The component name helpfull to identify the component in the list of scene components.
  125759. */
  125760. readonly name: string;
  125761. /**
  125762. * The scene the component belongs to.
  125763. */
  125764. scene: Scene;
  125765. /**
  125766. * Creates a new instance of the component for the given scene
  125767. * @param scene Defines the scene to register the component in
  125768. */
  125769. constructor(scene: Scene);
  125770. /**
  125771. * Registers the component in a given scene
  125772. */
  125773. register(): void;
  125774. /**
  125775. * Rebuilds the elements related to this component in case of
  125776. * context lost for instance.
  125777. */
  125778. rebuild(): void;
  125779. /**
  125780. * Disposes the component and the associated ressources
  125781. */
  125782. dispose(): void;
  125783. private _gatherRenderTargets;
  125784. private _gatherActiveCameraRenderTargets;
  125785. }
  125786. }
  125787. declare module BABYLON {
  125788. /** @hidden */
  125789. export var outlinePixelShader: {
  125790. name: string;
  125791. shader: string;
  125792. };
  125793. }
  125794. declare module BABYLON {
  125795. /** @hidden */
  125796. export var outlineVertexShader: {
  125797. name: string;
  125798. shader: string;
  125799. };
  125800. }
  125801. declare module BABYLON {
  125802. interface Scene {
  125803. /** @hidden */
  125804. _outlineRenderer: OutlineRenderer;
  125805. /**
  125806. * Gets the outline renderer associated with the scene
  125807. * @returns a OutlineRenderer
  125808. */
  125809. getOutlineRenderer(): OutlineRenderer;
  125810. }
  125811. interface AbstractMesh {
  125812. /** @hidden (Backing field) */
  125813. _renderOutline: boolean;
  125814. /**
  125815. * Gets or sets a boolean indicating if the outline must be rendered as well
  125816. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  125817. */
  125818. renderOutline: boolean;
  125819. /** @hidden (Backing field) */
  125820. _renderOverlay: boolean;
  125821. /**
  125822. * Gets or sets a boolean indicating if the overlay must be rendered as well
  125823. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  125824. */
  125825. renderOverlay: boolean;
  125826. }
  125827. /**
  125828. * This class is responsible to draw bothe outline/overlay of meshes.
  125829. * It should not be used directly but through the available method on mesh.
  125830. */
  125831. export class OutlineRenderer implements ISceneComponent {
  125832. /**
  125833. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  125834. */
  125835. private static _StencilReference;
  125836. /**
  125837. * The name of the component. Each component must have a unique name.
  125838. */
  125839. name: string;
  125840. /**
  125841. * The scene the component belongs to.
  125842. */
  125843. scene: Scene;
  125844. /**
  125845. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  125846. */
  125847. zOffset: number;
  125848. private _engine;
  125849. private _effect;
  125850. private _cachedDefines;
  125851. private _savedDepthWrite;
  125852. /**
  125853. * Instantiates a new outline renderer. (There could be only one per scene).
  125854. * @param scene Defines the scene it belongs to
  125855. */
  125856. constructor(scene: Scene);
  125857. /**
  125858. * Register the component to one instance of a scene.
  125859. */
  125860. register(): void;
  125861. /**
  125862. * Rebuilds the elements related to this component in case of
  125863. * context lost for instance.
  125864. */
  125865. rebuild(): void;
  125866. /**
  125867. * Disposes the component and the associated ressources.
  125868. */
  125869. dispose(): void;
  125870. /**
  125871. * Renders the outline in the canvas.
  125872. * @param subMesh Defines the sumesh to render
  125873. * @param batch Defines the batch of meshes in case of instances
  125874. * @param useOverlay Defines if the rendering is for the overlay or the outline
  125875. */
  125876. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  125877. /**
  125878. * Returns whether or not the outline renderer is ready for a given submesh.
  125879. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  125880. * @param subMesh Defines the submesh to check readyness for
  125881. * @param useInstances Defines wheter wee are trying to render instances or not
  125882. * @returns true if ready otherwise false
  125883. */
  125884. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  125885. private _beforeRenderingMesh;
  125886. private _afterRenderingMesh;
  125887. }
  125888. }
  125889. declare module BABYLON {
  125890. /**
  125891. * Class used to manage multiple sprites of different sizes on the same spritesheet
  125892. * @see http://doc.babylonjs.com/babylon101/sprites
  125893. */
  125894. export class SpritePackedManager extends SpriteManager {
  125895. /** defines the packed manager's name */
  125896. name: string;
  125897. /**
  125898. * Creates a new sprite manager from a packed sprite sheet
  125899. * @param name defines the manager's name
  125900. * @param imgUrl defines the sprite sheet url
  125901. * @param capacity defines the maximum allowed number of sprites
  125902. * @param scene defines the hosting scene
  125903. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  125904. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  125905. * @param samplingMode defines the smapling mode to use with spritesheet
  125906. * @param fromPacked set to true; do not alter
  125907. */
  125908. constructor(
  125909. /** defines the packed manager's name */
  125910. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  125911. }
  125912. }
  125913. declare module BABYLON {
  125914. /**
  125915. * Defines the list of states available for a task inside a AssetsManager
  125916. */
  125917. export enum AssetTaskState {
  125918. /**
  125919. * Initialization
  125920. */
  125921. INIT = 0,
  125922. /**
  125923. * Running
  125924. */
  125925. RUNNING = 1,
  125926. /**
  125927. * Done
  125928. */
  125929. DONE = 2,
  125930. /**
  125931. * Error
  125932. */
  125933. ERROR = 3
  125934. }
  125935. /**
  125936. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  125937. */
  125938. export abstract class AbstractAssetTask {
  125939. /**
  125940. * Task name
  125941. */ name: string;
  125942. /**
  125943. * Callback called when the task is successful
  125944. */
  125945. onSuccess: (task: any) => void;
  125946. /**
  125947. * Callback called when the task is not successful
  125948. */
  125949. onError: (task: any, message?: string, exception?: any) => void;
  125950. /**
  125951. * Creates a new AssetsManager
  125952. * @param name defines the name of the task
  125953. */
  125954. constructor(
  125955. /**
  125956. * Task name
  125957. */ name: string);
  125958. private _isCompleted;
  125959. private _taskState;
  125960. private _errorObject;
  125961. /**
  125962. * Get if the task is completed
  125963. */
  125964. readonly isCompleted: boolean;
  125965. /**
  125966. * Gets the current state of the task
  125967. */
  125968. readonly taskState: AssetTaskState;
  125969. /**
  125970. * Gets the current error object (if task is in error)
  125971. */
  125972. readonly errorObject: {
  125973. message?: string;
  125974. exception?: any;
  125975. };
  125976. /**
  125977. * Internal only
  125978. * @hidden
  125979. */
  125980. _setErrorObject(message?: string, exception?: any): void;
  125981. /**
  125982. * Execute the current task
  125983. * @param scene defines the scene where you want your assets to be loaded
  125984. * @param onSuccess is a callback called when the task is successfully executed
  125985. * @param onError is a callback called if an error occurs
  125986. */
  125987. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  125988. /**
  125989. * Execute the current task
  125990. * @param scene defines the scene where you want your assets to be loaded
  125991. * @param onSuccess is a callback called when the task is successfully executed
  125992. * @param onError is a callback called if an error occurs
  125993. */
  125994. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  125995. /**
  125996. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  125997. * This can be used with failed tasks that have the reason for failure fixed.
  125998. */
  125999. reset(): void;
  126000. private onErrorCallback;
  126001. private onDoneCallback;
  126002. }
  126003. /**
  126004. * Define the interface used by progress events raised during assets loading
  126005. */
  126006. export interface IAssetsProgressEvent {
  126007. /**
  126008. * Defines the number of remaining tasks to process
  126009. */
  126010. remainingCount: number;
  126011. /**
  126012. * Defines the total number of tasks
  126013. */
  126014. totalCount: number;
  126015. /**
  126016. * Defines the task that was just processed
  126017. */
  126018. task: AbstractAssetTask;
  126019. }
  126020. /**
  126021. * Class used to share progress information about assets loading
  126022. */
  126023. export class AssetsProgressEvent implements IAssetsProgressEvent {
  126024. /**
  126025. * Defines the number of remaining tasks to process
  126026. */
  126027. remainingCount: number;
  126028. /**
  126029. * Defines the total number of tasks
  126030. */
  126031. totalCount: number;
  126032. /**
  126033. * Defines the task that was just processed
  126034. */
  126035. task: AbstractAssetTask;
  126036. /**
  126037. * Creates a AssetsProgressEvent
  126038. * @param remainingCount defines the number of remaining tasks to process
  126039. * @param totalCount defines the total number of tasks
  126040. * @param task defines the task that was just processed
  126041. */
  126042. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  126043. }
  126044. /**
  126045. * Define a task used by AssetsManager to load meshes
  126046. */
  126047. export class MeshAssetTask extends AbstractAssetTask {
  126048. /**
  126049. * Defines the name of the task
  126050. */
  126051. name: string;
  126052. /**
  126053. * Defines the list of mesh's names you want to load
  126054. */
  126055. meshesNames: any;
  126056. /**
  126057. * Defines the root url to use as a base to load your meshes and associated resources
  126058. */
  126059. rootUrl: string;
  126060. /**
  126061. * Defines the filename of the scene to load from
  126062. */
  126063. sceneFilename: string;
  126064. /**
  126065. * Gets the list of loaded meshes
  126066. */
  126067. loadedMeshes: Array<AbstractMesh>;
  126068. /**
  126069. * Gets the list of loaded particle systems
  126070. */
  126071. loadedParticleSystems: Array<IParticleSystem>;
  126072. /**
  126073. * Gets the list of loaded skeletons
  126074. */
  126075. loadedSkeletons: Array<Skeleton>;
  126076. /**
  126077. * Gets the list of loaded animation groups
  126078. */
  126079. loadedAnimationGroups: Array<AnimationGroup>;
  126080. /**
  126081. * Callback called when the task is successful
  126082. */
  126083. onSuccess: (task: MeshAssetTask) => void;
  126084. /**
  126085. * Callback called when the task is successful
  126086. */
  126087. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  126088. /**
  126089. * Creates a new MeshAssetTask
  126090. * @param name defines the name of the task
  126091. * @param meshesNames defines the list of mesh's names you want to load
  126092. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  126093. * @param sceneFilename defines the filename of the scene to load from
  126094. */
  126095. constructor(
  126096. /**
  126097. * Defines the name of the task
  126098. */
  126099. name: string,
  126100. /**
  126101. * Defines the list of mesh's names you want to load
  126102. */
  126103. meshesNames: any,
  126104. /**
  126105. * Defines the root url to use as a base to load your meshes and associated resources
  126106. */
  126107. rootUrl: string,
  126108. /**
  126109. * Defines the filename of the scene to load from
  126110. */
  126111. sceneFilename: string);
  126112. /**
  126113. * Execute the current task
  126114. * @param scene defines the scene where you want your assets to be loaded
  126115. * @param onSuccess is a callback called when the task is successfully executed
  126116. * @param onError is a callback called if an error occurs
  126117. */
  126118. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126119. }
  126120. /**
  126121. * Define a task used by AssetsManager to load text content
  126122. */
  126123. export class TextFileAssetTask extends AbstractAssetTask {
  126124. /**
  126125. * Defines the name of the task
  126126. */
  126127. name: string;
  126128. /**
  126129. * Defines the location of the file to load
  126130. */
  126131. url: string;
  126132. /**
  126133. * Gets the loaded text string
  126134. */
  126135. text: string;
  126136. /**
  126137. * Callback called when the task is successful
  126138. */
  126139. onSuccess: (task: TextFileAssetTask) => void;
  126140. /**
  126141. * Callback called when the task is successful
  126142. */
  126143. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  126144. /**
  126145. * Creates a new TextFileAssetTask object
  126146. * @param name defines the name of the task
  126147. * @param url defines the location of the file to load
  126148. */
  126149. constructor(
  126150. /**
  126151. * Defines the name of the task
  126152. */
  126153. name: string,
  126154. /**
  126155. * Defines the location of the file to load
  126156. */
  126157. url: string);
  126158. /**
  126159. * Execute the current task
  126160. * @param scene defines the scene where you want your assets to be loaded
  126161. * @param onSuccess is a callback called when the task is successfully executed
  126162. * @param onError is a callback called if an error occurs
  126163. */
  126164. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126165. }
  126166. /**
  126167. * Define a task used by AssetsManager to load binary data
  126168. */
  126169. export class BinaryFileAssetTask extends AbstractAssetTask {
  126170. /**
  126171. * Defines the name of the task
  126172. */
  126173. name: string;
  126174. /**
  126175. * Defines the location of the file to load
  126176. */
  126177. url: string;
  126178. /**
  126179. * Gets the lodaded data (as an array buffer)
  126180. */
  126181. data: ArrayBuffer;
  126182. /**
  126183. * Callback called when the task is successful
  126184. */
  126185. onSuccess: (task: BinaryFileAssetTask) => void;
  126186. /**
  126187. * Callback called when the task is successful
  126188. */
  126189. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  126190. /**
  126191. * Creates a new BinaryFileAssetTask object
  126192. * @param name defines the name of the new task
  126193. * @param url defines the location of the file to load
  126194. */
  126195. constructor(
  126196. /**
  126197. * Defines the name of the task
  126198. */
  126199. name: string,
  126200. /**
  126201. * Defines the location of the file to load
  126202. */
  126203. url: string);
  126204. /**
  126205. * Execute the current task
  126206. * @param scene defines the scene where you want your assets to be loaded
  126207. * @param onSuccess is a callback called when the task is successfully executed
  126208. * @param onError is a callback called if an error occurs
  126209. */
  126210. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126211. }
  126212. /**
  126213. * Define a task used by AssetsManager to load images
  126214. */
  126215. export class ImageAssetTask extends AbstractAssetTask {
  126216. /**
  126217. * Defines the name of the task
  126218. */
  126219. name: string;
  126220. /**
  126221. * Defines the location of the image to load
  126222. */
  126223. url: string;
  126224. /**
  126225. * Gets the loaded images
  126226. */
  126227. image: HTMLImageElement;
  126228. /**
  126229. * Callback called when the task is successful
  126230. */
  126231. onSuccess: (task: ImageAssetTask) => void;
  126232. /**
  126233. * Callback called when the task is successful
  126234. */
  126235. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  126236. /**
  126237. * Creates a new ImageAssetTask
  126238. * @param name defines the name of the task
  126239. * @param url defines the location of the image to load
  126240. */
  126241. constructor(
  126242. /**
  126243. * Defines the name of the task
  126244. */
  126245. name: string,
  126246. /**
  126247. * Defines the location of the image to load
  126248. */
  126249. url: string);
  126250. /**
  126251. * Execute the current task
  126252. * @param scene defines the scene where you want your assets to be loaded
  126253. * @param onSuccess is a callback called when the task is successfully executed
  126254. * @param onError is a callback called if an error occurs
  126255. */
  126256. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126257. }
  126258. /**
  126259. * Defines the interface used by texture loading tasks
  126260. */
  126261. export interface ITextureAssetTask<TEX extends BaseTexture> {
  126262. /**
  126263. * Gets the loaded texture
  126264. */
  126265. texture: TEX;
  126266. }
  126267. /**
  126268. * Define a task used by AssetsManager to load 2D textures
  126269. */
  126270. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  126271. /**
  126272. * Defines the name of the task
  126273. */
  126274. name: string;
  126275. /**
  126276. * Defines the location of the file to load
  126277. */
  126278. url: string;
  126279. /**
  126280. * Defines if mipmap should not be generated (default is false)
  126281. */
  126282. noMipmap?: boolean | undefined;
  126283. /**
  126284. * Defines if texture must be inverted on Y axis (default is false)
  126285. */
  126286. invertY?: boolean | undefined;
  126287. /**
  126288. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126289. */
  126290. samplingMode: number;
  126291. /**
  126292. * Gets the loaded texture
  126293. */
  126294. texture: Texture;
  126295. /**
  126296. * Callback called when the task is successful
  126297. */
  126298. onSuccess: (task: TextureAssetTask) => void;
  126299. /**
  126300. * Callback called when the task is successful
  126301. */
  126302. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  126303. /**
  126304. * Creates a new TextureAssetTask object
  126305. * @param name defines the name of the task
  126306. * @param url defines the location of the file to load
  126307. * @param noMipmap defines if mipmap should not be generated (default is false)
  126308. * @param invertY defines if texture must be inverted on Y axis (default is false)
  126309. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126310. */
  126311. constructor(
  126312. /**
  126313. * Defines the name of the task
  126314. */
  126315. name: string,
  126316. /**
  126317. * Defines the location of the file to load
  126318. */
  126319. url: string,
  126320. /**
  126321. * Defines if mipmap should not be generated (default is false)
  126322. */
  126323. noMipmap?: boolean | undefined,
  126324. /**
  126325. * Defines if texture must be inverted on Y axis (default is false)
  126326. */
  126327. invertY?: boolean | undefined,
  126328. /**
  126329. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126330. */
  126331. samplingMode?: number);
  126332. /**
  126333. * Execute the current task
  126334. * @param scene defines the scene where you want your assets to be loaded
  126335. * @param onSuccess is a callback called when the task is successfully executed
  126336. * @param onError is a callback called if an error occurs
  126337. */
  126338. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126339. }
  126340. /**
  126341. * Define a task used by AssetsManager to load cube textures
  126342. */
  126343. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  126344. /**
  126345. * Defines the name of the task
  126346. */
  126347. name: string;
  126348. /**
  126349. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126350. */
  126351. url: string;
  126352. /**
  126353. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126354. */
  126355. extensions?: string[] | undefined;
  126356. /**
  126357. * Defines if mipmaps should not be generated (default is false)
  126358. */
  126359. noMipmap?: boolean | undefined;
  126360. /**
  126361. * Defines the explicit list of files (undefined by default)
  126362. */
  126363. files?: string[] | undefined;
  126364. /**
  126365. * Gets the loaded texture
  126366. */
  126367. texture: CubeTexture;
  126368. /**
  126369. * Callback called when the task is successful
  126370. */
  126371. onSuccess: (task: CubeTextureAssetTask) => void;
  126372. /**
  126373. * Callback called when the task is successful
  126374. */
  126375. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  126376. /**
  126377. * Creates a new CubeTextureAssetTask
  126378. * @param name defines the name of the task
  126379. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126380. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126381. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126382. * @param files defines the explicit list of files (undefined by default)
  126383. */
  126384. constructor(
  126385. /**
  126386. * Defines the name of the task
  126387. */
  126388. name: string,
  126389. /**
  126390. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126391. */
  126392. url: string,
  126393. /**
  126394. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126395. */
  126396. extensions?: string[] | undefined,
  126397. /**
  126398. * Defines if mipmaps should not be generated (default is false)
  126399. */
  126400. noMipmap?: boolean | undefined,
  126401. /**
  126402. * Defines the explicit list of files (undefined by default)
  126403. */
  126404. files?: string[] | undefined);
  126405. /**
  126406. * Execute the current task
  126407. * @param scene defines the scene where you want your assets to be loaded
  126408. * @param onSuccess is a callback called when the task is successfully executed
  126409. * @param onError is a callback called if an error occurs
  126410. */
  126411. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126412. }
  126413. /**
  126414. * Define a task used by AssetsManager to load HDR cube textures
  126415. */
  126416. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  126417. /**
  126418. * Defines the name of the task
  126419. */
  126420. name: string;
  126421. /**
  126422. * Defines the location of the file to load
  126423. */
  126424. url: string;
  126425. /**
  126426. * Defines the desired size (the more it increases the longer the generation will be)
  126427. */
  126428. size: number;
  126429. /**
  126430. * Defines if mipmaps should not be generated (default is false)
  126431. */
  126432. noMipmap: boolean;
  126433. /**
  126434. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126435. */
  126436. generateHarmonics: boolean;
  126437. /**
  126438. * 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)
  126439. */
  126440. gammaSpace: boolean;
  126441. /**
  126442. * Internal Use Only
  126443. */
  126444. reserved: boolean;
  126445. /**
  126446. * Gets the loaded texture
  126447. */
  126448. texture: HDRCubeTexture;
  126449. /**
  126450. * Callback called when the task is successful
  126451. */
  126452. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  126453. /**
  126454. * Callback called when the task is successful
  126455. */
  126456. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  126457. /**
  126458. * Creates a new HDRCubeTextureAssetTask object
  126459. * @param name defines the name of the task
  126460. * @param url defines the location of the file to load
  126461. * @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.
  126462. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126463. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126464. * @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)
  126465. * @param reserved Internal use only
  126466. */
  126467. constructor(
  126468. /**
  126469. * Defines the name of the task
  126470. */
  126471. name: string,
  126472. /**
  126473. * Defines the location of the file to load
  126474. */
  126475. url: string,
  126476. /**
  126477. * Defines the desired size (the more it increases the longer the generation will be)
  126478. */
  126479. size: number,
  126480. /**
  126481. * Defines if mipmaps should not be generated (default is false)
  126482. */
  126483. noMipmap?: boolean,
  126484. /**
  126485. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126486. */
  126487. generateHarmonics?: boolean,
  126488. /**
  126489. * 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)
  126490. */
  126491. gammaSpace?: boolean,
  126492. /**
  126493. * Internal Use Only
  126494. */
  126495. reserved?: boolean);
  126496. /**
  126497. * Execute the current task
  126498. * @param scene defines the scene where you want your assets to be loaded
  126499. * @param onSuccess is a callback called when the task is successfully executed
  126500. * @param onError is a callback called if an error occurs
  126501. */
  126502. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126503. }
  126504. /**
  126505. * Define a task used by AssetsManager to load Equirectangular cube textures
  126506. */
  126507. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  126508. /**
  126509. * Defines the name of the task
  126510. */
  126511. name: string;
  126512. /**
  126513. * Defines the location of the file to load
  126514. */
  126515. url: string;
  126516. /**
  126517. * Defines the desired size (the more it increases the longer the generation will be)
  126518. */
  126519. size: number;
  126520. /**
  126521. * Defines if mipmaps should not be generated (default is false)
  126522. */
  126523. noMipmap: boolean;
  126524. /**
  126525. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  126526. * but the standard material would require them in Gamma space) (default is true)
  126527. */
  126528. gammaSpace: boolean;
  126529. /**
  126530. * Gets the loaded texture
  126531. */
  126532. texture: EquiRectangularCubeTexture;
  126533. /**
  126534. * Callback called when the task is successful
  126535. */
  126536. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  126537. /**
  126538. * Callback called when the task is successful
  126539. */
  126540. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  126541. /**
  126542. * Creates a new EquiRectangularCubeTextureAssetTask object
  126543. * @param name defines the name of the task
  126544. * @param url defines the location of the file to load
  126545. * @param size defines the desired size (the more it increases the longer the generation will be)
  126546. * If the size is omitted this implies you are using a preprocessed cubemap.
  126547. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126548. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  126549. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  126550. * (default is true)
  126551. */
  126552. constructor(
  126553. /**
  126554. * Defines the name of the task
  126555. */
  126556. name: string,
  126557. /**
  126558. * Defines the location of the file to load
  126559. */
  126560. url: string,
  126561. /**
  126562. * Defines the desired size (the more it increases the longer the generation will be)
  126563. */
  126564. size: number,
  126565. /**
  126566. * Defines if mipmaps should not be generated (default is false)
  126567. */
  126568. noMipmap?: boolean,
  126569. /**
  126570. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  126571. * but the standard material would require them in Gamma space) (default is true)
  126572. */
  126573. gammaSpace?: boolean);
  126574. /**
  126575. * Execute the current task
  126576. * @param scene defines the scene where you want your assets to be loaded
  126577. * @param onSuccess is a callback called when the task is successfully executed
  126578. * @param onError is a callback called if an error occurs
  126579. */
  126580. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126581. }
  126582. /**
  126583. * This class can be used to easily import assets into a scene
  126584. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  126585. */
  126586. export class AssetsManager {
  126587. private _scene;
  126588. private _isLoading;
  126589. protected _tasks: AbstractAssetTask[];
  126590. protected _waitingTasksCount: number;
  126591. protected _totalTasksCount: number;
  126592. /**
  126593. * Callback called when all tasks are processed
  126594. */
  126595. onFinish: (tasks: AbstractAssetTask[]) => void;
  126596. /**
  126597. * Callback called when a task is successful
  126598. */
  126599. onTaskSuccess: (task: AbstractAssetTask) => void;
  126600. /**
  126601. * Callback called when a task had an error
  126602. */
  126603. onTaskError: (task: AbstractAssetTask) => void;
  126604. /**
  126605. * Callback called when a task is done (whatever the result is)
  126606. */
  126607. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  126608. /**
  126609. * Observable called when all tasks are processed
  126610. */
  126611. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  126612. /**
  126613. * Observable called when a task had an error
  126614. */
  126615. onTaskErrorObservable: Observable<AbstractAssetTask>;
  126616. /**
  126617. * Observable called when all tasks were executed
  126618. */
  126619. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  126620. /**
  126621. * Observable called when a task is done (whatever the result is)
  126622. */
  126623. onProgressObservable: Observable<IAssetsProgressEvent>;
  126624. /**
  126625. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  126626. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  126627. */
  126628. useDefaultLoadingScreen: boolean;
  126629. /**
  126630. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  126631. * when all assets have been downloaded.
  126632. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  126633. */
  126634. autoHideLoadingUI: boolean;
  126635. /**
  126636. * Creates a new AssetsManager
  126637. * @param scene defines the scene to work on
  126638. */
  126639. constructor(scene: Scene);
  126640. /**
  126641. * Add a MeshAssetTask to the list of active tasks
  126642. * @param taskName defines the name of the new task
  126643. * @param meshesNames defines the name of meshes to load
  126644. * @param rootUrl defines the root url to use to locate files
  126645. * @param sceneFilename defines the filename of the scene file
  126646. * @returns a new MeshAssetTask object
  126647. */
  126648. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  126649. /**
  126650. * Add a TextFileAssetTask to the list of active tasks
  126651. * @param taskName defines the name of the new task
  126652. * @param url defines the url of the file to load
  126653. * @returns a new TextFileAssetTask object
  126654. */
  126655. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  126656. /**
  126657. * Add a BinaryFileAssetTask to the list of active tasks
  126658. * @param taskName defines the name of the new task
  126659. * @param url defines the url of the file to load
  126660. * @returns a new BinaryFileAssetTask object
  126661. */
  126662. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  126663. /**
  126664. * Add a ImageAssetTask to the list of active tasks
  126665. * @param taskName defines the name of the new task
  126666. * @param url defines the url of the file to load
  126667. * @returns a new ImageAssetTask object
  126668. */
  126669. addImageTask(taskName: string, url: string): ImageAssetTask;
  126670. /**
  126671. * Add a TextureAssetTask to the list of active tasks
  126672. * @param taskName defines the name of the new task
  126673. * @param url defines the url of the file to load
  126674. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  126675. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  126676. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  126677. * @returns a new TextureAssetTask object
  126678. */
  126679. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  126680. /**
  126681. * Add a CubeTextureAssetTask to the list of active tasks
  126682. * @param taskName defines the name of the new task
  126683. * @param url defines the url of the file to load
  126684. * @param extensions defines the extension to use to load the cube map (can be null)
  126685. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  126686. * @param files defines the list of files to load (can be null)
  126687. * @returns a new CubeTextureAssetTask object
  126688. */
  126689. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  126690. /**
  126691. *
  126692. * Add a HDRCubeTextureAssetTask to the list of active tasks
  126693. * @param taskName defines the name of the new task
  126694. * @param url defines the url of the file to load
  126695. * @param size defines the size you want for the cubemap (can be null)
  126696. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  126697. * @param generateHarmonics defines if you want to automatically generate (true by default)
  126698. * @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)
  126699. * @param reserved Internal use only
  126700. * @returns a new HDRCubeTextureAssetTask object
  126701. */
  126702. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  126703. /**
  126704. *
  126705. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  126706. * @param taskName defines the name of the new task
  126707. * @param url defines the url of the file to load
  126708. * @param size defines the size you want for the cubemap (can be null)
  126709. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  126710. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  126711. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  126712. * @returns a new EquiRectangularCubeTextureAssetTask object
  126713. */
  126714. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  126715. /**
  126716. * Remove a task from the assets manager.
  126717. * @param task the task to remove
  126718. */
  126719. removeTask(task: AbstractAssetTask): void;
  126720. private _decreaseWaitingTasksCount;
  126721. private _runTask;
  126722. /**
  126723. * Reset the AssetsManager and remove all tasks
  126724. * @return the current instance of the AssetsManager
  126725. */
  126726. reset(): AssetsManager;
  126727. /**
  126728. * Start the loading process
  126729. * @return the current instance of the AssetsManager
  126730. */
  126731. load(): AssetsManager;
  126732. /**
  126733. * Start the loading process as an async operation
  126734. * @return a promise returning the list of failed tasks
  126735. */
  126736. loadAsync(): Promise<void>;
  126737. }
  126738. }
  126739. declare module BABYLON {
  126740. /**
  126741. * Wrapper class for promise with external resolve and reject.
  126742. */
  126743. export class Deferred<T> {
  126744. /**
  126745. * The promise associated with this deferred object.
  126746. */
  126747. readonly promise: Promise<T>;
  126748. private _resolve;
  126749. private _reject;
  126750. /**
  126751. * The resolve method of the promise associated with this deferred object.
  126752. */
  126753. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  126754. /**
  126755. * The reject method of the promise associated with this deferred object.
  126756. */
  126757. readonly reject: (reason?: any) => void;
  126758. /**
  126759. * Constructor for this deferred object.
  126760. */
  126761. constructor();
  126762. }
  126763. }
  126764. declare module BABYLON {
  126765. /**
  126766. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  126767. */
  126768. export class MeshExploder {
  126769. private _centerMesh;
  126770. private _meshes;
  126771. private _meshesOrigins;
  126772. private _toCenterVectors;
  126773. private _scaledDirection;
  126774. private _newPosition;
  126775. private _centerPosition;
  126776. /**
  126777. * Explodes meshes from a center mesh.
  126778. * @param meshes The meshes to explode.
  126779. * @param centerMesh The mesh to be center of explosion.
  126780. */
  126781. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  126782. private _setCenterMesh;
  126783. /**
  126784. * Get class name
  126785. * @returns "MeshExploder"
  126786. */
  126787. getClassName(): string;
  126788. /**
  126789. * "Exploded meshes"
  126790. * @returns Array of meshes with the centerMesh at index 0.
  126791. */
  126792. getMeshes(): Array<Mesh>;
  126793. /**
  126794. * Explodes meshes giving a specific direction
  126795. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  126796. */
  126797. explode(direction?: number): void;
  126798. }
  126799. }
  126800. declare module BABYLON {
  126801. /**
  126802. * Class used to help managing file picking and drag'n'drop
  126803. */
  126804. export class FilesInput {
  126805. /**
  126806. * List of files ready to be loaded
  126807. */
  126808. static readonly FilesToLoad: {
  126809. [key: string]: File;
  126810. };
  126811. /**
  126812. * Callback called when a file is processed
  126813. */
  126814. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  126815. private _engine;
  126816. private _currentScene;
  126817. private _sceneLoadedCallback;
  126818. private _progressCallback;
  126819. private _additionalRenderLoopLogicCallback;
  126820. private _textureLoadingCallback;
  126821. private _startingProcessingFilesCallback;
  126822. private _onReloadCallback;
  126823. private _errorCallback;
  126824. private _elementToMonitor;
  126825. private _sceneFileToLoad;
  126826. private _filesToLoad;
  126827. /**
  126828. * Creates a new FilesInput
  126829. * @param engine defines the rendering engine
  126830. * @param scene defines the hosting scene
  126831. * @param sceneLoadedCallback callback called when scene is loaded
  126832. * @param progressCallback callback called to track progress
  126833. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  126834. * @param textureLoadingCallback callback called when a texture is loading
  126835. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  126836. * @param onReloadCallback callback called when a reload is requested
  126837. * @param errorCallback callback call if an error occurs
  126838. */
  126839. 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);
  126840. private _dragEnterHandler;
  126841. private _dragOverHandler;
  126842. private _dropHandler;
  126843. /**
  126844. * Calls this function to listen to drag'n'drop events on a specific DOM element
  126845. * @param elementToMonitor defines the DOM element to track
  126846. */
  126847. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  126848. /**
  126849. * Release all associated resources
  126850. */
  126851. dispose(): void;
  126852. private renderFunction;
  126853. private drag;
  126854. private drop;
  126855. private _traverseFolder;
  126856. private _processFiles;
  126857. /**
  126858. * Load files from a drop event
  126859. * @param event defines the drop event to use as source
  126860. */
  126861. loadFiles(event: any): void;
  126862. private _processReload;
  126863. /**
  126864. * Reload the current scene from the loaded files
  126865. */
  126866. reload(): void;
  126867. }
  126868. }
  126869. declare module BABYLON {
  126870. /**
  126871. * Defines the root class used to create scene optimization to use with SceneOptimizer
  126872. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  126873. */
  126874. export class SceneOptimization {
  126875. /**
  126876. * Defines the priority of this optimization (0 by default which means first in the list)
  126877. */
  126878. priority: number;
  126879. /**
  126880. * Gets a string describing the action executed by the current optimization
  126881. * @returns description string
  126882. */
  126883. getDescription(): string;
  126884. /**
  126885. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  126886. * @param scene defines the current scene where to apply this optimization
  126887. * @param optimizer defines the current optimizer
  126888. * @returns true if everything that can be done was applied
  126889. */
  126890. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  126891. /**
  126892. * Creates the SceneOptimization object
  126893. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  126894. * @param desc defines the description associated with the optimization
  126895. */
  126896. constructor(
  126897. /**
  126898. * Defines the priority of this optimization (0 by default which means first in the list)
  126899. */
  126900. priority?: number);
  126901. }
  126902. /**
  126903. * Defines an optimization used to reduce the size of render target textures
  126904. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  126905. */
  126906. export class TextureOptimization extends SceneOptimization {
  126907. /**
  126908. * Defines the priority of this optimization (0 by default which means first in the list)
  126909. */
  126910. priority: number;
  126911. /**
  126912. * 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
  126913. */
  126914. maximumSize: number;
  126915. /**
  126916. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  126917. */
  126918. step: number;
  126919. /**
  126920. * Gets a string describing the action executed by the current optimization
  126921. * @returns description string
  126922. */
  126923. getDescription(): string;
  126924. /**
  126925. * Creates the TextureOptimization object
  126926. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  126927. * @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
  126928. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  126929. */
  126930. constructor(
  126931. /**
  126932. * Defines the priority of this optimization (0 by default which means first in the list)
  126933. */
  126934. priority?: number,
  126935. /**
  126936. * 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
  126937. */
  126938. maximumSize?: number,
  126939. /**
  126940. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  126941. */
  126942. step?: number);
  126943. /**
  126944. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  126945. * @param scene defines the current scene where to apply this optimization
  126946. * @param optimizer defines the current optimizer
  126947. * @returns true if everything that can be done was applied
  126948. */
  126949. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  126950. }
  126951. /**
  126952. * Defines an optimization used to increase or decrease the rendering resolution
  126953. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  126954. */
  126955. export class HardwareScalingOptimization extends SceneOptimization {
  126956. /**
  126957. * Defines the priority of this optimization (0 by default which means first in the list)
  126958. */
  126959. priority: number;
  126960. /**
  126961. * Defines the maximum scale to use (2 by default)
  126962. */
  126963. maximumScale: number;
  126964. /**
  126965. * Defines the step to use between two passes (0.5 by default)
  126966. */
  126967. step: number;
  126968. private _currentScale;
  126969. private _directionOffset;
  126970. /**
  126971. * Gets a string describing the action executed by the current optimization
  126972. * @return description string
  126973. */
  126974. getDescription(): string;
  126975. /**
  126976. * Creates the HardwareScalingOptimization object
  126977. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  126978. * @param maximumScale defines the maximum scale to use (2 by default)
  126979. * @param step defines the step to use between two passes (0.5 by default)
  126980. */
  126981. constructor(
  126982. /**
  126983. * Defines the priority of this optimization (0 by default which means first in the list)
  126984. */
  126985. priority?: number,
  126986. /**
  126987. * Defines the maximum scale to use (2 by default)
  126988. */
  126989. maximumScale?: number,
  126990. /**
  126991. * Defines the step to use between two passes (0.5 by default)
  126992. */
  126993. step?: number);
  126994. /**
  126995. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  126996. * @param scene defines the current scene where to apply this optimization
  126997. * @param optimizer defines the current optimizer
  126998. * @returns true if everything that can be done was applied
  126999. */
  127000. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127001. }
  127002. /**
  127003. * Defines an optimization used to remove shadows
  127004. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127005. */
  127006. export class ShadowsOptimization extends SceneOptimization {
  127007. /**
  127008. * Gets a string describing the action executed by the current optimization
  127009. * @return description string
  127010. */
  127011. getDescription(): string;
  127012. /**
  127013. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127014. * @param scene defines the current scene where to apply this optimization
  127015. * @param optimizer defines the current optimizer
  127016. * @returns true if everything that can be done was applied
  127017. */
  127018. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127019. }
  127020. /**
  127021. * Defines an optimization used to turn post-processes off
  127022. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127023. */
  127024. export class PostProcessesOptimization extends SceneOptimization {
  127025. /**
  127026. * Gets a string describing the action executed by the current optimization
  127027. * @return description string
  127028. */
  127029. getDescription(): string;
  127030. /**
  127031. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127032. * @param scene defines the current scene where to apply this optimization
  127033. * @param optimizer defines the current optimizer
  127034. * @returns true if everything that can be done was applied
  127035. */
  127036. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127037. }
  127038. /**
  127039. * Defines an optimization used to turn lens flares off
  127040. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127041. */
  127042. export class LensFlaresOptimization extends SceneOptimization {
  127043. /**
  127044. * Gets a string describing the action executed by the current optimization
  127045. * @return description string
  127046. */
  127047. getDescription(): string;
  127048. /**
  127049. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127050. * @param scene defines the current scene where to apply this optimization
  127051. * @param optimizer defines the current optimizer
  127052. * @returns true if everything that can be done was applied
  127053. */
  127054. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127055. }
  127056. /**
  127057. * Defines an optimization based on user defined callback.
  127058. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127059. */
  127060. export class CustomOptimization extends SceneOptimization {
  127061. /**
  127062. * Callback called to apply the custom optimization.
  127063. */
  127064. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  127065. /**
  127066. * Callback called to get custom description
  127067. */
  127068. onGetDescription: () => string;
  127069. /**
  127070. * Gets a string describing the action executed by the current optimization
  127071. * @returns description string
  127072. */
  127073. getDescription(): string;
  127074. /**
  127075. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127076. * @param scene defines the current scene where to apply this optimization
  127077. * @param optimizer defines the current optimizer
  127078. * @returns true if everything that can be done was applied
  127079. */
  127080. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127081. }
  127082. /**
  127083. * Defines an optimization used to turn particles off
  127084. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127085. */
  127086. export class ParticlesOptimization extends SceneOptimization {
  127087. /**
  127088. * Gets a string describing the action executed by the current optimization
  127089. * @return description string
  127090. */
  127091. getDescription(): string;
  127092. /**
  127093. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127094. * @param scene defines the current scene where to apply this optimization
  127095. * @param optimizer defines the current optimizer
  127096. * @returns true if everything that can be done was applied
  127097. */
  127098. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127099. }
  127100. /**
  127101. * Defines an optimization used to turn render targets off
  127102. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127103. */
  127104. export class RenderTargetsOptimization extends SceneOptimization {
  127105. /**
  127106. * Gets a string describing the action executed by the current optimization
  127107. * @return description string
  127108. */
  127109. getDescription(): string;
  127110. /**
  127111. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127112. * @param scene defines the current scene where to apply this optimization
  127113. * @param optimizer defines the current optimizer
  127114. * @returns true if everything that can be done was applied
  127115. */
  127116. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127117. }
  127118. /**
  127119. * Defines an optimization used to merge meshes with compatible materials
  127120. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127121. */
  127122. export class MergeMeshesOptimization extends SceneOptimization {
  127123. private static _UpdateSelectionTree;
  127124. /**
  127125. * Gets or sets a boolean which defines if optimization octree has to be updated
  127126. */
  127127. /**
  127128. * Gets or sets a boolean which defines if optimization octree has to be updated
  127129. */
  127130. static UpdateSelectionTree: boolean;
  127131. /**
  127132. * Gets a string describing the action executed by the current optimization
  127133. * @return description string
  127134. */
  127135. getDescription(): string;
  127136. private _canBeMerged;
  127137. /**
  127138. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127139. * @param scene defines the current scene where to apply this optimization
  127140. * @param optimizer defines the current optimizer
  127141. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  127142. * @returns true if everything that can be done was applied
  127143. */
  127144. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  127145. }
  127146. /**
  127147. * Defines a list of options used by SceneOptimizer
  127148. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127149. */
  127150. export class SceneOptimizerOptions {
  127151. /**
  127152. * Defines the target frame rate to reach (60 by default)
  127153. */
  127154. targetFrameRate: number;
  127155. /**
  127156. * Defines the interval between two checkes (2000ms by default)
  127157. */
  127158. trackerDuration: number;
  127159. /**
  127160. * Gets the list of optimizations to apply
  127161. */
  127162. optimizations: SceneOptimization[];
  127163. /**
  127164. * Creates a new list of options used by SceneOptimizer
  127165. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  127166. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  127167. */
  127168. constructor(
  127169. /**
  127170. * Defines the target frame rate to reach (60 by default)
  127171. */
  127172. targetFrameRate?: number,
  127173. /**
  127174. * Defines the interval between two checkes (2000ms by default)
  127175. */
  127176. trackerDuration?: number);
  127177. /**
  127178. * Add a new optimization
  127179. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  127180. * @returns the current SceneOptimizerOptions
  127181. */
  127182. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  127183. /**
  127184. * Add a new custom optimization
  127185. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  127186. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  127187. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127188. * @returns the current SceneOptimizerOptions
  127189. */
  127190. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  127191. /**
  127192. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  127193. * @param targetFrameRate defines the target frame rate (60 by default)
  127194. * @returns a SceneOptimizerOptions object
  127195. */
  127196. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127197. /**
  127198. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  127199. * @param targetFrameRate defines the target frame rate (60 by default)
  127200. * @returns a SceneOptimizerOptions object
  127201. */
  127202. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127203. /**
  127204. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  127205. * @param targetFrameRate defines the target frame rate (60 by default)
  127206. * @returns a SceneOptimizerOptions object
  127207. */
  127208. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127209. }
  127210. /**
  127211. * Class used to run optimizations in order to reach a target frame rate
  127212. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127213. */
  127214. export class SceneOptimizer implements IDisposable {
  127215. private _isRunning;
  127216. private _options;
  127217. private _scene;
  127218. private _currentPriorityLevel;
  127219. private _targetFrameRate;
  127220. private _trackerDuration;
  127221. private _currentFrameRate;
  127222. private _sceneDisposeObserver;
  127223. private _improvementMode;
  127224. /**
  127225. * Defines an observable called when the optimizer reaches the target frame rate
  127226. */
  127227. onSuccessObservable: Observable<SceneOptimizer>;
  127228. /**
  127229. * Defines an observable called when the optimizer enables an optimization
  127230. */
  127231. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  127232. /**
  127233. * Defines an observable called when the optimizer is not able to reach the target frame rate
  127234. */
  127235. onFailureObservable: Observable<SceneOptimizer>;
  127236. /**
  127237. * Gets a boolean indicating if the optimizer is in improvement mode
  127238. */
  127239. readonly isInImprovementMode: boolean;
  127240. /**
  127241. * Gets the current priority level (0 at start)
  127242. */
  127243. readonly currentPriorityLevel: number;
  127244. /**
  127245. * Gets the current frame rate checked by the SceneOptimizer
  127246. */
  127247. readonly currentFrameRate: number;
  127248. /**
  127249. * Gets or sets the current target frame rate (60 by default)
  127250. */
  127251. /**
  127252. * Gets or sets the current target frame rate (60 by default)
  127253. */
  127254. targetFrameRate: number;
  127255. /**
  127256. * Gets or sets the current interval between two checks (every 2000ms by default)
  127257. */
  127258. /**
  127259. * Gets or sets the current interval between two checks (every 2000ms by default)
  127260. */
  127261. trackerDuration: number;
  127262. /**
  127263. * Gets the list of active optimizations
  127264. */
  127265. readonly optimizations: SceneOptimization[];
  127266. /**
  127267. * Creates a new SceneOptimizer
  127268. * @param scene defines the scene to work on
  127269. * @param options defines the options to use with the SceneOptimizer
  127270. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  127271. * @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)
  127272. */
  127273. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  127274. /**
  127275. * Stops the current optimizer
  127276. */
  127277. stop(): void;
  127278. /**
  127279. * Reset the optimizer to initial step (current priority level = 0)
  127280. */
  127281. reset(): void;
  127282. /**
  127283. * Start the optimizer. By default it will try to reach a specific framerate
  127284. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  127285. */
  127286. start(): void;
  127287. private _checkCurrentState;
  127288. /**
  127289. * Release all resources
  127290. */
  127291. dispose(): void;
  127292. /**
  127293. * Helper function to create a SceneOptimizer with one single line of code
  127294. * @param scene defines the scene to work on
  127295. * @param options defines the options to use with the SceneOptimizer
  127296. * @param onSuccess defines a callback to call on success
  127297. * @param onFailure defines a callback to call on failure
  127298. * @returns the new SceneOptimizer object
  127299. */
  127300. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  127301. }
  127302. }
  127303. declare module BABYLON {
  127304. /**
  127305. * Class used to serialize a scene into a string
  127306. */
  127307. export class SceneSerializer {
  127308. /**
  127309. * Clear cache used by a previous serialization
  127310. */
  127311. static ClearCache(): void;
  127312. /**
  127313. * Serialize a scene into a JSON compatible object
  127314. * @param scene defines the scene to serialize
  127315. * @returns a JSON compatible object
  127316. */
  127317. static Serialize(scene: Scene): any;
  127318. /**
  127319. * Serialize a mesh into a JSON compatible object
  127320. * @param toSerialize defines the mesh to serialize
  127321. * @param withParents defines if parents must be serialized as well
  127322. * @param withChildren defines if children must be serialized as well
  127323. * @returns a JSON compatible object
  127324. */
  127325. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  127326. }
  127327. }
  127328. declare module BABYLON {
  127329. /**
  127330. * Class used to host texture specific utilities
  127331. */
  127332. export class TextureTools {
  127333. /**
  127334. * Uses the GPU to create a copy texture rescaled at a given size
  127335. * @param texture Texture to copy from
  127336. * @param width defines the desired width
  127337. * @param height defines the desired height
  127338. * @param useBilinearMode defines if bilinear mode has to be used
  127339. * @return the generated texture
  127340. */
  127341. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  127342. }
  127343. }
  127344. declare module BABYLON {
  127345. /**
  127346. * This represents the different options available for the video capture.
  127347. */
  127348. export interface VideoRecorderOptions {
  127349. /** Defines the mime type of the video. */
  127350. mimeType: string;
  127351. /** Defines the FPS the video should be recorded at. */
  127352. fps: number;
  127353. /** Defines the chunk size for the recording data. */
  127354. recordChunckSize: number;
  127355. /** The audio tracks to attach to the recording. */
  127356. audioTracks?: MediaStreamTrack[];
  127357. }
  127358. /**
  127359. * This can help with recording videos from BabylonJS.
  127360. * This is based on the available WebRTC functionalities of the browser.
  127361. *
  127362. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  127363. */
  127364. export class VideoRecorder {
  127365. private static readonly _defaultOptions;
  127366. /**
  127367. * Returns whether or not the VideoRecorder is available in your browser.
  127368. * @param engine Defines the Babylon Engine.
  127369. * @returns true if supported otherwise false.
  127370. */
  127371. static IsSupported(engine: Engine): boolean;
  127372. private readonly _options;
  127373. private _canvas;
  127374. private _mediaRecorder;
  127375. private _recordedChunks;
  127376. private _fileName;
  127377. private _resolve;
  127378. private _reject;
  127379. /**
  127380. * True when a recording is already in progress.
  127381. */
  127382. readonly isRecording: boolean;
  127383. /**
  127384. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  127385. * @param engine Defines the BabylonJS Engine you wish to record.
  127386. * @param options Defines options that can be used to customize the capture.
  127387. */
  127388. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  127389. /**
  127390. * Stops the current recording before the default capture timeout passed in the startRecording function.
  127391. */
  127392. stopRecording(): void;
  127393. /**
  127394. * Starts recording the canvas for a max duration specified in parameters.
  127395. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  127396. * If null no automatic download will start and you can rely on the promise to get the data back.
  127397. * @param maxDuration Defines the maximum recording time in seconds.
  127398. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  127399. * @return A promise callback at the end of the recording with the video data in Blob.
  127400. */
  127401. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  127402. /**
  127403. * Releases internal resources used during the recording.
  127404. */
  127405. dispose(): void;
  127406. private _handleDataAvailable;
  127407. private _handleError;
  127408. private _handleStop;
  127409. }
  127410. }
  127411. declare module BABYLON {
  127412. /**
  127413. * Class containing a set of static utilities functions for screenshots
  127414. */
  127415. export class ScreenshotTools {
  127416. /**
  127417. * Captures a screenshot of the current rendering
  127418. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127419. * @param engine defines the rendering engine
  127420. * @param camera defines the source camera
  127421. * @param size This parameter can be set to a single number or to an object with the
  127422. * following (optional) properties: precision, width, height. If a single number is passed,
  127423. * it will be used for both width and height. If an object is passed, the screenshot size
  127424. * will be derived from the parameters. The precision property is a multiplier allowing
  127425. * rendering at a higher or lower resolution
  127426. * @param successCallback defines the callback receives a single parameter which contains the
  127427. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  127428. * src parameter of an <img> to display it
  127429. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  127430. * Check your browser for supported MIME types
  127431. */
  127432. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  127433. /**
  127434. * Captures a screenshot of the current rendering
  127435. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127436. * @param engine defines the rendering engine
  127437. * @param camera defines the source camera
  127438. * @param size This parameter can be set to a single number or to an object with the
  127439. * following (optional) properties: precision, width, height. If a single number is passed,
  127440. * it will be used for both width and height. If an object is passed, the screenshot size
  127441. * will be derived from the parameters. The precision property is a multiplier allowing
  127442. * rendering at a higher or lower resolution
  127443. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  127444. * Check your browser for supported MIME types
  127445. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  127446. * to the src parameter of an <img> to display it
  127447. */
  127448. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  127449. /**
  127450. * Generates an image screenshot from the specified camera.
  127451. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127452. * @param engine The engine to use for rendering
  127453. * @param camera The camera to use for rendering
  127454. * @param size This parameter can be set to a single number or to an object with the
  127455. * following (optional) properties: precision, width, height. If a single number is passed,
  127456. * it will be used for both width and height. If an object is passed, the screenshot size
  127457. * will be derived from the parameters. The precision property is a multiplier allowing
  127458. * rendering at a higher or lower resolution
  127459. * @param successCallback The callback receives a single parameter which contains the
  127460. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  127461. * src parameter of an <img> to display it
  127462. * @param mimeType The MIME type of the screenshot image (default: image/png).
  127463. * Check your browser for supported MIME types
  127464. * @param samples Texture samples (default: 1)
  127465. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  127466. * @param fileName A name for for the downloaded file.
  127467. */
  127468. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  127469. /**
  127470. * Generates an image screenshot from the specified camera.
  127471. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127472. * @param engine The engine to use for rendering
  127473. * @param camera The camera to use for rendering
  127474. * @param size This parameter can be set to a single number or to an object with the
  127475. * following (optional) properties: precision, width, height. If a single number is passed,
  127476. * it will be used for both width and height. If an object is passed, the screenshot size
  127477. * will be derived from the parameters. The precision property is a multiplier allowing
  127478. * rendering at a higher or lower resolution
  127479. * @param mimeType The MIME type of the screenshot image (default: image/png).
  127480. * Check your browser for supported MIME types
  127481. * @param samples Texture samples (default: 1)
  127482. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  127483. * @param fileName A name for for the downloaded file.
  127484. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  127485. * to the src parameter of an <img> to display it
  127486. */
  127487. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  127488. /**
  127489. * Gets height and width for screenshot size
  127490. * @private
  127491. */
  127492. private static _getScreenshotSize;
  127493. }
  127494. }
  127495. declare module BABYLON {
  127496. /**
  127497. * A cursor which tracks a point on a path
  127498. */
  127499. export class PathCursor {
  127500. private path;
  127501. /**
  127502. * Stores path cursor callbacks for when an onchange event is triggered
  127503. */
  127504. private _onchange;
  127505. /**
  127506. * The value of the path cursor
  127507. */
  127508. value: number;
  127509. /**
  127510. * The animation array of the path cursor
  127511. */
  127512. animations: Animation[];
  127513. /**
  127514. * Initializes the path cursor
  127515. * @param path The path to track
  127516. */
  127517. constructor(path: Path2);
  127518. /**
  127519. * Gets the cursor point on the path
  127520. * @returns A point on the path cursor at the cursor location
  127521. */
  127522. getPoint(): Vector3;
  127523. /**
  127524. * Moves the cursor ahead by the step amount
  127525. * @param step The amount to move the cursor forward
  127526. * @returns This path cursor
  127527. */
  127528. moveAhead(step?: number): PathCursor;
  127529. /**
  127530. * Moves the cursor behind by the step amount
  127531. * @param step The amount to move the cursor back
  127532. * @returns This path cursor
  127533. */
  127534. moveBack(step?: number): PathCursor;
  127535. /**
  127536. * Moves the cursor by the step amount
  127537. * If the step amount is greater than one, an exception is thrown
  127538. * @param step The amount to move the cursor
  127539. * @returns This path cursor
  127540. */
  127541. move(step: number): PathCursor;
  127542. /**
  127543. * Ensures that the value is limited between zero and one
  127544. * @returns This path cursor
  127545. */
  127546. private ensureLimits;
  127547. /**
  127548. * Runs onchange callbacks on change (used by the animation engine)
  127549. * @returns This path cursor
  127550. */
  127551. private raiseOnChange;
  127552. /**
  127553. * Executes a function on change
  127554. * @param f A path cursor onchange callback
  127555. * @returns This path cursor
  127556. */
  127557. onchange(f: (cursor: PathCursor) => void): PathCursor;
  127558. }
  127559. }
  127560. declare module BABYLON {
  127561. /** @hidden */
  127562. export var blurPixelShader: {
  127563. name: string;
  127564. shader: string;
  127565. };
  127566. }
  127567. declare module BABYLON {
  127568. /** @hidden */
  127569. export var pointCloudVertexDeclaration: {
  127570. name: string;
  127571. shader: string;
  127572. };
  127573. }
  127574. // Mixins
  127575. interface Window {
  127576. mozIndexedDB: IDBFactory;
  127577. webkitIndexedDB: IDBFactory;
  127578. msIndexedDB: IDBFactory;
  127579. webkitURL: typeof URL;
  127580. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  127581. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  127582. WebGLRenderingContext: WebGLRenderingContext;
  127583. MSGesture: MSGesture;
  127584. CANNON: any;
  127585. AudioContext: AudioContext;
  127586. webkitAudioContext: AudioContext;
  127587. PointerEvent: any;
  127588. Math: Math;
  127589. Uint8Array: Uint8ArrayConstructor;
  127590. Float32Array: Float32ArrayConstructor;
  127591. mozURL: typeof URL;
  127592. msURL: typeof URL;
  127593. VRFrameData: any; // WebVR, from specs 1.1
  127594. DracoDecoderModule: any;
  127595. setImmediate(handler: (...args: any[]) => void): number;
  127596. }
  127597. interface HTMLCanvasElement {
  127598. requestPointerLock(): void;
  127599. msRequestPointerLock?(): void;
  127600. mozRequestPointerLock?(): void;
  127601. webkitRequestPointerLock?(): void;
  127602. /** Track wether a record is in progress */
  127603. isRecording: boolean;
  127604. /** Capture Stream method defined by some browsers */
  127605. captureStream(fps?: number): MediaStream;
  127606. }
  127607. interface CanvasRenderingContext2D {
  127608. msImageSmoothingEnabled: boolean;
  127609. }
  127610. interface MouseEvent {
  127611. mozMovementX: number;
  127612. mozMovementY: number;
  127613. webkitMovementX: number;
  127614. webkitMovementY: number;
  127615. msMovementX: number;
  127616. msMovementY: number;
  127617. }
  127618. interface Navigator {
  127619. mozGetVRDevices: (any: any) => any;
  127620. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  127621. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  127622. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  127623. webkitGetGamepads(): Gamepad[];
  127624. msGetGamepads(): Gamepad[];
  127625. webkitGamepads(): Gamepad[];
  127626. }
  127627. interface HTMLVideoElement {
  127628. mozSrcObject: any;
  127629. }
  127630. interface Math {
  127631. fround(x: number): number;
  127632. imul(a: number, b: number): number;
  127633. }
  127634. interface WebGLRenderingContext {
  127635. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  127636. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  127637. vertexAttribDivisor(index: number, divisor: number): void;
  127638. createVertexArray(): any;
  127639. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  127640. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  127641. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  127642. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  127643. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  127644. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  127645. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  127646. // Queries
  127647. createQuery(): WebGLQuery;
  127648. deleteQuery(query: WebGLQuery): void;
  127649. beginQuery(target: number, query: WebGLQuery): void;
  127650. endQuery(target: number): void;
  127651. getQueryParameter(query: WebGLQuery, pname: number): any;
  127652. getQuery(target: number, pname: number): any;
  127653. MAX_SAMPLES: number;
  127654. RGBA8: number;
  127655. READ_FRAMEBUFFER: number;
  127656. DRAW_FRAMEBUFFER: number;
  127657. UNIFORM_BUFFER: number;
  127658. HALF_FLOAT_OES: number;
  127659. RGBA16F: number;
  127660. RGBA32F: number;
  127661. R32F: number;
  127662. RG32F: number;
  127663. RGB32F: number;
  127664. R16F: number;
  127665. RG16F: number;
  127666. RGB16F: number;
  127667. RED: number;
  127668. RG: number;
  127669. R8: number;
  127670. RG8: number;
  127671. UNSIGNED_INT_24_8: number;
  127672. DEPTH24_STENCIL8: number;
  127673. /* Multiple Render Targets */
  127674. drawBuffers(buffers: number[]): void;
  127675. readBuffer(src: number): void;
  127676. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  127677. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  127678. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  127679. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  127680. // Occlusion Query
  127681. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  127682. ANY_SAMPLES_PASSED: number;
  127683. QUERY_RESULT_AVAILABLE: number;
  127684. QUERY_RESULT: number;
  127685. }
  127686. interface WebGLProgram {
  127687. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  127688. }
  127689. interface EXT_disjoint_timer_query {
  127690. QUERY_COUNTER_BITS_EXT: number;
  127691. TIME_ELAPSED_EXT: number;
  127692. TIMESTAMP_EXT: number;
  127693. GPU_DISJOINT_EXT: number;
  127694. QUERY_RESULT_EXT: number;
  127695. QUERY_RESULT_AVAILABLE_EXT: number;
  127696. queryCounterEXT(query: WebGLQuery, target: number): void;
  127697. createQueryEXT(): WebGLQuery;
  127698. beginQueryEXT(target: number, query: WebGLQuery): void;
  127699. endQueryEXT(target: number): void;
  127700. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  127701. deleteQueryEXT(query: WebGLQuery): void;
  127702. }
  127703. interface WebGLUniformLocation {
  127704. _currentState: any;
  127705. }
  127706. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  127707. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  127708. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  127709. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  127710. interface WebGLRenderingContext {
  127711. readonly RASTERIZER_DISCARD: number;
  127712. readonly DEPTH_COMPONENT24: number;
  127713. readonly TEXTURE_3D: number;
  127714. readonly TEXTURE_2D_ARRAY: number;
  127715. readonly TEXTURE_COMPARE_FUNC: number;
  127716. readonly TEXTURE_COMPARE_MODE: number;
  127717. readonly COMPARE_REF_TO_TEXTURE: number;
  127718. readonly TEXTURE_WRAP_R: number;
  127719. readonly HALF_FLOAT: number;
  127720. readonly RGB8: number;
  127721. readonly RED_INTEGER: number;
  127722. readonly RG_INTEGER: number;
  127723. readonly RGB_INTEGER: number;
  127724. readonly RGBA_INTEGER: number;
  127725. readonly R8_SNORM: number;
  127726. readonly RG8_SNORM: number;
  127727. readonly RGB8_SNORM: number;
  127728. readonly RGBA8_SNORM: number;
  127729. readonly R8I: number;
  127730. readonly RG8I: number;
  127731. readonly RGB8I: number;
  127732. readonly RGBA8I: number;
  127733. readonly R8UI: number;
  127734. readonly RG8UI: number;
  127735. readonly RGB8UI: number;
  127736. readonly RGBA8UI: number;
  127737. readonly R16I: number;
  127738. readonly RG16I: number;
  127739. readonly RGB16I: number;
  127740. readonly RGBA16I: number;
  127741. readonly R16UI: number;
  127742. readonly RG16UI: number;
  127743. readonly RGB16UI: number;
  127744. readonly RGBA16UI: number;
  127745. readonly R32I: number;
  127746. readonly RG32I: number;
  127747. readonly RGB32I: number;
  127748. readonly RGBA32I: number;
  127749. readonly R32UI: number;
  127750. readonly RG32UI: number;
  127751. readonly RGB32UI: number;
  127752. readonly RGBA32UI: number;
  127753. readonly RGB10_A2UI: number;
  127754. readonly R11F_G11F_B10F: number;
  127755. readonly RGB9_E5: number;
  127756. readonly RGB10_A2: number;
  127757. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  127758. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  127759. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  127760. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  127761. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  127762. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  127763. 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;
  127764. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  127765. readonly TRANSFORM_FEEDBACK: number;
  127766. readonly INTERLEAVED_ATTRIBS: number;
  127767. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  127768. createTransformFeedback(): WebGLTransformFeedback;
  127769. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  127770. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  127771. beginTransformFeedback(primitiveMode: number): void;
  127772. endTransformFeedback(): void;
  127773. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  127774. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  127775. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  127776. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  127777. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  127778. }
  127779. interface ImageBitmap {
  127780. readonly width: number;
  127781. readonly height: number;
  127782. close(): void;
  127783. }
  127784. interface WebGLQuery extends WebGLObject {
  127785. }
  127786. declare var WebGLQuery: {
  127787. prototype: WebGLQuery;
  127788. new(): WebGLQuery;
  127789. };
  127790. interface WebGLSampler extends WebGLObject {
  127791. }
  127792. declare var WebGLSampler: {
  127793. prototype: WebGLSampler;
  127794. new(): WebGLSampler;
  127795. };
  127796. interface WebGLSync extends WebGLObject {
  127797. }
  127798. declare var WebGLSync: {
  127799. prototype: WebGLSync;
  127800. new(): WebGLSync;
  127801. };
  127802. interface WebGLTransformFeedback extends WebGLObject {
  127803. }
  127804. declare var WebGLTransformFeedback: {
  127805. prototype: WebGLTransformFeedback;
  127806. new(): WebGLTransformFeedback;
  127807. };
  127808. interface WebGLVertexArrayObject extends WebGLObject {
  127809. }
  127810. declare var WebGLVertexArrayObject: {
  127811. prototype: WebGLVertexArrayObject;
  127812. new(): WebGLVertexArrayObject;
  127813. };
  127814. // Type definitions for WebVR API
  127815. // Project: https://w3c.github.io/webvr/
  127816. // Definitions by: six a <https://github.com/lostfictions>
  127817. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  127818. interface VRDisplay extends EventTarget {
  127819. /**
  127820. * Dictionary of capabilities describing the VRDisplay.
  127821. */
  127822. readonly capabilities: VRDisplayCapabilities;
  127823. /**
  127824. * z-depth defining the far plane of the eye view frustum
  127825. * enables mapping of values in the render target depth
  127826. * attachment to scene coordinates. Initially set to 10000.0.
  127827. */
  127828. depthFar: number;
  127829. /**
  127830. * z-depth defining the near plane of the eye view frustum
  127831. * enables mapping of values in the render target depth
  127832. * attachment to scene coordinates. Initially set to 0.01.
  127833. */
  127834. depthNear: number;
  127835. /**
  127836. * An identifier for this distinct VRDisplay. Used as an
  127837. * association point in the Gamepad API.
  127838. */
  127839. readonly displayId: number;
  127840. /**
  127841. * A display name, a user-readable name identifying it.
  127842. */
  127843. readonly displayName: string;
  127844. readonly isConnected: boolean;
  127845. readonly isPresenting: boolean;
  127846. /**
  127847. * If this VRDisplay supports room-scale experiences, the optional
  127848. * stage attribute contains details on the room-scale parameters.
  127849. */
  127850. readonly stageParameters: VRStageParameters | null;
  127851. /**
  127852. * Passing the value returned by `requestAnimationFrame` to
  127853. * `cancelAnimationFrame` will unregister the callback.
  127854. * @param handle Define the hanle of the request to cancel
  127855. */
  127856. cancelAnimationFrame(handle: number): void;
  127857. /**
  127858. * Stops presenting to the VRDisplay.
  127859. * @returns a promise to know when it stopped
  127860. */
  127861. exitPresent(): Promise<void>;
  127862. /**
  127863. * Return the current VREyeParameters for the given eye.
  127864. * @param whichEye Define the eye we want the parameter for
  127865. * @returns the eye parameters
  127866. */
  127867. getEyeParameters(whichEye: string): VREyeParameters;
  127868. /**
  127869. * Populates the passed VRFrameData with the information required to render
  127870. * the current frame.
  127871. * @param frameData Define the data structure to populate
  127872. * @returns true if ok otherwise false
  127873. */
  127874. getFrameData(frameData: VRFrameData): boolean;
  127875. /**
  127876. * Get the layers currently being presented.
  127877. * @returns the list of VR layers
  127878. */
  127879. getLayers(): VRLayer[];
  127880. /**
  127881. * Return a VRPose containing the future predicted pose of the VRDisplay
  127882. * when the current frame will be presented. The value returned will not
  127883. * change until JavaScript has returned control to the browser.
  127884. *
  127885. * The VRPose will contain the position, orientation, velocity,
  127886. * and acceleration of each of these properties.
  127887. * @returns the pose object
  127888. */
  127889. getPose(): VRPose;
  127890. /**
  127891. * Return the current instantaneous pose of the VRDisplay, with no
  127892. * prediction applied.
  127893. * @returns the current instantaneous pose
  127894. */
  127895. getImmediatePose(): VRPose;
  127896. /**
  127897. * The callback passed to `requestAnimationFrame` will be called
  127898. * any time a new frame should be rendered. When the VRDisplay is
  127899. * presenting the callback will be called at the native refresh
  127900. * rate of the HMD. When not presenting this function acts
  127901. * identically to how window.requestAnimationFrame acts. Content should
  127902. * make no assumptions of frame rate or vsync behavior as the HMD runs
  127903. * asynchronously from other displays and at differing refresh rates.
  127904. * @param callback Define the eaction to run next frame
  127905. * @returns the request handle it
  127906. */
  127907. requestAnimationFrame(callback: FrameRequestCallback): number;
  127908. /**
  127909. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  127910. * Repeat calls while already presenting will update the VRLayers being displayed.
  127911. * @param layers Define the list of layer to present
  127912. * @returns a promise to know when the request has been fulfilled
  127913. */
  127914. requestPresent(layers: VRLayer[]): Promise<void>;
  127915. /**
  127916. * Reset the pose for this display, treating its current position and
  127917. * orientation as the "origin/zero" values. VRPose.position,
  127918. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  127919. * updated when calling resetPose(). This should be called in only
  127920. * sitting-space experiences.
  127921. */
  127922. resetPose(): void;
  127923. /**
  127924. * The VRLayer provided to the VRDisplay will be captured and presented
  127925. * in the HMD. Calling this function has the same effect on the source
  127926. * canvas as any other operation that uses its source image, and canvases
  127927. * created without preserveDrawingBuffer set to true will be cleared.
  127928. * @param pose Define the pose to submit
  127929. */
  127930. submitFrame(pose?: VRPose): void;
  127931. }
  127932. declare var VRDisplay: {
  127933. prototype: VRDisplay;
  127934. new(): VRDisplay;
  127935. };
  127936. interface VRLayer {
  127937. leftBounds?: number[] | Float32Array | null;
  127938. rightBounds?: number[] | Float32Array | null;
  127939. source?: HTMLCanvasElement | null;
  127940. }
  127941. interface VRDisplayCapabilities {
  127942. readonly canPresent: boolean;
  127943. readonly hasExternalDisplay: boolean;
  127944. readonly hasOrientation: boolean;
  127945. readonly hasPosition: boolean;
  127946. readonly maxLayers: number;
  127947. }
  127948. interface VREyeParameters {
  127949. /** @deprecated */
  127950. readonly fieldOfView: VRFieldOfView;
  127951. readonly offset: Float32Array;
  127952. readonly renderHeight: number;
  127953. readonly renderWidth: number;
  127954. }
  127955. interface VRFieldOfView {
  127956. readonly downDegrees: number;
  127957. readonly leftDegrees: number;
  127958. readonly rightDegrees: number;
  127959. readonly upDegrees: number;
  127960. }
  127961. interface VRFrameData {
  127962. readonly leftProjectionMatrix: Float32Array;
  127963. readonly leftViewMatrix: Float32Array;
  127964. readonly pose: VRPose;
  127965. readonly rightProjectionMatrix: Float32Array;
  127966. readonly rightViewMatrix: Float32Array;
  127967. readonly timestamp: number;
  127968. }
  127969. interface VRPose {
  127970. readonly angularAcceleration: Float32Array | null;
  127971. readonly angularVelocity: Float32Array | null;
  127972. readonly linearAcceleration: Float32Array | null;
  127973. readonly linearVelocity: Float32Array | null;
  127974. readonly orientation: Float32Array | null;
  127975. readonly position: Float32Array | null;
  127976. readonly timestamp: number;
  127977. }
  127978. interface VRStageParameters {
  127979. sittingToStandingTransform?: Float32Array;
  127980. sizeX?: number;
  127981. sizeY?: number;
  127982. }
  127983. interface Navigator {
  127984. getVRDisplays(): Promise<VRDisplay[]>;
  127985. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  127986. }
  127987. interface Window {
  127988. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  127989. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  127990. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  127991. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  127992. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  127993. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  127994. }
  127995. interface Gamepad {
  127996. readonly displayId: number;
  127997. }
  127998. type XRSessionMode =
  127999. | "inline"
  128000. | "immersive-vr"
  128001. | "immersive-ar";
  128002. type XRReferenceSpaceType =
  128003. | "viewer"
  128004. | "local"
  128005. | "local-floor"
  128006. | "bounded-floor"
  128007. | "unbounded";
  128008. type XREnvironmentBlendMode =
  128009. | "opaque"
  128010. | "additive"
  128011. | "alpha-blend";
  128012. type XRVisibilityState =
  128013. | "visible"
  128014. | "visible-blurred"
  128015. | "hidden";
  128016. type XRHandedness =
  128017. | "none"
  128018. | "left"
  128019. | "right";
  128020. type XRTargetRayMode =
  128021. | "gaze"
  128022. | "tracked-pointer"
  128023. | "screen";
  128024. type XREye =
  128025. | "none"
  128026. | "left"
  128027. | "right";
  128028. interface XRSpace extends EventTarget {
  128029. }
  128030. interface XRRenderState {
  128031. depthNear?: number;
  128032. depthFar?: number;
  128033. inlineVerticalFieldOfView?: number;
  128034. baseLayer?: XRWebGLLayer;
  128035. }
  128036. interface XRInputSource {
  128037. handedness: XRHandedness;
  128038. targetRayMode: XRTargetRayMode;
  128039. targetRaySpace: XRSpace;
  128040. gripSpace: XRSpace | undefined;
  128041. gamepad: Gamepad | undefined;
  128042. profiles: Array<string>;
  128043. }
  128044. interface XRSession {
  128045. addEventListener: Function;
  128046. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  128047. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  128048. requestAnimationFrame: Function;
  128049. end(): Promise<void>;
  128050. renderState: XRRenderState;
  128051. inputSources: Array<XRInputSource>;
  128052. }
  128053. interface XRReferenceSpace extends XRSpace {
  128054. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  128055. onreset: any;
  128056. }
  128057. interface XRFrame {
  128058. session: XRSession;
  128059. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  128060. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  128061. }
  128062. interface XRViewerPose extends XRPose {
  128063. views: Array<XRView>;
  128064. }
  128065. interface XRPose {
  128066. transform: XRRigidTransform;
  128067. emulatedPosition: boolean;
  128068. }
  128069. declare var XRWebGLLayer: {
  128070. prototype: XRWebGLLayer;
  128071. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  128072. };
  128073. interface XRWebGLLayer {
  128074. framebuffer: WebGLFramebuffer;
  128075. framebufferWidth: number;
  128076. framebufferHeight: number;
  128077. getViewport: Function;
  128078. }
  128079. interface XRRigidTransform {
  128080. position: DOMPointReadOnly;
  128081. orientation: DOMPointReadOnly;
  128082. matrix: Float32Array;
  128083. inverse: XRRigidTransform;
  128084. }
  128085. interface XRView {
  128086. eye: XREye;
  128087. projectionMatrix: Float32Array;
  128088. transform: XRRigidTransform;
  128089. }
  128090. interface XRInputSourceChangeEvent {
  128091. session: XRSession;
  128092. removed: Array<XRInputSource>;
  128093. added: Array<XRInputSource>;
  128094. }